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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Caiburn</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Caiburn"/>
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	<updated>2026-04-10T00:22:14Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Floor&amp;diff=22702</id>
		<title>40d Talk:Floor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Floor&amp;diff=22702"/>
		<updated>2008-09-03T20:22:05Z</updated>

		<summary type="html">&lt;p&gt;Caiburn: Returning to pristine state&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Can the wagons that come with the human caravans travel over floor?--[[User:Tarsier|Tarsier]] 18:28, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I've tried building floor directly on the ground, and they travelled over it with no problem.  I've never tried building a raised floor for them to travel over, though I suspect they'd have no trouble with it (provided, of course, they had the appropriate ramps and such to travel up to it). --[[User:JT|JT]] 18:48, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I think that a constructed floor counts as part of a room's value (correct me if I am wrong). Assuming that this is true, could one smooth and engrave an entire floor and then build a constructed floor on top of it and have both values added to room totals?--[[User:Varsashi|Varsashi]] 21:47, 10 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Maybe, but if you really want to boost the value of a room, put a platinum statue in it.--[[User:Maximus|Maximus]] 23:24, 10 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
=Trapped Floors?=&lt;br /&gt;
&lt;br /&gt;
I know you cannot build walls on top of floors (note:  Why not?) -- can you build traps on top of floors?  I picture a fortress with the volcano mostly capped by floor, except for a few vents for random things to crawl out of -- only to be chopped, diced, and otherwise destroyed by large serrated discs.  Free bones! :)&lt;br /&gt;
:Two constructions (wall and floor are both constructions) may not share a tile. You can build buildings on a constructed floor tile (weapon trap is a building, floor is a construction). (edited for clarity) [[User:Rkyeun|Rkyeun]] 00:07, 16 February 2008 (EST)&lt;br /&gt;
::Don't you contradict yourself here? What is a floor - a construction or a building? I always thought, that constructions are buildings for myself... --[[User:Dorten|Dorten]] 23:33, 10 January 2008 (EST)&lt;br /&gt;
:::A floor is a construction.  I've rewritten the [[construction]] article to explain the various differences better.--[[User:Maximus|Maximus]] 19:22, 11 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
=building on angles=&lt;br /&gt;
you can only set a floor to be built on a 90 degree angle, but the dwarves will build on a 45 degree like  f means floor, W means wall, o means epty space, D means dwarf &lt;br /&gt;
 FFF             DFF&lt;br /&gt;
 WoW             WoW&lt;br /&gt;
&lt;br /&gt;
:Floors do not provide support on a 45 degree angle, only to the cardinal directions (eg North, South, East, and West). Dwarves meanwhile can build in all 8 directions. --[[User:JeebusSez|JeebusSez]] 00:40, 21 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Returning to pristine state ==&lt;br /&gt;
&lt;br /&gt;
If you build a wall/constructed floor/farm plot on a soil tile and afterwards remove the construction, the tile turns from e.g. &amp;quot;Silty Clay Cavern Floor&amp;quot; to &amp;quot;Furrowed Silty Clay&amp;quot;. The tile changes from it's original graphic (&amp;quot;.&amp;quot; in my case) to a tilde (&amp;quot;~&amp;quot;).&lt;br /&gt;
Is there any way to return the tile to it's pristine state? Pure visual appeal ;) [[User:Caiburn|Caiburn]]&lt;/div&gt;</summary>
		<author><name>Caiburn</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Caiburn&amp;diff=37597</id>
		<title>User:Caiburn</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Caiburn&amp;diff=37597"/>
		<updated>2008-08-29T13:38:50Z</updated>

		<summary type="html">&lt;p&gt;Caiburn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Basics ==&lt;br /&gt;
&lt;br /&gt;
Miasma-safe indoor refuse stockpile&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: monospace; white-space: pre; line-height: 126.5%&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
▒▒▒▒▒▒▒▒▒▒▒&lt;br /&gt;
▒▒▒▒▒▒▒▒▒▒▒&lt;br /&gt;
▒▒▒▒===▒▒▒▒ The double doors with no room inbetween act as a very &lt;br /&gt;
▒▒▒▒===╫╫.. tight airlock of sorts. It is very unlikely for any&lt;br /&gt;
▒▒▒▒===▒▒▒▒ miasma to escape (from a dwarf's POV).&lt;br /&gt;
▒▒▒▒▒▒▒▒▒▒▒&lt;br /&gt;
▒▒▒▒▒▒▒▒▒▒▒&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Ideas to try ==&lt;br /&gt;
&lt;br /&gt;
Thanks to Savok for his unified map key (found [http://archive.dwarffortresswiki.net/index.php/Dwarf_Fortress_Wiki:Community_Portal#Unified_map_key here]) and the input for flytrap and pong.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Bridge flytrap&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: monospace; white-space: pre; line-height: 126.5%&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
          ▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒&lt;br /&gt;
to        ng ↓╡╞bridge raising ↓╡╞bridge raising ↓╡╞br   to&lt;br /&gt;
wilder-   ng ↑╡╞bridge raising ↑╡╞bridge raising ↑╡╞br   fortress&lt;br /&gt;
ness      ▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒&lt;br /&gt;
&lt;br /&gt;
Activated by a lever inside the control room, which shall be&lt;br /&gt;
staffed by three novice mechanics. All of them shall have nothing&lt;br /&gt;
to do but to pull levers quickly when the time comes.&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: monospace; white-space: pre; line-height: 126.5%&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
to        ▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒&lt;br /&gt;
wilder-   ..............^.╔bridge raising ← ╗   to&lt;br /&gt;
ness      ..............^.╚═════════════════╝   fortress&lt;br /&gt;
          ▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒&lt;br /&gt;
^ = pressure plate, not trap&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
::Savok: I don't think that Pong will work (timing of p-plates isn't good at all)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Easy pathing fortress layout (not to scale)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: monospace; white-space: pre; line-height: 126.5%&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
Top level&lt;br /&gt;
Trade Depot and main stairs entrance (walls/fortifications omitted).&lt;br /&gt;
............................................&lt;br /&gt;
....................DDDDD...................&lt;br /&gt;
....................DDDDD...................&lt;br /&gt;
....................DDDDD...................&lt;br /&gt;
....................DDDDD...................&lt;br /&gt;
....................DDDDD...................&lt;br /&gt;
............................................&lt;br /&gt;
.....................&amp;gt;&amp;gt;&amp;gt;....................&lt;br /&gt;
.....................&amp;gt;&amp;gt;&amp;gt;....................&lt;br /&gt;
.....................&amp;gt;&amp;gt;&amp;gt;....................&lt;br /&gt;
............................................&lt;br /&gt;
&lt;br /&gt;
Following levels&lt;br /&gt;
Distance between stairs is [Shift+Cursor], so 11 spaces&lt;br /&gt;
relative to center of central stairway&lt;br /&gt;
.&amp;gt;...&amp;gt;...&amp;gt;...&amp;gt;...&amp;gt;...&amp;gt;...&amp;gt;...&amp;gt;...&amp;gt;...&amp;gt;...&lt;br /&gt;
.........................................&lt;br /&gt;
.........................................&lt;br /&gt;
.........................................&lt;br /&gt;
.&amp;gt;...&amp;gt;...&amp;gt;...&amp;gt;...&amp;gt;...&amp;gt;...&amp;gt;...&amp;gt;...&amp;gt;...&amp;gt;...&lt;br /&gt;
.........................................&lt;br /&gt;
.........................................&lt;br /&gt;
....................XXX..................&lt;br /&gt;
.&amp;gt;...&amp;gt;...&amp;gt;...&amp;gt;...&amp;gt;..XXX..&amp;gt;...&amp;gt;...&amp;gt;...&amp;gt;...&lt;br /&gt;
....................XXX..................&lt;br /&gt;
.........................................&lt;br /&gt;
Below this level, replace down stairs with up/down stairs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Residential buildings fitting for the resulting space blocks (to scale)&lt;br /&gt;
.&amp;gt;.........&amp;gt;.&lt;br /&gt;
..▒▒▒▒▒▒▒▒▒..&lt;br /&gt;
..╫bhf▒fhb╫..&lt;br /&gt;
..▒▒▒▒▒▒▒▒▒..&lt;br /&gt;
..╫bhf▒fhb╫..&lt;br /&gt;
..▒▒▒▒▒▒▒▒▒..  bhf being bed, chest, cabinet&lt;br /&gt;
..╫bhf▒fhb╫..&lt;br /&gt;
..▒▒▒▒▒▒▒▒▒..&lt;br /&gt;
..╫bhf▒fhb╫..&lt;br /&gt;
..▒▒▒▒▒▒▒▒▒..&lt;br /&gt;
.&amp;gt;.........&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Since Toady seems to use a volumetric instead of a planar approach* to distance calculation/pathing for jobs, this makes access to all areas for the dwarves very easy and lowers the amount of collision detection for entities. On my machine this enables me to play with a headcount of over 150 (where 100 was my previous maximum for personal endurable game speed).&lt;br /&gt;
&lt;br /&gt;
(*) Volumetric means changing the z-level up or down by one is always a distance of 1 - regardless of the distance to the nearest stairway. This leads to &amp;quot;weird&amp;quot; behavior like dwarves ignoring nearby resources since the same resource is directly below the destination, one Z-level and hundreds of steps to the next stairway away.&lt;/div&gt;</summary>
		<author><name>Caiburn</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Ehertlein&amp;diff=44041</id>
		<title>User:Ehertlein</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Ehertlein&amp;diff=44041"/>
		<updated>2008-08-26T16:06:34Z</updated>

		<summary type="html">&lt;p&gt;Caiburn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Pages I use Often=&lt;br /&gt;
* [[Bedroom Design]]&lt;br /&gt;
&lt;br /&gt;
=Newbie Questions I have=&lt;br /&gt;
&lt;br /&gt;
* Is there a way to get rid of flies? Do I need to?&lt;br /&gt;
&lt;br /&gt;
:Get a cat and keep your food in underground stockpiles, and they should stay outside where they belong. But no, you don't really need to vanquish them; they may occasionally cause a bad thought in dwarves that hate flies, but they're pretty harmless. Certainly less so than [[catsplosion|cats]]. --[[User:Zombiejustice|Zombiejustice]] 11:58, 20 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Ahh thank you. I find I have less flies now. I could be wrong, but I think I had an issue with flies because I had so many crops wilting in the huge underground farms I had dug. I have been better about that recently. --[[User:Ehertlein|Ehertlein]] 17:30, 20 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
* How do I stop thieves?&lt;br /&gt;
&lt;br /&gt;
:Move all your workshops and your trade depot underground to start. Post either canine or dwarven guards at the entrance to your fort in such a way that nothing can get past without coming within one tile of them. They will typically avoid traps, but will fall out of stealth whenever they are in the eight tiles surrounding a hostile unit (I don't think pets count, sadly, but war dogs do). You may even find it useful to assign a war dog to all your woodcutters and herbalists, as they are usually the ones finding thieves as they wander around the map. --[[User:Zombiejustice|Zombiejustice]] 11:58, 20 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I have a nice little setup of traps now in my fort entrance, followed by dogs on ropes, followed by another row of traps. Hopefully that should ease the issue. I'll need to find myself an animal handler to train my dogs though. --[[User:Ehertlein|Ehertlein]] 17:30, 20 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Animal Training is not a qualified skill: You'll get the same results with a Novice as with a High Master, the only difference is the time it takes. I'm not sure if untrained dogs will deter thieves, as well, so you may just want to assign a peasant to train those doggies up for you.&lt;br /&gt;
&lt;br /&gt;
:::Just let me know if there's any other questions you have; I've only been playing for a couple months myself, but I'm happy to explain anything I know. --[[User:Zombiejustice|Zombiejustice]] 12:40, 21 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Thank you! I didn't know that about the qualified skill. Is there a list of skills where quality matters on the wiki? Also I don't know if you saw my Fort Journal, but the reason I was getting everything stolen... I left it in the Trade Depot. :) --[[User:Ehertlein|Ehertlein]] 15:46, 21 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
* What is the Job Check Chest?&lt;br /&gt;
::If a dwarf owns a chest, he may put owned items into it and sometimes check if they are still there (my observation). --[[User:Caiburn|Caiburn]] 09:50, 24 August 2008 (CET)&lt;br /&gt;
:::Self-correction: Dwarves check chests that do not belong to anyone. I guess this could use investigation. --[[User:Caiburn|Caiburn]] 18:06, 26 August 2008 (CET)&lt;br /&gt;
&lt;br /&gt;
=Fort Journal=&lt;br /&gt;
===Year 1===&lt;br /&gt;
&lt;br /&gt;
Not much happening this first year. Got my farm up and running, built some crude living quarters. Thanks to the wonders of Dwarven Syrup Roasts I bought everything I could want from the first caravan. No migrants this year, not sure why.&lt;br /&gt;
&lt;br /&gt;
===Year 2===&lt;br /&gt;
&lt;br /&gt;
Spring brought an elven caravan. Before they could even set up I see a big mistake. There are still goods from the last dwarven caravan at the depot. This explains how thieves were stealing goods last winter, I left them outside! When the elves do finally get set up we are ambushed. The 4 goblins are killed, but not before 2 elven merchants and 2 dwarves are killed. I loose my mechanic/architect and a farmer/brewer. Hopefully migrants soon...&lt;br /&gt;
&lt;br /&gt;
Well the migrants came as soon as the ambush was over. I built some coffins and interred my dead and went to the business of getting these 19 new dwarves put to work. Many of them came with skills that were useful immediately. I put the new engraver to work smoothing walls in my living area. A cook that arrived became my new farmer/brewer since we already have a great cook. We got a ranger to train our animals (turned hunting off so he doesn't get himself killed) and 3 other animal handler/dissectors. Those 3 got drafted into the army as wrestlers for now (I want to be prepared for the next ambush!).&lt;br /&gt;
&lt;br /&gt;
A weaver went insane while trying to create something. :( I didn't learn until later that I could have learned what he needed by checking the workshop he had overtaken. Oh well, I know for next time. Summer is now almost over and the small human caravan that stopped by had little I could use and seemed to like very little of what I had. Leaving that stuff in the depot to get stolen has certainly slowed down my progress.&lt;br /&gt;
&lt;br /&gt;
The fall caravan from the mountain home behaved oddly. They came and unloaded and then left before I could even finish the meeting with the liaison. We spent the rest of the fall an winter moving the trade depot inside the fortress in hopes that caravans would feel safer. We also learned how to create a dump for the stones that were littering my useful spaces. Hopefully next year will be more productive.&lt;br /&gt;
&lt;br /&gt;
===Year 3===&lt;br /&gt;
====Spring====&lt;br /&gt;
Well we finally had a caravan survive. The elves stopped by and we traded them some of our huge food reserves for some berries and a pair of Jaguars. Our dreams of the halls being patrolled by giant cats were dashed when our Ranger, Inod Zursullor, pointed out they were both female. The elves are tricksy!&lt;br /&gt;
&lt;br /&gt;
New immigrants have bolstered our ranks to 52 sturdy dwarves. The newly appointed mayor now believes she needs some better accommodations so we are working to improve her office. The Captain of the Guard, a former Fish Dissector, is happy with his new rooms.&lt;br /&gt;
&lt;br /&gt;
We need to start doing some digging looking for some ore at some point here. We can't depend on mushrooms to keep this fortress running forever!&lt;br /&gt;
====Summer====&lt;br /&gt;
The human caravan was a decent success. We bought everything we could use including all of their ore, logs, and barrels. It its obvious that we are going to have to offer more for their goods to get the armor and metal that we are now needing.&lt;br /&gt;
&lt;br /&gt;
No immigrants at all this season. Odd, we had expected some with all of the improvements we made to the fortress to please the Mayor. In a strange coincidence, as soon as we had met all of the Mayor's demands, she was replaced by an election. Our resident Armorsmith is now heading our fortress.&lt;br /&gt;
&lt;br /&gt;
No attacks since we moved the Trade Depot inside, but our hunter is laid up and her dog is dead. We didn't even see what did it. Probably the batmen from near the chasm up north. We also have a member of our military who has been bed ridden for months after a terrible leg injury while sparring.&lt;br /&gt;
&lt;br /&gt;
Digging hasn't progressed well at all, we are trying to train a new miner, he is very slow.&lt;/div&gt;</summary>
		<author><name>Caiburn</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Ehertlein&amp;diff=44039</id>
		<title>User:Ehertlein</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Ehertlein&amp;diff=44039"/>
		<updated>2008-08-24T07:50:46Z</updated>

		<summary type="html">&lt;p&gt;Caiburn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Pages I use Often=&lt;br /&gt;
* [[Bedroom Design]]&lt;br /&gt;
&lt;br /&gt;
=Newbie Questions I have=&lt;br /&gt;
&lt;br /&gt;
* Is there a way to get rid of flies? Do I need to?&lt;br /&gt;
&lt;br /&gt;
:Get a cat and keep your food in underground stockpiles, and they should stay outside where they belong. But no, you don't really need to vanquish them; they may occasionally cause a bad thought in dwarves that hate flies, but they're pretty harmless. Certainly less so than [[catsplosion|cats]]. --[[User:Zombiejustice|Zombiejustice]] 11:58, 20 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Ahh thank you. I find I have less flies now. I could be wrong, but I think I had an issue with flies because I had so many crops wilting in the huge underground farms I had dug. I have been better about that recently. --[[User:Ehertlein|Ehertlein]] 17:30, 20 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
* How do I stop thieves?&lt;br /&gt;
&lt;br /&gt;
:Move all your workshops and your trade depot underground to start. Post either canine or dwarven guards at the entrance to your fort in such a way that nothing can get past without coming within one tile of them. They will typically avoid traps, but will fall out of stealth whenever they are in the eight tiles surrounding a hostile unit (I don't think pets count, sadly, but war dogs do). You may even find it useful to assign a war dog to all your woodcutters and herbalists, as they are usually the ones finding thieves as they wander around the map. --[[User:Zombiejustice|Zombiejustice]] 11:58, 20 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I have a nice little setup of traps now in my fort entrance, followed by dogs on ropes, followed by another row of traps. Hopefully that should ease the issue. I'll need to find myself an animal handler to train my dogs though. --[[User:Ehertlein|Ehertlein]] 17:30, 20 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Animal Training is not a qualified skill: You'll get the same results with a Novice as with a High Master, the only difference is the time it takes. I'm not sure if untrained dogs will deter thieves, as well, so you may just want to assign a peasant to train those doggies up for you.&lt;br /&gt;
&lt;br /&gt;
:::Just let me know if there's any other questions you have; I've only been playing for a couple months myself, but I'm happy to explain anything I know. --[[User:Zombiejustice|Zombiejustice]] 12:40, 21 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Thank you! I didn't know that about the qualified skill. Is there a list of skills where quality matters on the wiki? Also I don't know if you saw my Fort Journal, but the reason I was getting everything stolen... I left it in the Trade Depot. :) --[[User:Ehertlein|Ehertlein]] 15:46, 21 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
* What is the Job Check Chest?&lt;br /&gt;
::If a dwarf owns a chest, he may put owned items into it and sometimes check if they are still there (my observation). --[[User:Caiburn|Caiburn]] 09:50, 24 August 2008 (CET)&lt;br /&gt;
&lt;br /&gt;
=Fort Journal=&lt;br /&gt;
===Year 1===&lt;br /&gt;
&lt;br /&gt;
Not much happening this first year. Got my farm up and running, built some crude living quarters. Thanks to the wonders of Dwarven Syrup Roasts I bought everything I could want from the first caravan. No migrants this year, not sure why.&lt;br /&gt;
&lt;br /&gt;
===Year 2===&lt;br /&gt;
&lt;br /&gt;
Spring brought an elven caravan. Before they could even set up I see a big mistake. There are still goods from the last dwarven caravan at the depot. This explains how thieves were stealing goods last winter, I left them outside! When the elves do finally get set up we are ambushed. The 4 goblins are killed, but not before 2 elven merchants and 2 dwarves are killed. I loose my mechanic/architect and a farmer/brewer. Hopefully migrants soon...&lt;br /&gt;
&lt;br /&gt;
Well the migrants came as soon as the ambush was over. I built some coffins and interred my dead and went to the business of getting these 19 new dwarves put to work. Many of them came with skills that were useful immediately. I put the new engraver to work smoothing walls in my living area. A cook that arrived became my new farmer/brewer since we already have a great cook. We got a ranger to train our animals (turned hunting off so he doesn't get himself killed) and 3 other animal handler/dissectors. Those 3 got drafted into the army as wrestlers for now (I want to be prepared for the next ambush!).&lt;br /&gt;
&lt;br /&gt;
A weaver went insane while trying to create something. :( I didn't learn until later that I could have learned what he needed by checking the workshop he had overtaken. Oh well, I know for next time. Summer is now almost over and the small human caravan that stopped by had little I could use and seemed to like very little of what I had. Leaving that stuff in the depot to get stolen has certainly slowed down my progress.&lt;br /&gt;
&lt;br /&gt;
The fall caravan from the mountain home behaved oddly. They came and unloaded and then left before I could even finish the meeting with the liaison. We spent the rest of the fall an winter moving the trade depot inside the fortress in hopes that caravans would feel safer. We also learned how to create a dump for the stones that were littering my useful spaces. Hopefully next year will be more productive.&lt;br /&gt;
&lt;br /&gt;
===Year 3===&lt;br /&gt;
====Spring====&lt;br /&gt;
Well we finally had a caravan survive. The elves stopped by and we traded them some of our huge food reserves for some berries and a pair of Jaguars. Our dreams of the halls being patrolled by giant cats were dashed when our Ranger, Inod Zursullor, pointed out they were both female. The elves are tricksy!&lt;br /&gt;
&lt;br /&gt;
New immigrants have bolstered our ranks to 52 sturdy dwarves. The newly appointed mayor now believes she needs some better accommodations so we are working to improve her office. The Captain of the Guard, a former Fish Dissector, is happy with his new rooms.&lt;br /&gt;
&lt;br /&gt;
We need to start doing some digging looking for some ore at some point here. We can't depend on mushrooms to keep this fortress running forever!&lt;/div&gt;</summary>
		<author><name>Caiburn</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Room&amp;diff=8850</id>
		<title>40d:Room</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Room&amp;diff=8850"/>
		<updated>2008-08-21T01:34:14Z</updated>

		<summary type="html">&lt;p&gt;Caiburn: Floor tiles on top of engravings adds to value&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{old|0.23.130.23a|, the 2D version}}&lt;br /&gt;
== What is a room? ==&lt;br /&gt;
&lt;br /&gt;
The answer is not as obvious as it seems. A chamber with a [[bed]] in it is not yet a [[bedroom]]: you have to select the [[bed]] &amp;lt;!--how-to is in the following paragraph--&amp;gt; and define a bedroom. The functional room, as the game understands it, is not defined by [[wall]]s and [[door]]s: it is a [[zone]] of control extending out from the object that defines the room (in our case the bed). Everything covered by that zone of control is considered part of the room, and will contribute to both the room's [[value]] and its effectiveness. This zone of control does '''not''' need to extend to the walls. It is well possible to define several such rooms in one actual room; they may even overlap, although this comes at a penalty. Rooms can also be assigned to specific [[dwarves]] (to satisfy a [[noble|noble's]] requirements, for instance). Unassigned bedrooms will be spontaneously claimed by individual dwarves not already possessing a bedroom. Married couples will share a bedroom (except for some nobles). Once the [[economy]] starts, dwarves will have to pay rent for their bedrooms.&lt;br /&gt;
&lt;br /&gt;
== Creating rooms ==&lt;br /&gt;
&lt;br /&gt;
To create a room, you must first have built something capable of supporting a room from the {{k|b}}uild menu, such as a [[table]] or [[bed]]. Then you must select the completed item in question with the {{k|q}} command and choose to create a room. The room's radius extends outward in a rectangle, but will stop when it hits walls or external [[door]]s. If you first build the door to create a closed space, then the game will define the room so you won't need to resize it unless it is very big. If you want to have a door dividing a room into sub-rooms without blocking the room's radius, you can set it to internal in the door's {{k|q}} menu. Rooms do not have to be blocked off on all sides, and can even overlap, but for various reasons you will usually want to avoid overlapping rooms and give them proper boundaries.&lt;br /&gt;
&lt;br /&gt;
In general, you only need to define a room from ''one'' object in the room. For instance, a communal [[dining room]] is defined from one table -- just give the room a large enough radius to cover the whole space.&lt;br /&gt;
&lt;br /&gt;
{{Buildings FAQ}}&lt;br /&gt;
&lt;br /&gt;
== Types of rooms ==&lt;br /&gt;
&lt;br /&gt;
* Archery Range, defined from an [[archery target]]&lt;br /&gt;
* [[Barracks]], defined from a [[bed]], [[weapon rack]], or [[armor stand]]&lt;br /&gt;
* [[Bedroom]], defined from a [[bed]]&lt;br /&gt;
* [[Dining room]], defined from a [[table]]&lt;br /&gt;
* [[Jail]], defined from a [[cage]] or [[restraint]]&lt;br /&gt;
* [[Meeting hall]], defined from a [[well]] or [[table]]&lt;br /&gt;
* [[Sculpture garden]], defined from a [[statue]]&lt;br /&gt;
* [[Office|Study]]/[[Office]]/[[Office|Throne Room]], defined from a [[chair]] or [[throne]]&amp;lt;br /&amp;gt;(These are actually the same thing, even though the game refers to them with different names)&lt;br /&gt;
* [[Tomb]], defined from a [[coffin]]&lt;br /&gt;
* [[Zoo]], defined from a [[cage]] or [[aquarium]]&lt;br /&gt;
&lt;br /&gt;
== Room quality ==&lt;br /&gt;
&lt;br /&gt;
Bedrooms, dining rooms, offices, and tombs will have different quality grades depending on their size and [[furniture|furnishings]]. Higher-quality room grades will produce happy [[thought]]s in [[dwarves]] utilizing these rooms. If a room contains items made from materials a [[dwarf]] favors, the room will have a higher perceived quality to that dwarf. You can also increase the grade of a room by [[smooth|smoothing]] and [[engrave|engraving]] the walls and the [[floor]].&lt;br /&gt;
&lt;br /&gt;
=== Influences on room quality ===&lt;br /&gt;
&lt;br /&gt;
* [[Furniture]] adds to the quality, &amp;lt;s&amp;gt;by exactly the value of the furniture&amp;lt;/s&amp;gt;(most likely no longer true), which itself depends on material [[Item value|value]] and object [[quality]], plus the value of any decorations. Price adjustments by nobles do not affect this value. [[Statue]]s and [[window]]s are a special case; any wall they block access to does not count towards room value.&lt;br /&gt;
&lt;br /&gt;
* Floor and wall grids add to value. See table below.&lt;br /&gt;
* Rooms should normally be separate. If rooms share floor space, then the quality 'score' is lowered for those rooms. Details missing. Rooms can share walls and external doors just fine at no penalty.&lt;br /&gt;
&lt;br /&gt;
=== Factors ===&lt;br /&gt;
&lt;br /&gt;
==== The room ====&lt;br /&gt;
Taken from [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=000691 Draxxalon's study.] ('''wrong/outdated''') Each tile touched by the room's designated area adds to its rental cost and quality (as per Room Grades below)&lt;br /&gt;
&lt;br /&gt;
{|{|cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! Type !! Rough Floor !! Smooth Floor !! Rough Wall !! Smooth Wall&lt;br /&gt;
|-&lt;br /&gt;
| [[Gray rock]] || 1 || 4 || 1 || 5&lt;br /&gt;
|-&lt;br /&gt;
| [[Light/dark rock]] || 2 || 14 || 2 || 18&lt;br /&gt;
|-&lt;br /&gt;
| [[Obsidian]] || 3 || 21 || 3 || 27&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Double engraving (detailing) of grey rock has a base value of 10. This is multiplied by [[quality]] (x1 - x12) in the same way as objects. Note that walls are only detailed on one side (the side that the engraver is on). The values for detailed light and dark [[stone]] are unexpected and may be buggy in the current version.&lt;br /&gt;
&lt;br /&gt;
* Example: a 3x3 Room&lt;br /&gt;
 XXXXX&lt;br /&gt;
 X...X&lt;br /&gt;
 X...X&lt;br /&gt;
 X....&lt;br /&gt;
 XXXXX&lt;br /&gt;
As you need to knock out one bit of wall for the entrance, a 3x3 room has ten floor and 11 wall tiles (the corners are inaccessible and don't count). That makes a basic value of 22. When smoothed, it will score ((10 * 4) + (11 * 5)) = 95, assuming it's all grey rock.&lt;br /&gt;
Building a floor on top of engraved tiles adds to the room value. This comes handy if space is a premium. (Build platinum floor tiles on top of engraved rock - bliss!)&lt;br /&gt;
&lt;br /&gt;
==== Furniture ====&lt;br /&gt;
All standard furniture (Beds, [[Coffer]]s, Weapon Racks, ...) has a [[base value]] of 10. The value of doors is unknown but they seem to be counted in somehow. The base value is multiplied by [[Item value|Material Value]] and item [[quality]]. A *Marble Door* , for example, is worth 10 (door) * 2 ([[marble]]) * 4 (*superior quality* ) = 80 points. It's easy to see that adding just some quality furniture will increase a room's value quite a bit. The floor space that the furniture is standing on still counts.&lt;br /&gt;
&lt;br /&gt;
* Windows, no matter how valuable, don't add to room value.&lt;br /&gt;
&lt;br /&gt;
* Statues (basic value 25) do not block the tile they're standing on, but a wall they're standing in front of is rendered inaccessible and hence no longer contributes to room value.&lt;br /&gt;
&lt;br /&gt;
==== Artifacts ====&lt;br /&gt;
If you are the lucky owner of [[artifact]] furniture, placing it in a nobles office or bedroom is the best thing you can do, as even a 'cheap' artifact will be worth more than 10000☼, boosting the room to '''royal'''.&lt;br /&gt;
&lt;br /&gt;
=== Specific room quality grades ===&lt;br /&gt;
&lt;br /&gt;
The grades of quality of rooms are as follows. These quality grades only apply to bedrooms, dining rooms, offices, and tombs. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellspacing=&amp;quot;1&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;10&amp;quot;&lt;br /&gt;
! [[Bedroom]] !! [[Dining room]] !! [[Office]] !! [[Tomb]] !! Rent&lt;br /&gt;
|-&lt;br /&gt;
| Meager Quarters || Meager Dining Room ||Meager Office || Grave || 1 - 99&lt;br /&gt;
|-&lt;br /&gt;
| Modest Quarters || Modest Dining Room || Modest Office || Servant's Burial Chamber || 100 - 249&lt;br /&gt;
|-&lt;br /&gt;
| Quarters || Dining Room || Office || Burial Chamber || 250 - 499&lt;br /&gt;
|-&lt;br /&gt;
| Decent Quarters || Decent Dining Room || Decent Office || Tomb || 500 - 999&lt;br /&gt;
|-&lt;br /&gt;
| Fine Quarters || Fine Dining Room || Splendid Office || Fine Tomb || 1000 - 1499&lt;br /&gt;
|-&lt;br /&gt;
| Great Quarters || Great Dining Room || Throne Room || Mausoleum || 1500 - 2499&lt;br /&gt;
|-&lt;br /&gt;
| Grand Quarters || Grand Dining Room || Opulent Throne Room || Grand Mausoleum || 2500 - 9999&lt;br /&gt;
|-&lt;br /&gt;
| Royal Quarters || Royal Dining Room || Royal Throne Room || Royal Mausoleum || 10000+&lt;br /&gt;
|}&lt;br /&gt;
Examples:&lt;br /&gt;
* Modest Quarters:&lt;br /&gt;
** a 3x2 room with one or two masterpieces in it.&lt;br /&gt;
** a 3x2 room, smoothed wall and floors, half-decent furniture (+ or * ).&lt;br /&gt;
* Quarters:&lt;br /&gt;
** 3x2, smooth walls, two or more excellent pieces of furniture. &lt;br /&gt;
** A 3x3 room single detailed everywhere (with no [[ore]] or [[gem]]s in the walls) with an exceptional (triple [[bar]]) door, bed, cabinet, coffer, weapon rack and armor stand (rent 395).&lt;br /&gt;
* Decent Quarters:&lt;br /&gt;
** A 3x3 room single detailed everywhere (with no ore or gems in the walls) with a masterpiece door, bed, cabinet, coffer, weapon rack, and armor stand (rent 815).&lt;br /&gt;
** A 5x5 room, double detailed floor, good quality furniture.&lt;br /&gt;
* Grand Quarters:&lt;br /&gt;
** A 6* 6 room with smoothed walls, engraved floors and three exceptional pieces of furniture.&lt;br /&gt;
** A 3* 13 room with smoothed walls, engraved floors, six exceptional pieces of furniture and one masterful piece.&lt;br /&gt;
&lt;br /&gt;
== Saving on noble's rooms ==&lt;br /&gt;
You can make one large room, and install every noble there. The quality reduction for overlapping rooms is sufferable compared to the savings over constructing and furnishing a large number of rooms. &amp;lt;s&amp;gt;As a bonus, a single [[chest]], [[cabinet]], armor stand, and weapon rack will count as three of each, for every noble in the room. (This works because most nobles have three rooms; if they see a chest in their bedroom, study, and dining room, they ''obviously'' have three chests, right? Nobody accused the nobles of being particularly bright.)&amp;lt;s&amp;gt;(most likely no longer true). If the [[king]] shows up, you must furnish this room to four times the &amp;quot;Royal&amp;quot; quality for it to count as Royal or just build a separate room for him.&lt;br /&gt;
&lt;br /&gt;
[[Category:Rooms]]&lt;/div&gt;</summary>
		<author><name>Caiburn</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Suicide_booth&amp;diff=44430</id>
		<title>40d Talk:Suicide booth</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Suicide_booth&amp;diff=44430"/>
		<updated>2008-08-20T11:24:35Z</updated>

		<summary type="html">&lt;p&gt;Caiburn: New page: === Not working? === I doubt this is working, since dwarves stand on levers when they pull them. I tried it and found that the Hammerer 'used' for this test never moved from the lever. I l...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Not working? ===&lt;br /&gt;
I doubt this is working, since dwarves stand on levers when they pull them. I tried it and found that the Hammerer 'used' for this test never moved from the lever. I locked the door and starved him to death instead. :) --[[User:Caiburn|Caiburn]]&lt;/div&gt;</summary>
		<author><name>Caiburn</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Site_finder&amp;diff=43879</id>
		<title>40d:Site finder</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Site_finder&amp;diff=43879"/>
		<updated>2008-08-16T20:36:18Z</updated>

		<summary type="html">&lt;p&gt;Caiburn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''site finder''' is a feature introduced in Dwarf Fortress 0.28.181.39d. It is a menu added to the embark screen that helps you searching for embark positions based on preferences. It can be invoked from the embark screen by pressing {{k|f}}.&lt;br /&gt;
&lt;br /&gt;
[[Image:Sitefinder.PNG||800px]]&lt;br /&gt;
&lt;br /&gt;
The highlighted feature can be switched by using {{k|&amp;amp;uarr;}} and {{k|&amp;amp;darr;}}, the setting can be selected using {{k|&amp;amp;larr;}} and {{k|&amp;amp;rarr;}} or the analogous keys on the keypad ({{k|8}} {{k|2}} and {{k|4}} {{k|6}}).&lt;br /&gt;
&lt;br /&gt;
A selection set to N/A will not influence the search, while a setting other than that does not guarantee a hit - it is quite possible that there is no 2x2 location with cave river, magma pool and chasm on your world map. The finder will then display a '''candidate''' that fits as many as possible of the selected settings in the desired size.&lt;br /&gt;
&lt;br /&gt;
The search will take into account the whole world map.&lt;br /&gt;
&lt;br /&gt;
More information on some of the settings can be found on the [[World Generation]] page.&lt;br /&gt;
&lt;br /&gt;
== X Dimension / Y Dimension ==&lt;br /&gt;
Range for either: 2 to 16&lt;br /&gt;
&lt;br /&gt;
This setting controls the initial size of the embark rectangle. The finder searches the world map for the selected features using a rectangle of the selected size. A larger rectangle will usually lead to a higher chance of finding all selected features due to the site being larger, but will impact game performance (the larger the rectangle, the lower the FPS).&lt;br /&gt;
&lt;br /&gt;
== Savagery ==&lt;br /&gt;
Range: N/A, Low, Medium, High&lt;br /&gt;
&lt;br /&gt;
These settings mean the same{{verify}} as the '''Benign, Neutral, Savage''' settings on the [[Regions]] page.&lt;br /&gt;
&lt;br /&gt;
== Evil ==&lt;br /&gt;
Range: N/A, Low, Medium, High&lt;br /&gt;
&lt;br /&gt;
These settings mean the same{{verify}} as the '''Good, Neutral, Evil''' settings on the [[Regions]] page.&lt;br /&gt;
&lt;br /&gt;
== Elevation ==&lt;br /&gt;
Range: N/A, Low, Medium, High&lt;br /&gt;
&lt;br /&gt;
If this is set to low, the result will be mostly flat land. Medium and high search for mountains/cliffs respectively.&lt;br /&gt;
&lt;br /&gt;
== Temperature ==&lt;br /&gt;
Range: N/A, Low, Medium, High&lt;br /&gt;
&lt;br /&gt;
This corresponds{{verify}} approximately to Freezing/Cold, Temperate/Warm, Hot/Scorching (see [[Climate]]).&lt;br /&gt;
&lt;br /&gt;
== Rain ==&lt;br /&gt;
Range: N/A, Low, Medium, High&lt;br /&gt;
&lt;br /&gt;
Selects the amount of rain/snow{{verify}} to expect (see [[Weather]]).&lt;br /&gt;
&lt;br /&gt;
== Drainage ==&lt;br /&gt;
Range: N/A, Low, Medium, High&lt;br /&gt;
&lt;br /&gt;
This, along with other factors, determines the terrain type to look for. High drainage areas include glaciers and deserts.&lt;br /&gt;
&lt;br /&gt;
== Flux Stone ==&lt;br /&gt;
Range: N/A, No, Yes&lt;br /&gt;
&lt;br /&gt;
Controls whether a candidate must have [[Flux]] stone.&lt;br /&gt;
&lt;br /&gt;
== Aquifer ==&lt;br /&gt;
Range: N/A, No, Yes&lt;br /&gt;
&lt;br /&gt;
Controls whether a candidate must have an [[Aquifer]].&lt;br /&gt;
&lt;br /&gt;
== River ==&lt;br /&gt;
Range: N/A, No, Yes&lt;br /&gt;
&lt;br /&gt;
Controls whether a candidate must have a [[River]].&lt;br /&gt;
&lt;br /&gt;
== Underground River ==&lt;br /&gt;
Range: N/A, No, Yes&lt;br /&gt;
&lt;br /&gt;
Controls whether a candidate must have a [[River]] beneath the surface. With this, tower-caps can grow on the map.&lt;br /&gt;
&lt;br /&gt;
== Underground Pool ==&lt;br /&gt;
Range: N/A, No, Yes&lt;br /&gt;
&lt;br /&gt;
Controls whether a candidate must have an underground lake (similar to an underground river, but without water entering and exiting the map). With this, tower-caps can grow on the map.&lt;br /&gt;
&lt;br /&gt;
== Magma Pool ==&lt;br /&gt;
Range: N/A, No, Yes&lt;br /&gt;
&lt;br /&gt;
Controls whether a candidate must have [[Magma]] in a non-replenishing pool.&lt;br /&gt;
&lt;br /&gt;
== Magma Pipe ==&lt;br /&gt;
Range: N/A, No, Yes&lt;br /&gt;
&lt;br /&gt;
Controls whether a candidate must have [[Magma]] with a replenishing source, ie. a Magma pipe / [[Volcano]].&lt;br /&gt;
&lt;br /&gt;
== Chasm ==&lt;br /&gt;
Range: N/A, No, Yes&lt;br /&gt;
&lt;br /&gt;
Controls whether a candidate must have a [[Chasm]].&lt;br /&gt;
&lt;br /&gt;
== Bottomless Pit ==&lt;br /&gt;
Range: N/A, No, Yes&lt;br /&gt;
&lt;br /&gt;
Controls whether a candidate must have a round bottomless pit (referred to as a &amp;quot;vent chasm&amp;quot; on this wiki's article about [[chasm]]s). (This is '''not''' hidden fun stuff)&lt;br /&gt;
&lt;br /&gt;
== Other Features ==&lt;br /&gt;
Range: N/A, No, Yes&lt;br /&gt;
&lt;br /&gt;
Controls whether a candidate must have '''*SPOILER WARNING*''' [[Pits|Hidden Fun Stuff]] (or possibly other features in the future?).&lt;/div&gt;</summary>
		<author><name>Caiburn</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Site_finder&amp;diff=44227</id>
		<title>40d Talk:Site finder</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Site_finder&amp;diff=44227"/>
		<updated>2008-08-16T20:35:39Z</updated>

		<summary type="html">&lt;p&gt;Caiburn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Multiple Results? ==&lt;br /&gt;
Given that the search covers the entire map, is there a way to see all of the results instead of only one?  Also, is the result the first one found, the &amp;quot;best&amp;quot; one, or the closest one to the cursor's location at search time?  &amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 23:40, 12 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It's probably the first one found. I haven't seen a difference based on cursor location - a search with all features n/a from the top left and from bottom right gave same result. There isn't a way to see all results. [[User:VengefulDonut|VengefulDonut]] 00:30, 13 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Area searched ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The statement in the main article that the site finder will only take into account current latitude/longitude is incorrect. The bug isn't that crisp. Generally, it'll prefer sites from the quadrant or so nearest your cursor, rather than sites on the far side of the map. I generally find that four searches, one in each quadrant, will find whatever sites on the map best correspond with the criteria I'm seeking.&lt;br /&gt;
&lt;br /&gt;
The best way to find different locations is to move the cursor AND change an arbitrary setting you don't care much about, like swapping &amp;quot;bottomless pit&amp;quot; for &amp;quot;chasm.&amp;quot;&lt;br /&gt;
:I have done a few searches and there were two indicators that it really only uses one latitude: I only got results on the latitude the cursor was on initially and the finder counts up to one extent of the map (129 for as 129x129 map). I tested again today and indeed it is wrong - the finder searches the whole map, it seems. I'll correct my edit.&lt;/div&gt;</summary>
		<author><name>Caiburn</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Site_finder&amp;diff=43878</id>
		<title>40d:Site finder</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Site_finder&amp;diff=43878"/>
		<updated>2008-08-15T21:04:24Z</updated>

		<summary type="html">&lt;p&gt;Caiburn: Search only works on one latitude/line (?).&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''site finder''' is a feature introduced in Dwarf Fortress 0.28.181.39d. It is a menu added to the embark screen that helps you searching for embark positions based on preferences. It can be invoked from the embark screen by pressing {{k|f}}.&lt;br /&gt;
&lt;br /&gt;
[[Image:Sitefinder.PNG||800px]]&lt;br /&gt;
&lt;br /&gt;
The highlighted feature can be switched by using {{k|&amp;amp;uarr;}} and {{k|&amp;amp;darr;}}, the setting can be selected using {{k|&amp;amp;larr;}} and {{k|&amp;amp;rarr;}} or the analogous keys on the keypad ({{k|8}} {{k|2}} and {{k|4}} {{k|6}}).&lt;br /&gt;
&lt;br /&gt;
A selection set to N/A will not influence the search, while a setting other than that does not guarantee a hit - it is quite possible that there is no 2x2 location with cave river, magma pool and chasm on your world map. The finder will then display a '''candidate''' that fits as many as possible of the selected settings in the desired size.&lt;br /&gt;
&lt;br /&gt;
The search will only take into account the current latitude (a &amp;quot;line&amp;quot;) on the worldmap - this means to search through the whole map you have to manually search all latitudes.{{verify}}&lt;br /&gt;
&lt;br /&gt;
More information on some of the settings can be found on the [[World Generation]] page.&lt;br /&gt;
&lt;br /&gt;
== X Dimension / Y Dimension ==&lt;br /&gt;
Range for either: 2 to 16&lt;br /&gt;
&lt;br /&gt;
This setting controls the initial size of the embark rectangle. The finder searches the world map for the selected features using a rectangle of the selected size. A larger rectangle will usually lead to a higher chance of finding all selected features due to the site being larger, but will impact game performance (the larger the rectangle, the lower the FPS).&lt;br /&gt;
&lt;br /&gt;
== Savagery ==&lt;br /&gt;
Range: N/A, Low, Medium, High&lt;br /&gt;
&lt;br /&gt;
These settings mean the same{{verify}} as the '''Benign, Neutral, Savage''' settings on the [[Regions]] page.&lt;br /&gt;
&lt;br /&gt;
== Evil ==&lt;br /&gt;
Range: N/A, Low, Medium, High&lt;br /&gt;
&lt;br /&gt;
These settings mean the same{{verify}} as the '''Good, Neutral, Evil''' settings on the [[Regions]] page.&lt;br /&gt;
&lt;br /&gt;
== Elevation ==&lt;br /&gt;
Range: N/A, Low, Medium, High&lt;br /&gt;
&lt;br /&gt;
If this is set to low, the result will be mostly flat land. Medium and high search for mountains/cliffs respectively.&lt;br /&gt;
&lt;br /&gt;
== Temperature ==&lt;br /&gt;
Range: N/A, Low, Medium, High&lt;br /&gt;
&lt;br /&gt;
This corresponds{{verify}} approximately to Freezing/Cold, Temperate/Warm, Hot/Scorching (see [[Climate]]).&lt;br /&gt;
&lt;br /&gt;
== Rain ==&lt;br /&gt;
Range: N/A, Low, Medium, High&lt;br /&gt;
&lt;br /&gt;
Selects the amount of rain/snow{{verify}} to expect (see [[Weather]]).&lt;br /&gt;
&lt;br /&gt;
== Drainage ==&lt;br /&gt;
Range: N/A, Low, Medium, High&lt;br /&gt;
&lt;br /&gt;
This, along with other factors, determines the terrain type to look for. High drainage areas include glaciers and deserts.&lt;br /&gt;
&lt;br /&gt;
== Flux Stone ==&lt;br /&gt;
Range: N/A, No, Yes&lt;br /&gt;
&lt;br /&gt;
Controls whether a candidate must have [[Flux]] stone.&lt;br /&gt;
&lt;br /&gt;
== Aquifer ==&lt;br /&gt;
Range: N/A, No, Yes&lt;br /&gt;
&lt;br /&gt;
Controls whether a candidate must have an [[Aquifer]].&lt;br /&gt;
&lt;br /&gt;
== River ==&lt;br /&gt;
Range: N/A, No, Yes&lt;br /&gt;
&lt;br /&gt;
Controls whether a candidate must have a [[River]].&lt;br /&gt;
&lt;br /&gt;
== Underground River ==&lt;br /&gt;
Range: N/A, No, Yes&lt;br /&gt;
&lt;br /&gt;
Controls whether a candidate must have a [[River]] beneath the surface. With this, tower-caps can grow on the map.&lt;br /&gt;
&lt;br /&gt;
== Underground Pool ==&lt;br /&gt;
Range: N/A, No, Yes&lt;br /&gt;
&lt;br /&gt;
Controls whether a candidate must have an underground lake (similar to an underground river, but without water entering and exiting the map). With this, tower-caps can grow on the map.&lt;br /&gt;
&lt;br /&gt;
== Magma Pool ==&lt;br /&gt;
Range: N/A, No, Yes&lt;br /&gt;
&lt;br /&gt;
Controls whether a candidate must have [[Magma]] in a non-replenishing pool.&lt;br /&gt;
&lt;br /&gt;
== Magma Pipe ==&lt;br /&gt;
Range: N/A, No, Yes&lt;br /&gt;
&lt;br /&gt;
Controls whether a candidate must have [[Magma]] with a replenishing source, ie. a Magma pipe / [[Volcano]].&lt;br /&gt;
&lt;br /&gt;
== Chasm ==&lt;br /&gt;
Range: N/A, No, Yes&lt;br /&gt;
&lt;br /&gt;
Controls whether a candidate must have a [[Chasm]].&lt;br /&gt;
&lt;br /&gt;
== Bottomless Pit ==&lt;br /&gt;
Range: N/A, No, Yes&lt;br /&gt;
&lt;br /&gt;
Controls whether a candidate must have a round bottomless pit (referred to as a &amp;quot;vent chasm&amp;quot; on this wiki's article about [[chasm]]s). (This is '''not''' hidden fun stuff)&lt;br /&gt;
&lt;br /&gt;
== Other Features ==&lt;br /&gt;
Range: N/A, No, Yes&lt;br /&gt;
&lt;br /&gt;
Controls whether a candidate must have '''*SPOILER WARNING*''' [[Pits|Hidden Fun Stuff]] (or possibly other features in the future?).&lt;/div&gt;</summary>
		<author><name>Caiburn</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:RPPR_Transcript&amp;diff=44267</id>
		<title>Talk:RPPR Transcript</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:RPPR_Transcript&amp;diff=44267"/>
		<updated>2008-08-15T10:00:32Z</updated>

		<summary type="html">&lt;p&gt;Caiburn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ahahaha! Finally Finished that b.. err.. illegitimate child. 25 pages in openoffice, over 15,000 words. Feel free to break it up if necessary.  I know I've done a piss poor job of editing it, but I felt that after digging it up three months after the fact, and completing it from where I left off, I had better upload it before I forgot it again or got disinterested.&lt;br /&gt;
&lt;br /&gt;
I know it's long, Toady has this habit of going on a bit of a rant as you'll notice from the MP3 interview. I've not got the skills at wikipedia editing to properly break it down other than what you see present, and would kindly request that someone proofread and edit it for any grammar and spelling mistakes, as OOo gave up after the 15th page. [[User:Surma|Surma]] 00:09, 15 August 2008 (EDT)&lt;br /&gt;
::Holy carp, what a load of work. Outstanding job - want to work as a hauler in my fortress? [[User:Caiburn|Caiburn]] 11:59, 15 August 2008 (CET+1)&lt;/div&gt;</summary>
		<author><name>Caiburn</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Caiburn&amp;diff=37596</id>
		<title>User:Caiburn</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Caiburn&amp;diff=37596"/>
		<updated>2008-08-13T20:01:09Z</updated>

		<summary type="html">&lt;p&gt;Caiburn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Basics ==&lt;br /&gt;
&lt;br /&gt;
Miasma-safe indoor refuse stockpile&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: monospace; white-space: pre; line-height: 126.5%&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
▒▒▒▒▒▒▒▒▒▒▒&lt;br /&gt;
▒▒▒▒▒▒▒▒▒▒▒&lt;br /&gt;
▒▒▒▒===▒▒▒▒ The double doors with no room inbetween act as a very &lt;br /&gt;
▒▒▒▒===╫╫.. tight airlock of sorts. It is very unlikely for any&lt;br /&gt;
▒▒▒▒===▒▒▒▒ miasma to escape (from a dwarf's POV).&lt;br /&gt;
▒▒▒▒▒▒▒▒▒▒▒&lt;br /&gt;
▒▒▒▒▒▒▒▒▒▒▒&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Ideas to try ==&lt;br /&gt;
&lt;br /&gt;
Thanks to Savok for his unified map key (found [http://archive.dwarffortresswiki.net/index.php/Dwarf_Fortress_Wiki:Community_Portal#Unified_map_key here]) and the input for flytrap and pong.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Bridge flytrap&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: monospace; white-space: pre; line-height: 126.5%&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
          ▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒&lt;br /&gt;
to        ng ↓╡╞bridge raising ↓╡╞bridge raising ↓╡╞br   to&lt;br /&gt;
wilder-   ng ↑╡╞bridge raising ↑╡╞bridge raising ↑╡╞br   fortress&lt;br /&gt;
ness      ▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒&lt;br /&gt;
&lt;br /&gt;
Activated by a lever inside the control room, which shall be&lt;br /&gt;
staffed by three novice mechanics. All of them shall have nothing&lt;br /&gt;
to do but to pull levers quickly when the time comes.&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: monospace; white-space: pre; line-height: 126.5%&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
to        ▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒&lt;br /&gt;
wilder-   ..............^.╔bridge raising ← ╗   to&lt;br /&gt;
ness      ..............^.╚═════════════════╝   fortress&lt;br /&gt;
          ▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒&lt;br /&gt;
^ = pressure plate, not trap&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
::Savok: I don't think that Pong will work (timing of p-plates isn't good at all)&lt;/div&gt;</summary>
		<author><name>Caiburn</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Site_finder&amp;diff=43876</id>
		<title>40d:Site finder</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Site_finder&amp;diff=43876"/>
		<updated>2008-07-30T09:04:31Z</updated>

		<summary type="html">&lt;p&gt;Caiburn: New page: The '''site finder''' is a feature introduced with the army arc{{verify}} versions of Dwarf Fortress. It is a menu added to the embark screen that helps you searching for embark positions ...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''site finder''' is a feature introduced with the army arc{{verify}} versions of Dwarf Fortress. It is a menu added to the embark screen that helps you searching for embark positions based on preferences. It can be invoked from the embark screen by pressing {{k|f}}.&lt;br /&gt;
&lt;br /&gt;
[[Image:Sitefinder.PNG||800px]]&lt;br /&gt;
&lt;br /&gt;
The highlighted feature can be switched by using {{k|&amp;amp;uarr;}} and {{k|&amp;amp;darr;}}, the setting can be selected using {{k|&amp;amp;larr;}} and {{k|&amp;amp;rarr;}} or the analogous keys on the keypad ({{k|8}} {{k|2}} and {{k|4}} {{k|6}}).&lt;br /&gt;
&lt;br /&gt;
A selection set to N/A will not influence the search, while a setting other than that does not guarantee a hit - it is quite possible that there is no 2x2 location with cave river, magma pool and chasm on your world map. The finder will then display a '''candidate''' that fits as many as possible of the selected settings in the desired size.&lt;br /&gt;
&lt;br /&gt;
More information on some of the settings can be found on the [[World Generation]] page.&lt;br /&gt;
&lt;br /&gt;
== X Dimension / Y Dimension ==&lt;br /&gt;
Range for either: 2 to 16&lt;br /&gt;
&lt;br /&gt;
This setting controls the initial size of the embark rectangle. The finder searches the world map for the selected features using a rectangle of the selected size. A larger rectangle will{{verify}} lead to a higher chance of finding all selected features, but will impact game performance (the larger the rectangle, the lower the FPS){{verify}}.&lt;br /&gt;
&lt;br /&gt;
== Savagery ==&lt;br /&gt;
Range: N/A, Low, Medium, High&lt;br /&gt;
&lt;br /&gt;
These settings mean the same{{verify}} as the '''Benign, Neutral, Savage''' settings on the [[Regions]] page.&lt;br /&gt;
&lt;br /&gt;
== Evil ==&lt;br /&gt;
Range: N/A, Low, Medium, High&lt;br /&gt;
&lt;br /&gt;
These settings mean the same{{verify}} as the '''Good, Neutral, Evil''' settings on the [[Regions]] page.&lt;br /&gt;
&lt;br /&gt;
== Elevation ==&lt;br /&gt;
Range: N/A, Low, Medium, High&lt;br /&gt;
&lt;br /&gt;
If this is set to low, the result will be mostly flat land. Medium and high search for mountains/cliffs respectively.&lt;br /&gt;
&lt;br /&gt;
== Temperature ==&lt;br /&gt;
Range: N/A, Low, Medium, High&lt;br /&gt;
&lt;br /&gt;
This corresponds{{verify}} approximately to Freezing/Cold, Temperate/Warm, Hot/Scorching (see [[Climate]]).&lt;br /&gt;
&lt;br /&gt;
== Rain ==&lt;br /&gt;
Range: N/A, Low, Medium, High&lt;br /&gt;
&lt;br /&gt;
Selects the amount of rain/snow{{verify}} to expect (see [[Weather]]).&lt;br /&gt;
&lt;br /&gt;
== Drainage ==&lt;br /&gt;
Range: N/A, Low, Medium, High&lt;br /&gt;
&lt;br /&gt;
Selects how fast water leaves the map{{verify}}.&lt;br /&gt;
&lt;br /&gt;
== Flux Stone ==&lt;br /&gt;
Range: N/A, No, Yes&lt;br /&gt;
&lt;br /&gt;
Controls whether a candidate must have [[Flux]] stone.&lt;br /&gt;
&lt;br /&gt;
== Aquifer ==&lt;br /&gt;
Range: N/A, No, Yes&lt;br /&gt;
&lt;br /&gt;
Controls whether a candidate must have an [[Aquifer]].&lt;br /&gt;
&lt;br /&gt;
== River ==&lt;br /&gt;
Range: N/A, No, Yes&lt;br /&gt;
&lt;br /&gt;
Controls whether a candidate must have a [[River]].&lt;br /&gt;
&lt;br /&gt;
== Underground River ==&lt;br /&gt;
Range: N/A, No, Yes&lt;br /&gt;
&lt;br /&gt;
Controls whether a candidate must have a [[River]] beneath the surface.&lt;br /&gt;
&lt;br /&gt;
== Underground Pool ==&lt;br /&gt;
Range: N/A, No, Yes&lt;br /&gt;
&lt;br /&gt;
Controls whether a candidate must have a pool of water beneath the surface (see [[Murky pool]]).&lt;br /&gt;
&lt;br /&gt;
== Magma Pool ==&lt;br /&gt;
Range: N/A, No, Yes&lt;br /&gt;
&lt;br /&gt;
Controls whether a candidate must have [[Magma]] in a non-replenishing pool.&lt;br /&gt;
&lt;br /&gt;
== Magma Pipe ==&lt;br /&gt;
Range: N/A, No, Yes&lt;br /&gt;
&lt;br /&gt;
Controls whether a candidate must have [[Magma]] with a replenishing source, ie. a Magma pipe / [[Volcano]].&lt;br /&gt;
&lt;br /&gt;
== Chasm ==&lt;br /&gt;
Range: N/A, No, Yes&lt;br /&gt;
&lt;br /&gt;
Controls whether a candidate must have a [[Chasm]].&lt;br /&gt;
&lt;br /&gt;
== Bottomless Pit ==&lt;br /&gt;
Range: N/A, No, Yes&lt;br /&gt;
&lt;br /&gt;
Controls whether a candidate must have a '''*SPOILER WARNING*''' [[Pit]].&lt;br /&gt;
&lt;br /&gt;
== Other Features ==&lt;br /&gt;
Range: N/A, No, Yes&lt;br /&gt;
&lt;br /&gt;
Unknown, could be more hidden fun stuff?&lt;/div&gt;</summary>
		<author><name>Caiburn</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Sitefinder.PNG&amp;diff=43875</id>
		<title>File:Sitefinder.PNG</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Sitefinder.PNG&amp;diff=43875"/>
		<updated>2008-07-30T08:03:43Z</updated>

		<summary type="html">&lt;p&gt;Caiburn: A screenshot showing the site finder feature on the embark screen.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A screenshot showing the site finder feature on the embark screen.&lt;/div&gt;</summary>
		<author><name>Caiburn</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Zaratustra&amp;diff=14973</id>
		<title>User talk:Zaratustra</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Zaratustra&amp;diff=14973"/>
		<updated>2008-04-01T20:55:20Z</updated>

		<summary type="html">&lt;p&gt;Caiburn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You're my hero.  Tiny Toons reference on the Known Bugs page.  -[[User:EarthquakeDamage|EarthquakeDamage]] 11:06, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
: :3 -- [[User:Zaratustra|Zaratustra]] 19:48, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Hi. You recently removed bituminous coal and lignite from the [[stone#OtherStone]] list. Since [[economic stone]] and [[ore]] have their own respective articles, it no longer makes sense to organize the stone article around those types. Since these are still stones, they deserve mention there, too. [[User:VengefulDonut|VengefulDonut]] 19:43, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Might as well add Limestone and other such stones there, then. -- [[User:Zaratustra|Zaratustra]] 19:48, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Limestone is already listed in the article in the layers section. Maybe we should add the ores? [[User:VengefulDonut|VengefulDonut]] 19:50, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::[[Ores]] are easily identifiable by their symbol anyway. More important would be to add information to [[Gems]] on where each can be found instead of sorting them by '''color'''. -- [[User:Zaratustra|Zaratustra]] 19:54, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I've noticed this a bit in your edits, so I guess you didn't know. the color #AAA corresponds to RGB(176, 176, 176). The color DF uses for light gray is RGB(192, 192, 192), which can be represented by #CCC. The init file has a full list of the RGB values for the main colors at the bottom. [[User:VengefulDonut|VengefulDonut]] 19:03, 10 November 2007 (EST)&lt;br /&gt;
:By the way, adding doors was a good idea to display the secondary color of a metal. Can you think of a spiffy way we can do this for alloys too? [[:category:materials templates]] --[[User:VengefulDonut|VengefulDonut]] 19:19, 10 November 2007 (EST)&lt;br /&gt;
::There. I think that looks good. -- [[User:Zaratustra|Zaratustra]] 21:04, 10 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== [[Sphere]] ==&lt;br /&gt;
&lt;br /&gt;
um... this is meant to be an exercise in documentation and telling people what things are/do.&lt;br /&gt;
I don't get the [[sphere]] article at all, which means maybe it assumes too much in its current form? Are there magic or relgious schools in adventure mode or something?[[User:GarrieIrons|GarrieIrons]] 04:31, 7 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== wow, language. ==&lt;br /&gt;
&lt;br /&gt;
I knew it wasn't you :P [[User:VengefulDonut|VengefulDonut]] 19:00, 11 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I was sad that you erased my seed without trace. I am sorry I was rude. -- [[User:Zaratustra|Zaratustra]] 20:00, 11 February 2008 (EST)&lt;br /&gt;
::Erased? I thought I copied over everything to the subpage. [[User:VengefulDonut|VengefulDonut]] 22:55, 11 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Goblin Fortress ==&lt;br /&gt;
&lt;br /&gt;
Nice AFD Prank... too bad you can't change the pic on the left to a gobbo of somesort.&amp;lt;br&amp;gt;&lt;br /&gt;
if it's not too late when ya get this, get [[User:Senso|Senso]] to get one up for ya!&amp;lt;br&amp;gt;&lt;br /&gt;
--[[User:N9103|Edward]] 01:06, 1 April 2008 (EDT)&lt;br /&gt;
&amp;lt;br&amp;gt;Yes, very nice one! I especially dig the &amp;quot;Altair and Amiga&amp;quot;...maybe some of the younger readers might feel inclined to check up on &amp;quot;the good ol' machines&amp;quot; on the web. DFWiki=education!&lt;br /&gt;
&amp;lt;br&amp;gt;--[[User:Caiburn|Caiburn]]&lt;/div&gt;</summary>
		<author><name>Caiburn</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Caiburn&amp;diff=37595</id>
		<title>User:Caiburn</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Caiburn&amp;diff=37595"/>
		<updated>2008-03-14T18:44:01Z</updated>

		<summary type="html">&lt;p&gt;Caiburn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Ideas to try ==&lt;br /&gt;
&lt;br /&gt;
Thanks to Savok for his unified map key (found [http://archive.dwarffortresswiki.net/index.php/Dwarf_Fortress_Wiki:Community_Portal#Unified_map_key here]) and the input for flytrap and pong.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Bridge flytrap&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: monospace; white-space: pre; line-height: 126.5%&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
          ▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒&lt;br /&gt;
to        ng ↓╡╞bridge raising ↓╡╞bridge raising ↓╡╞br   to&lt;br /&gt;
wilder-   ng ↑╡╞bridge raising ↑╡╞bridge raising ↑╡╞br   fortress&lt;br /&gt;
ness      ▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒&lt;br /&gt;
&lt;br /&gt;
Activated by a lever inside the control room, which shall be&lt;br /&gt;
staffed by three novice mechanics. All of them shall have nothing&lt;br /&gt;
to do but to pull levers quickly when the time comes.&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: monospace; white-space: pre; line-height: 126.5%&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
to        ▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒&lt;br /&gt;
wilder-   ..............^.╔bridge raising ← ╗   to&lt;br /&gt;
ness      ..............^.╚═════════════════╝   fortress&lt;br /&gt;
          ▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒&lt;br /&gt;
^ = pressure plate, not trap&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
::Savok: I don't think that Pong will work (timing of p-plates isn't good at all)&lt;/div&gt;</summary>
		<author><name>Caiburn</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Caiburn&amp;diff=39192</id>
		<title>User talk:Caiburn</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Caiburn&amp;diff=39192"/>
		<updated>2008-03-14T18:25:34Z</updated>

		<summary type="html">&lt;p&gt;Caiburn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;nowiki&amp;gt;*umkeys*&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: monospace; white-space: pre; line-height: 126.5%&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
          ▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒&lt;br /&gt;
to        ng ↓╡╞bridge raising ↓╡╞bridge raising ↓╡╞br   to&lt;br /&gt;
wilder-   ng ↑╡╞bridge raising ↑╡╞bridge raising ↑╡╞br   fortress&lt;br /&gt;
ness      ▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒&lt;br /&gt;
Activated by a lever inside the control room, which shall be&lt;br /&gt;
staffed by three novice mechanics. All of them shall have nothing&lt;br /&gt;
to do but to pull levers quickly when the time comes.&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I'm not surprised you don't know about umkey (which stands for Universal Map KEY) &amp;amp;ndash; it hasn't been formatted for the new version. I don't think it could be. Still, it has some uses. You can read about it in the section on the old wiki, found [http://archive.dwarffortresswiki.net/index.php/Dwarf_Fortress_Wiki:Community_Portal#Unified_map_key here]. I keep a copy of the code used in it on my user page.&lt;br /&gt;
&lt;br /&gt;
I don't think that Pong will work (timing of p-plates isn't good at all), but here's the umkey version anyway:&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: monospace; white-space: pre; line-height: 126.5%&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
to        ▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒&lt;br /&gt;
wilder-   ..............^.╔bridge raising ←╗   to&lt;br /&gt;
ness      ..............^.╚════════════════╝   fortress&lt;br /&gt;
          ▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒&lt;br /&gt;
^ = pressure plate, not trap&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
--[[User:Savok|Savok]] 19:34, 13 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Thanks Savok, that looks quite nice except for the arrow showing the bridge raise direction in the Pong one. :)&lt;br /&gt;
&amp;lt;br&amp;gt;--[[User:Caiburn|Caiburn]] 14:25, 14 March 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Caiburn</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Forbidden&amp;diff=21185</id>
		<title>40d:Forbidden</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Forbidden&amp;diff=21185"/>
		<updated>2008-03-13T21:18:00Z</updated>

		<summary type="html">&lt;p&gt;Caiburn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Items can be marked &amp;quot;Forbidden&amp;quot;, and will not be touched by your dwarves. To make use of such items, you must [[Reclaim items/buildings | reclaim]] them.&lt;br /&gt;
&lt;br /&gt;
Items are marked &amp;quot;Forbidden&amp;quot; when:&lt;br /&gt;
*playing [[reclaim fortress mode | reclaim fortress]] mode&lt;br /&gt;
*they have been dumped in a [[Activity zone | garbage zone]]&lt;br /&gt;
*items in a town are forbidden when you first arrive, the towns inhabitants won't care if you take them though.&lt;br /&gt;
*a crossbow bolt is fired and drops on the ground intact, the bolt is forbidden&lt;br /&gt;
[[Category:Designations]]&lt;/div&gt;</summary>
		<author><name>Caiburn</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Caiburn&amp;diff=37594</id>
		<title>User:Caiburn</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Caiburn&amp;diff=37594"/>
		<updated>2008-03-10T00:01:33Z</updated>

		<summary type="html">&lt;p&gt;Caiburn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Ideas to try ==&lt;br /&gt;
&lt;br /&gt;
Bridge flytrap&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
to        ======================================================   to&lt;br /&gt;
wilder-   [bridge raising v][bridge raising v][bridge raising v]   fort-&lt;br /&gt;
ness      [bridge raising ^][bridge raising ^][bridge raising ^]   ress&lt;br /&gt;
          ======================================================&lt;br /&gt;
= wall&lt;br /&gt;
Activated by lever? Plates? No idea yet.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Pong&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
to        ======================================================   to&lt;br /&gt;
wilder-                                     # [bridge raising &amp;lt;]   fort-&lt;br /&gt;
ness                                        # [same bridge     ]   ress&lt;br /&gt;
          ======================================================&lt;br /&gt;
= wall&lt;br /&gt;
# Pressure plate activating bridge&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Caiburn</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Caiburn&amp;diff=37593</id>
		<title>User:Caiburn</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Caiburn&amp;diff=37593"/>
		<updated>2008-02-18T20:08:54Z</updated>

		<summary type="html">&lt;p&gt;Caiburn: New page: Just another dwarf.  No adamantium here, move along.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Just another dwarf.&lt;br /&gt;
&lt;br /&gt;
No adamantium here, move along.&lt;/div&gt;</summary>
		<author><name>Caiburn</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Main_Page/archive2&amp;diff=473</id>
		<title>Talk:Main Page/archive2</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Main_Page/archive2&amp;diff=473"/>
		<updated>2008-02-18T19:45:01Z</updated>

		<summary type="html">&lt;p&gt;Caiburn: /* German Translation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Version of MediaWiki? ==&lt;br /&gt;
Sorry if this is completely the wrong place, but does anybody know which version of MediaWiki these pages uses?&lt;br /&gt;
Maybe that information could be included in the page About DwarfFortressWiki? --[[User:Gauteamus|Gauteamus]] 17:00, 17 December 2007 (EST)&lt;br /&gt;
:I think I found out. This page: [[Special:Version]] says the version is 1.10.1, which should mean that limited #for-loops are supported. I will delete these comments soonishly, but will let them stay for a while incase someone has comments --[[User:Gauteamus|Gauteamus]] 17:28, 17 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Change guide? ==&lt;br /&gt;
&lt;br /&gt;
Was just thinking, perhaps one of the links (or sections) on the main page should be a guide to the major changes between last version and this one.  Yes, a TON of stuff has changed, but a lot also has not, and a lot of the core concepts are the same... so I would imagine many of us who have played the previous version(s) would love a section where we can see a list of new basics we have to learn, along with links to those things' individual pages... like, z-axis (obviously), mechanisms, fluid dynamics, nobles, elevation/slope, farming... you get the idea.  --[[User:Cliffjeff|Cliffjeff]] 11:43, 30 October 2007 (EDT)&lt;br /&gt;
:Yea, I'm thinking not. Isn't the whole point of DF finding things out on your own? &amp;quot;Losing is Fun&amp;quot; and all that. Ok, so if we summarized all the changes, and someone (like me) didn't want to know we could not just not look at it right? What can I say? I'M WEAK! If we summarize the changes I will CONSUME it! (I'm only here because I still have another 6 hours of work before I can go home and try it!)&lt;br /&gt;
::Meanwhile, I'm lazy and stubborn and would love a consolidated list of only new things I need to know =p and I'm also trapped at work and unable to mess around in the game :( but if the whole point was finding out things on your own, why would we have a wiki? ;p --[[User:Cliffjeff|Cliffjeff]] 15:58, 30 October 2007 (EDT)&lt;br /&gt;
:::I agree, I think the change guide is a good idea, and it would also help us direct our attention at the articles that are likely to need the most work. --[[User:Peristarkawan|Peristarkawan]] 16:01, 30 October 2007 (EDT)&lt;br /&gt;
::::It ought not to be very hard to generate a basic change guide based on the official change notes, and then update it as the details are discovered.  --[[User:Bobson|Bobson]] 16:26, 30 October 2007 (EDT)&lt;br /&gt;
:::A change guide 'page' might be useful pointing out major differences but I think the style of the wiki should be aimed at new users who know nothing of previous versions. I think we should not compare old/vs new as a rule, but if necessary we should include comparisons at the bottom of a page as apposed to the main article. That is how I am writing my edits. --[[User:Markavian|Markavian]] 23:26, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Basic Format ==&lt;br /&gt;
I think the [[Farming]] page is a good format for most of the key pages, perhaps the structure from the archive should be followed. --[[User:Infinity|Infinity]] 05:56, 31 October 2007 (EDT)&lt;br /&gt;
:Agreed, I've tried to copy this style on several pages, e.g. [[Gear Assembly]]. --[[User:Markavian|Markavian]] 23:30, 31 October 2007 (EDT)&lt;br /&gt;
I would like to add a request for a 'build tree' of sorts.  It would, for example, make figuring out how to get iron bars a whole lot less frustrating. --[[User:Dogcow|Dogcow]] 17:18, 1 November 2007 (EDT)&lt;br /&gt;
:Hello, I've added a whole page on the various metals you can make now.  This is my first time editing a wiki so feel free to make corrections for me if you want, just leave me a message on the page letting me know where I went wrong.  Also, since some Alloys involve smelting 3 bars of metal now, I have included a new template called Alloy3 to display these.  I'm not sure on the colors though so have at it where I'm off :)  --[[User:Chthon|Chthon]] 11:33, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Importing old entries ==&lt;br /&gt;
&lt;br /&gt;
What's the stance on importing entries from the old wiki for stuff like general item stats? Most of them are still correct (or nearly so) and it would be nice not to have to switch between this and the old wiki any more. I can add a disclaimer to them stating I pulled them from the archives if that's appropriate. --[[User:Xazak|Xazak]] 15:07, 2 November 2007 (EDT)&lt;br /&gt;
:IMO (and I'm not admin or anything) it should be ok but only if you are 100% sure EVERYTHING is correct, and have verified it personally. I've edited at least one article someone copy-pasted with no changes that had old info in it so far and it makes me sad. --[[User:BurnedToast|BurnedToast]] 15:38, 2 November 2007 (EDT)&lt;br /&gt;
::Yes, I second this. Please be diligent if you are going to import old information. Even if you can't do it yourself, at least categorize it as needing verification so someone with the free time can. --[[User:EighenIndemnis|EighenIndemnis]] 15:37, 6 November 2007 (EST)&lt;br /&gt;
:You could use [[Template:Verify]] to indicate that something needs confirmation in the new version. --[[User:Senso|Senso]] 15:47, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I have noticed an increase of pages in which only an old Wiki page is copied/pasted along with a warning that it was copied and thus may not be accurate. Is it just me or that's ''exactly'' what we didn't want to happen, and one of the reasons we started fresh with the new Wiki to begin with? --[[User:Eagle of Fire|Eagle of Fire]] 01:45, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Demystify messages? ==&lt;br /&gt;
&lt;br /&gt;
Probably against the spirit of 'losing is fun', but how about a page that explains smoe of the more cryptic messages, such as; 'job item misplaced' and 'job item lost or destroyed'? [[User:Runspotrun|Runspotrun]] 16:43, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Also, is there a suggestions pages? This probably isn't the best page to add ideas... [[User:Runspotrun|Runspotrun]] 16:44, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Humor? ==&lt;br /&gt;
Any thoughts about possibly linking [[Main Page/Quote Archive]] page somewhere on the main page? Its an orphan at the moment and is pretty funny and relevant. [[User:Vanan|Vanan]] 15:19, 13 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I'd like to be able to see that happen.  New people coming here might get overwhelmed if we don't amuse them with some good humor here and there.--[[User:AlBorland|AlBorland]] 13:42, 20 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Where does one stick new funny quotes? Namely, this:&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;quot;&amp;quot;Thikut Atheludib, Marksdwarf cancels shooting at Archery Range: Interrupted by Groundhog pup&amp;quot; - What brave soldiers I have&amp;quot; [[User:Juckto|Juckto]] 18:45, 10 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Combat Logs? ==&lt;br /&gt;
What about a section where people could post cool combat logs from adventurer mode. This would different from the &amp;quot;Stories&amp;quot; section, which is more prose. (This is 'cause I'd like to post the log of a battle I had with a particularly clumsy Giant, who slammed into a wall allowing me to stab him in the back of the head for the eventual win. Its no dragon-slaying tale, but I still think its good.) --[[User:Wahnsinniger|Wahnsinniger]] 11:59, 2 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== German Translation ==&lt;br /&gt;
&lt;br /&gt;
I've got requests for either having a German wiki or Namespace. I'd like to have everybody's opinion on this. If you people think that having German (and maybe other languages eventually) translations on the main wiki is going to be annoying, tell me. I can also setup a new wiki on a subdomain (de.dwarffortresswiki.net for example). How would it be best organized? Should I use [http://www.mediawiki.org/wiki/Template:Languages LanguageTemplates]? Is there a need for other additional languages? --[[User:Senso|Senso]] 09:31, 17 January 2008 (EST)&lt;br /&gt;
:Since Dwarf Fortress is only available in English, if you can play the game, you can also read the wiki. I really don't think a German (or any other language) wiki version is worth the effort.--[[User:Siliziumleben|Siliziumleben]] 14:22, 18 January 2008 (EST)&lt;br /&gt;
::My oppinion also. This doesn't mean we should stop those enthusiam people though. --[[User:Eagle of Fire|Eagle of Fire]] 13:06, 17 January 2008 (EST)&lt;br /&gt;
::There's a big difference between understanding a game interface and reading long and complex tutorials, descriptions, discussions etc. I know French people who play this game; they can understand the UI but they use the French wiki for reference. Also, if I decide to use a separate wiki/subdomain, this will be totally transparent to you. --[[User:Senso|Senso]] 16:40, 17 January 2008 (EST)&lt;br /&gt;
:::My first language, the one I used since I'm born, is French. Yet, I way prefer this wiki over the french one. --[[User:Eagle of Fire|Eagle of Fire]] 10:06, 18 January 2008 (EST)&lt;br /&gt;
::::I'm French too, you know. But when I offered to host a DF wiki, I didn't do it in French because I know English is widely used. But I'm still glad that someone else started a French wiki. --[[User:Senso|Senso]] 22:58, 20 January 2008 (EST)&lt;br /&gt;
I don't see what harm could come from hosting a German, Japanese, and Russian wiki. It's not like it will interfere with the English one. Also, as a student of languages, I would love to read equivalent articles in German and Japanese. --[[User:DDouble|DDouble]] 22:01, 17 February 2008 (EST)&lt;br /&gt;
::I am german and while I can read english books like german ones, I have to agree that being able to use a UI and understanding the finer points in a tutorial etc. are two quite different things. I guess that if the bandwidth of the wiki is no burden on anyone, it could actually lead to an influx of new ideas and players, which is very important for a &amp;quot;community&amp;quot; game like DF. --[[User:Caiburn|Caiburn]] 20:44, 18 February 2008 (CET+1)&lt;br /&gt;
&lt;br /&gt;
== Requesting installation of ParserFunctions extension ==&lt;br /&gt;
&lt;br /&gt;
It would be nice if the ParserFunctions[http://meta.wikimedia.org/wiki/Help:ParserFunctions] extension was installed (#if, #expr, etc).  It would be useful for having templates that exclude parts of it if no values are provided.  Note: I cannot find a place for requesting extensions --[[User:Aygar|Aygar]] 13:00, 21 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:ParserFunctions has been '''installed'''. I did a quick test and it works. Let me know if you run into problems. --[[User:Senso|Senso]] 11:54, 22 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Quote randomization ==&lt;br /&gt;
&lt;br /&gt;
VengefulDonut, if you want to randomize that for improved quality, you'll need to do it right: Many (most?) of the quotes in the quote archive are in an ARCHIVE: They are bad quotes never intended to be reused. Also, what do we do when we get new quotes? Do they get put in a database, not to be used till the RNG chooses? --[[User:Savok|Savok]] 20:11, 7 February 2008 (EST)&lt;br /&gt;
:What would you like? [[User:VengefulDonut|VengefulDonut]] 20:36, 7 February 2008 (EST)&lt;br /&gt;
::I suggest that one quote is permanant, and the other quote refresh everytime we visit the page. So far, I noticed that even if I refresh the page, the same quotes stay. --[[User:Eagle of Fire|Eagle of Fire]] 05:49, 8 February 2008 (EST)&lt;br /&gt;
:::A new quote on the left, and a randomized archive quote on the right? As for the refesh: the template checks the time. --[[User:Jackard|Jackard]] 06:35, 8 February 2008 (EST)&lt;br /&gt;
::::What is the tick? Every few minutes? --[[User:Eagle of Fire|Eagle of Fire]] 08:14, 8 February 2008 (EST)&lt;br /&gt;
:::The template checks the time, but the time doesn't update because the server caches the page. It gets a new one whenever the server refreshes it; you can force this by editing the page or by clicking the preview button. Also, I could make it so that one of the quote boxes picks from the newest x quotes. [[User:VengefulDonut|VengefulDonut]] 10:43, 8 February 2008 (EST)&lt;br /&gt;
::::Having a newer quote on the left and an archived one on the right sounds better than a permanent quote on either. PS. Might want to remove a few of them, like the 'palisade' quote. --[[User:Jackard|Jackard]] 11:47, 8 February 2008 (EST)&lt;br /&gt;
:::::The goal of the quote archive was to archive every single quote which ever got to the main page. If you want to thin out only the best quotes, I suggest you use a separate database for that. Even then, how &amp;quot;good&amp;quot; is a quote is very open to interpretation and taste. If I had to remove all the quotes I find bad or unfunny myself, I'd probably remove 80% of the present quotes in the archive. --[[User:Eagle of Fire|Eagle of Fire]] 18:46, 8 February 2008 (EST)&lt;br /&gt;
::::::Ok. The right quotebox now chooses from the last 10 quotes instead of from among all of them. If anyone feels like they want to prune out or fiddle with quotes, go for it. I think what I've set up should be pretty straightforward, but if you have questions I'll be glad to answer them. [[User:VengefulDonut|VengefulDonut]] 20:11, 8 February 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Caiburn</name></author>
	</entry>
</feed>