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	<updated>2026-05-09T21:24:02Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Gizzard_stone&amp;diff=186303</id>
		<title>v0.34:Gizzard stone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Gizzard_stone&amp;diff=186303"/>
		<updated>2013-06-06T21:09:26Z</updated>

		<summary type="html">&lt;p&gt;Calculator: moved wikipedia link to body, added missing &amp;quot;be&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|11:15, 24 February 2013 (UTC)}}&lt;br /&gt;
[[Image:gizzardstone.jpg|thumb|right|Native gold gizzard stone.]]&lt;br /&gt;
A '''gizzard stone''' (or [[wikipedia:Gastrolith|gastrolith]]) is a rock ingested by an animal and held within the gastrointestinal tract for the purpose of grinding food or providing ballast. Gizzard stones are supplied by [[butcher]]ing specific [[animal]]s such as [[ostrich]]es and [[cave crocodile]]s; the [[material]] of the stone is randomly selected, and may include materials not otherwise available on the map. Gizzard stones are treated as cut stone [[gem]]s, suitable for [[encrust]]ing goods and furniture. Gizzard stones can be farmed as a renewable supply of [[decoration]]s to increase the [[wealth]] of your fortress.&lt;/div&gt;</summary>
		<author><name>Calculator</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File_talk:DF_Cheese.jpg&amp;diff=135642</id>
		<title>File talk:DF Cheese.jpg</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File_talk:DF_Cheese.jpg&amp;diff=135642"/>
		<updated>2011-02-03T04:47:50Z</updated>

		<summary type="html">&lt;p&gt;Calculator: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;BISHIEDORF [[User:KoboldInDisguise|KoboldInDisguise]] 12:21, 13 October 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
Whoever made this, I adore you. [[User:Pariah|Pariah]] 22:00, 11 November 2009 (UTC)&lt;br /&gt;
: Seconded. This is amazing. --[[User:HebaruSan|HebaruSan]] 23:55, 11 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The limp blueness of ... clapping&amp;quot;? Am I reading that right?--[[User:Albedo|Albedo]] 22:24, 11 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Or &amp;quot;The Limp Blueness of Cla(i)ming&amp;quot;? Dunno, but whatever the title is, it's random as always. --[[User:Haspen|Haspen]] 09:59, 20 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Looks like &amp;quot;The Limp Blueness of Claming&amp;quot; to me. --[[Special:Contributions/93.173.188.85|93.173.188.85]] 13:25, 9 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Wait... Isn't this thing a picture... of an engraving... of [[Boatmurdered|Cheese]]? --[[User:Fluff|Fluff]] 21:54, 25 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;On the wall there's a detailed image of Urist Stonedrawer with cow cheese. Urist Stonedrawer is eating cow cheese.&amp;quot;--[[Special:Contributions/190.139.218.44|190.139.218.44]] 22:50, 16 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Shouldn't it be &amp;quot;the cow cheese&amp;quot;? — [[User:Calculator|Calculator]] ([[User_talk:Calculator|talk]]) 04:47, 3 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
This is great. I love it! [[Special:Contributions/121.170.250.64|121.170.250.64]] 13:29, 7 December 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Calculator</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Megaprojects&amp;diff=135501</id>
		<title>v0.31:Megaprojects</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Megaprojects&amp;diff=135501"/>
		<updated>2011-01-29T04:10:47Z</updated>

		<summary type="html">&lt;p&gt;Calculator: fixed header size&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Instead of deliberately inhibiting yourself, create a wonder of the dwarven world that would make the Mountainhomes proud. Be sure to upload it to the [http://mkv25.net/dfma/ Dwarf Fortress Map Archive] when it's finished. More projects can be found where {{L|Stupid_dwarf_trick|stupid dwarves try crazy tricks}}. {{L|Mega construction|Incredible feats of construction}} are usually very {{L|Fun|fun}} so you'll see many different (and probably similar) constructions across the Wiki. Use whatever ideas you think are ingenious.&lt;br /&gt;
&lt;br /&gt;
===Aqueducts===&lt;br /&gt;
For some reason, a noble was harmlessly pulling a lever when suddenly, magma flooded the river and exploded the booze! The king requires your band of seven to build a great aqueduct to bring water to the capital. Start with supports, and build up your aqueduct until it is 10 z-levels high!&lt;br /&gt;
&lt;br /&gt;
*Bonus: Start over a human town, build a wall around it, pump water through the aqueduct and into it!&lt;br /&gt;
*Bonus: Mod the game so you can start on the dwarven capital and actually bring about the story.&lt;br /&gt;
&lt;br /&gt;
Variation: On a map containing a river, completely enclose it with glass walls, and floors.  Use overhead pipe sections to move the water to places more &amp;lt;s&amp;gt;convenient&amp;lt;/s&amp;gt; Fun.&lt;br /&gt;
&lt;br /&gt;
===Biodome===&lt;br /&gt;
All material, seeds, food, tools, and dwarves must be in the fortress within one year. Then, seal up the entrance. Any new immigrants... well, they might be in trouble. Survive for as long as possible!&lt;br /&gt;
&lt;br /&gt;
No chasms/underground rivers/magma vents allowed.&lt;br /&gt;
&lt;br /&gt;
===Casting===&lt;br /&gt;
Who needs to construct giant statues?! We need ours made from natural walls, however, we want it above ground level as well. For casting your goal is to create some giant structure out of natural obsidian walls through the use of an extremely elaborate scaffold of lava and water pools and screw pumps. When you are finished, just deconstruct the scaffolding and smooth/engrave the statue as you go. Just imagine the bridge over that chasm, now complete with two giant dwarf statues on either side to strike fear into all who enter and to show them the power of your fortress.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Make the statues spit lava.&lt;br /&gt;
&lt;br /&gt;
===Castle===&lt;br /&gt;
Build a castle, greater than anything built by human, elf or dwarf. This is highly time&lt;br /&gt;
consuming if you want it to be a good castle. There must be floor indoors, and no underground&lt;br /&gt;
constructions except for mining operations and cellars. For an even greater challenge, build&lt;br /&gt;
a gigantic tower in the middle, where the nobles stay.&lt;br /&gt;
&lt;br /&gt;
===Ceremonial Sacrifices===	 &lt;br /&gt;
Build an amazingly complex or spectacular killing device. A shaft that extends across the entire Z-plane is a good start. A constantly shifting maze of atomsmasher drawbridges is another. For the minimalist, a very confined space where you will drop a dwarf wrestler along with the gobbos once in a while. Perhaps a waterslide that carries your prisoner all the way down into a chasm? Whatever your idea, build it and dedicate your fort to the construction, maintenance and improvement of your device.	 &lt;br /&gt;
	 &lt;br /&gt;
Do not kill any of your invaders. Capture them using cage traps, and them set them off in your device. Keep a record of the number of victims you drop into it.&lt;br /&gt;
&lt;br /&gt;
BONUS: Create a statue garden to memorialize your victims, with one statue per victim. Structure your fortress such that sacrificial victims have to pass through the garden on the way to their demise.&lt;br /&gt;
&lt;br /&gt;
===Computing===&lt;br /&gt;
Can your dwarves build the [http://en.wikipedia.org/wiki/Antikythera_mechanism Antikythera mechanism]? Can you program the fortress to play tic-tac-toe? More details at {{L|computing}}.&lt;br /&gt;
&lt;br /&gt;
===Colosseum===&lt;br /&gt;
Build a pit, around it on steps lots of Thrones, make the whole thing a meeting area, train Gladiators, capture goblins, leave them their weapons and let them fight against your gladiators. If they win, let them go.&lt;br /&gt;
&lt;br /&gt;
===Crematory Fortress===&lt;br /&gt;
* Requires a {{L|magma pipe}} and {{L|bauxite}}.&lt;br /&gt;
&lt;br /&gt;
Build a temple structure above a {{L|magma pipe}} and {{L|engrave}} every available surface.  The temple should be as opulent as possible.  In the temple, build a retracting {{L|bridge}} over a hole in the floor, and designate a {{L|coffin}} {{L|stockpile}} on it.  Whenever a dwarf dies, build a {{L|bauxite}} or other {{L|magma-proof}} {{L|coffin}} for him, place it on the {{L|bridge}}, and retract it, committing his body to the {{L|magma|fiery blood of the mountain}}.&lt;br /&gt;
&lt;br /&gt;
::Note: Since coffins are unassigned and emptied when deconstructed and cannot be constructed on top of a bridge, this will not actually work. An alternative would be to place the coffins in individual chambers which can then be flooded with magma afterwards.&lt;br /&gt;
&lt;br /&gt;
::: You could expose the magma pipe, build a one-tile wide floor span across it, and then above that build a support that holds up your temple floor on the z-level above. The temple floor would be separated from the walls of the temple and would be connected for walking access diagonally. The support holds it up. You would have to construct the coffins in the temple, then when someone gets buried you pull the lever attached to the support. You then rebuild the narrow span below, the temple floor, and the support, then link the lever to the new support. &lt;br /&gt;
::: You can do this without scaffolding if you build the temple floor access straight in, and then the span below and the support, then once the support is in place you destroy the straight temple access leaving only a diagonal temple access.&lt;br /&gt;
&lt;br /&gt;
::: Another method would be simply to make a hole in your temple that goes straight down to the magma, of at least 3X3 squares, then build a floor of 2 squares long and 1 wide from the upper middle edge of the hole so that the second square is only connected to the temple by the first, then build your coffin on the second square and once your dwarf is inside deconstruct the first square leaving nothing holding the square with your coffin up and it will fall into the magma. On a side note it is best to start from the upper edge of the hole so the dwarf doing the deconstructing is a lot less likely to fall into the magma.&lt;br /&gt;
&lt;br /&gt;
===City===&lt;br /&gt;
Live like a human!&lt;br /&gt;
&lt;br /&gt;
Build all of your buildings above ground; to make this easiser mod in a plentiful building material similar to bricks, however you want it. Make sure that your city is unplanned for that medieval look; build when you need to as close as you can to where it needs to be. As each migration wave comes you're going to need more and more buildings. Protip; you're going to need a caste of dedicated builders.&lt;br /&gt;
&lt;br /&gt;
* Extra points; Emulate your favourite city.&lt;br /&gt;
* Combo bonus; Build your city around some other megaproject; a pyramid or giant colloseum.&lt;br /&gt;
* ULTRADWARF; Start in a mountainous area and hollow out the above ground city from the projecting mountains, including all four sides, thus levelling the mountain range to leave a series of *surprisingly natural* looking streets.&lt;br /&gt;
* Build each building (or section of one) out of the same materials  or...&lt;br /&gt;
**Bonus: Create pixel art from the colors of the stones! &lt;br /&gt;
**Bonus: Try to build all freestanding structures&lt;br /&gt;
&lt;br /&gt;
===Doomsday Clock===&lt;br /&gt;
Build a water or mechanical clock whose final state triggers the support which holds your fortress up or a megabeast out.&lt;br /&gt;
See how much wealth you can achieve before the clock runs out.&lt;br /&gt;
*Bonus: Create something that resets itself, as well as purging the map, so that you can reuse the same fortress over and over.&lt;br /&gt;
*Super-Bonus: Create something that involves pressure plates and a small kitten, when the pressure plates are hit in the right order, your map ends. Toss the kitten in and hope for the best. Alternatively, make the sequence quite unlikely, but add 2 kittens; breeding introduces a probability of doomsday that is a function of time (depending on the mechanisms involved)&lt;br /&gt;
*Super-Bonus: Create the super-bonus above, but place the kitten on the lowest Z-level and never return to either look at it or see how many of the conditions for the doomsday device have been met. This way, the kitty mimicks Schrodinger's cat: we cannot observe the state of the kitty, but we can infer it from the state of the world (spin-pairs effectively).&lt;br /&gt;
&lt;br /&gt;
===Dungeons of Doom===&lt;br /&gt;
&lt;br /&gt;
Beneath your fortress, carve out an immense dungeon starting from the surface.  Each dungeon floor must be filled with rectangular rooms connected by twisting one-tile passages, with an occasional wider hallway, and each floor must lead to the next by a single-tile staircase (no up/down stairs).  A few floors into the dungeon, build a small fortress and designate a few quarries away from the dungeon itself.  The dungeon should not be exposed to the caverns, but the caverns should be exposed to the surface to free the fun creatures.  The dungeon must go down until it reaches HFS.  Dump an artifact amulet inside HFS.  Build puzzles and thematic branches of the dungeon as you see fit.&lt;br /&gt;
&lt;br /&gt;
* Bonus:  Fill the dungeon with gnomes, goblins, kobolds, and horrible monsters of all kinds.&lt;br /&gt;
* Mega Bonus:  Litter the floors of the dungeon with artifact items (especially weapons).&lt;br /&gt;
* Cosmic Bonus:  Lead the dungeon into an upright spoiler and build a Labyrinth inside HFS.&lt;br /&gt;
* Nerd Bonus: Build the last few levels above your fortress, and fill one with lava, one with water, one entirely empty, etc, to mimic the last few levels of NetHack. The uppermost one should have three temples, and if possible megabeasts that cannot escape but which an adventurer could reach...&lt;br /&gt;
&lt;br /&gt;
===Dwarf like an Egyptian===&lt;br /&gt;
*Build a pyramid of epic proportion.&lt;br /&gt;
&lt;br /&gt;
Build a legendary dwarven pyramid, with a corridor running to a central tomb for your favourite noble. Then construct lots of different {{L|traps}} in it to avoid grave robbery. Perhaps build it entirely out of glass? Or try to make the top twist in a bit of a swirl. Alternatively, make your entire fortress inside a pyramid, which stretches below the ground.&lt;br /&gt;
&lt;br /&gt;
*Build rows of Obelisks&lt;br /&gt;
&lt;br /&gt;
* Build a double row of Obelisks before the Pyramid, and engrave the sides. Build ramps on the tops.&lt;br /&gt;
&lt;br /&gt;
*Build the whole thing upside down.&lt;br /&gt;
** And then another one on the upside-down one.&lt;br /&gt;
&lt;br /&gt;
* BONUS: Make a Sphinx out of solid gold. Solid! Nobody lives or goes inside of it. Entomb the builders in an {{L|unfortunate accident}} - preferably inside the sphinx - so that they can never build one for anybody else.&lt;br /&gt;
&lt;br /&gt;
* When the time has come, or when your fortress is about to be destroyed by a siege or something, perform the ceremony to translate the mortal form of the noble to the underworld. Give him a ritual death, and make sure you kill his servants as well. Pile wealth into the tomb. If the tomb is built for your king make every dwarf die but one, who inters everyone into their resting place. His final act will be to pull a lever that seals the tomb as well as kills him. Then enjoy going back and reclaiming your fortress to observe your efforts.&lt;br /&gt;
&lt;br /&gt;
===Graveyard Master===&lt;br /&gt;
Every dwarf deserves a decent resting place:&lt;br /&gt;
*Build a tomb for every dwarf that dies, the more dwarves you manage to bury the better.&lt;br /&gt;
*Tombs must be rooms with exactly 5x5 of size and 1 of height, with only one entrance tile that must be closed by a door.&lt;br /&gt;
*Tombs must have all its surfaces engraved.&lt;br /&gt;
*Tomb must contain at least 4 statues.&lt;br /&gt;
*Once complete, the door must be replaced with a wall and the tomb must not be ever entered again.&lt;br /&gt;
&lt;br /&gt;
===How high can you go?===&lt;br /&gt;
Construction, construction, construction! Just how big a tower can you build? Out of glass maybe, clear glass? Steel? Pump water to the top? Make your tower a ''pinnacle'' of achievement and stun humans, elves and goblins alike - for they know nothing of construction and engineering like dwarves do!&lt;br /&gt;
&lt;br /&gt;
===Land battleship===&lt;br /&gt;
Turn your mountain into a huge battle-station, complete with crew quarters, decks, command centre, cantina, and a large collection of deadly weapons : Batteries of marksdwarves, ballista cannons, catapults, boarding bridges and -teams, but also lava projector or remote explosive devices (ie cave-ins in a part of the map triggered by a lever). Make sure it ends up looking like a real battleship, with nothing but plains surrounding it (you could build it on an actual plain, or destroy a mountain, choice is yours). The battleship has to be autonomous, and dwarves shouldn't wander outside it.&lt;br /&gt;
&lt;br /&gt;
*Bonus: The weaponry covers every tile of the map (i.e., everything that enters the map can be shot)&lt;br /&gt;
*Bonus: Build several other ships, maybe dedicated to a specific product (food, ammo etc.)&lt;br /&gt;
**Bonus: Find a way to let them fight each other in a naval battle&lt;br /&gt;
*Bonus: Each crew member has a civil and military formation, and when the enemy arrives, stop every economic activity. All hands to quarters !&lt;br /&gt;
*Bonus: Rebuild Noahs Ark: Completely out of wood, with every animal twice, as well as one dwarven family with three sons on board. Flood everything around it AND LET EVERYTHING NOT ON THE ARK DIE!!! MUHAHAHA!!! FEAR THE WRATH OF ARMOK!!!!! &lt;br /&gt;
*Mega Bonus: After building your Ship(s), flood the surrounding countryside.  (With magma, of course.)&lt;br /&gt;
&lt;br /&gt;
===Labyrinth===&lt;br /&gt;
Build or dig out an elaborate labyrinth.  It should be filled with traps, periodically flooded with water and magma, and decorated to your liking.&lt;br /&gt;
&lt;br /&gt;
*Bonus:  Build a prison and/or execution chamber somewhere inside the labyrinth.&lt;br /&gt;
*Bigger Bonus:  Build all the labyrinth walls out of statues and make the entire thing a statue garden.&lt;br /&gt;
*Mega Bonus:  Make it three-dimensional.&lt;br /&gt;
&lt;br /&gt;
(A labyrinth is a [http://www.astrolog.org/labyrnth/algrithm.htm unicursal maze]: labyrinths offer no choices of path as they curve in and back on themselves to the endpoint.  Mazes usually have choices of paths and therefore usually dead ends.  Given how pathing will usually let sapient beings in DF avoid dead ends, a labyrinth is preferable to a traditional maze with dead ends.)&lt;br /&gt;
&lt;br /&gt;
[http://sourceforge.net/projects/daedalus/ Daedalus] has many maze algorithms and tools, including for unicursal mazes (GPL, free).&lt;br /&gt;
A [http://www.billsgames.com/mazegenerator/ traditional maze generator] may be helpful if you somehow open the dead ends (such as with drawbridges) to attract traffic.&lt;br /&gt;
&lt;br /&gt;
===Moria===&lt;br /&gt;
Build a huge hall - at least 3 z-levels high. Leave few pillars symmetrically placed in the hall (don't build them, carve them out). Smooth and possibly engrave everything (not only the lowest z-level!). Then build thin bridge (not the bridge building, just a thin piece of rock to walk on) above magma or above a chasm- support it with bauxite supports connected to a lever (bauxite mechanisms needed in support). Destroy stone holding it at the both ends and replace it with floor hatches (so when you pull the lever it all goes down). After that build a bridge above the chasm.&lt;br /&gt;
When it's all done seal your dwarves deep inside in safe place and get invaded by goblins. At the same time dig out HFS. Lead the HFS across the both bridges and then collapse the second one when one of the champions clashes with it (it doesn't matter that the champion has killed the HFS with one hit).&lt;br /&gt;
&lt;br /&gt;
bonus - cast the walls of the hall out of obsidian using water and magma&lt;br /&gt;
&lt;br /&gt;
===Mountain audit/core sample===&lt;br /&gt;
Start in a mountainous area and strip mine everything down, down, down to ground level. Stockpile everything, and calculate the mountain's composition. For kicks, try not excavating one tile on each z-level. You'll be left with one enormous core sample.&lt;br /&gt;
&lt;br /&gt;
===Project Mayhem===&lt;br /&gt;
&lt;br /&gt;
*You do not talk about project Mayhem&lt;br /&gt;
*Build a series of towers, at least 10 z-levels high, of different size and shape. They must be supported by a series of supports linked to a lever.&lt;br /&gt;
*Store all your riches in the towers : crafts, precious metal bars, gems, artifacts, everything. You may also want to house your nobles on top of the towers.&lt;br /&gt;
*Pull the lever and watch the collapse of financial history.&lt;br /&gt;
&lt;br /&gt;
Bonus : make the towers' walls out of glass!&lt;br /&gt;
&lt;br /&gt;
Bonus : Make soap! And remember, elf fat is ideal...&lt;br /&gt;
&lt;br /&gt;
Extra Bonus: Make one large tower, and make it collapse onto a smaller tower, filled with all your artifacts/engravings. (Essentially, you only get the extra bonus if you've read the book)&lt;br /&gt;
&lt;br /&gt;
===Santa Claus===&lt;br /&gt;
Get ten thousand toys built and offered to caravans yearly. Optionally, build ten thousand toys, fetch them in adventure mode and deliver them to every single city of the world.&lt;br /&gt;
&lt;br /&gt;
BONUS: Make the toys out of lead.&lt;br /&gt;
&lt;br /&gt;
MEGABONUS:  Modding Elves to be pets, embark with 100 of them and force them to make the toys for you.&lt;br /&gt;
&lt;br /&gt;
===Skull collector===&lt;br /&gt;
What proves the might of a civilization better than a hall full of skulls?&lt;br /&gt;
*Try to collect as many skulls as you can during your fortress life, and put them in a special skulls-only storage. The more skulls the better.&lt;br /&gt;
&lt;br /&gt;
BONUS: Cover all the skulls in blood, and make the stockpile also a throne room. Blood for the Blood God!&lt;br /&gt;
&lt;br /&gt;
SUPERBONUS: Also fill the throne room with kittens.&lt;br /&gt;
&lt;br /&gt;
===Space Ship===&lt;br /&gt;
Create a giant space ship fit for space travel. It should be able to hold about 100 dwarves for at least 2 years.&lt;br /&gt;
&lt;br /&gt;
*BONUS: Use exploding {{L|booze}} as ignitable fuel.&lt;br /&gt;
*BONUS: Make a removable {{L|ramp}} for boarding.&lt;br /&gt;
*BONUS: Make the {{L|water}} for the 2 years be on the ship using removable pumps.&lt;br /&gt;
*BONUS+: Make it totally self sufficient. (Make an internal system which pumps the {{L|water}} supply through a room every few years to muddy the floor. Plant {{L|seed|seeds}} in the {{L|mud}} that's now on the floor. Manage your consumption to maintain self sufficiency.)&lt;br /&gt;
*Modding BONUS: Mod the game so that merchants can fly their new wagonships into your docking bays. ''(If possible)''&lt;br /&gt;
*BONUS+: Make it all out of {{L|steel}} and {{L|aluminum}}.&lt;br /&gt;
*[[fun|FUN]]: Let it be held by a single {{L|support}}, ignite the {{L|booze}}, remove the support an let it &amp;quot;fly&amp;quot;.&lt;br /&gt;
*EVEN BETTER: Drop it down a chasm.&lt;br /&gt;
*More [[fun|FUN]]: Set up a mining operation on the surface and dig into the HFS. Watch the alien creatures take over your ship and hunt down your dwarves. Form a squad of heroes to overload the booze reactor to prevent the aliens from reaching earth. (See [http://en.wikipedia.org/wiki/Dead_Space_%28video_game%29 Dead Space] and/or [http://en.wikipedia.org/wiki/Alien_%28film%29 the Alien series])&lt;br /&gt;
&lt;br /&gt;
===Swiss Precision===&lt;br /&gt;
Build a working clock.  The clock should accurately track DF days, months, and years.&lt;br /&gt;
&lt;br /&gt;
Bonus Points:&lt;br /&gt;
*If the clock has a mechanical effect in the fortress proper to announce new days&lt;br /&gt;
*If the clock creates seasonally appropriate effects at the change of months and/or seasons.&lt;br /&gt;
*If the clock is used to aid in the operation of the fortress in addition to its role as a clock (automatically controls farmland irrigation at particular times, automatically opens the &amp;lt;s&amp;gt;blast doors&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;floodgates&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;Magma Channels&amp;lt;/s&amp;gt; Gate in time for those &amp;lt;s&amp;gt;evil&amp;lt;/s&amp;gt; friendly merchants, etc...).&lt;br /&gt;
*If the clock governs the schedule of a working rail station (which is always on time).  (Definitions of 'working' and 'rail station' are subject to player imagination).&lt;br /&gt;
*If the clock takes measures to protect itself. ''&amp;quot;I can't let you do that, Urist.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
But don't worry about the bonus points, a precision time device should be hard enough.&lt;br /&gt;
&lt;br /&gt;
===Temple===&lt;br /&gt;
Designing a temple to Armok. Aesthetics count - the god will be very angry if there are no stained-glass windows and domed ceilings carved with frescoes. To gain more favor, make regular sacrifices and keep the fountains and rivers red with {{L|blood}}.&lt;br /&gt;
&lt;br /&gt;
===The cube===&lt;br /&gt;
Play a fort as usual, but emphasize catching goblins in cages to support and fill this construction:&lt;br /&gt;
Construct a series of rooms in a symmetrical fashion, all connected to each other with appropriate doors. Of course, enough rooms to make a maze-like structure, and if you feel like it, an exit that is hard to reach. Fill a bunch of the rooms with traps and pressureplates. Then fill one room with 4-6 goblins (preferably in cages, opened by an outside lever), release them and watch them randomly walk around the rooms dying to traps and whatnots.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Do multiple story maze (3d-maze)&lt;br /&gt;
*Bonus: Use pressureplates to open/close the exit randomly; otherwise, all the goblins will just follow the shortest route to the exit.&lt;br /&gt;
*Bonus: Use multiple doors connected to multiple pressure plates in order to access certain rooms, so the goblins have to go through the maze in the correct order.&lt;br /&gt;
*Bonus: Figure out a way to have competing teams wandering through the maze at the same time. Can you say &amp;quot;elimination round?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===The great brewery===&lt;br /&gt;
Disaster has struck the kingdom. A strangely glowing {{L|Fire|‼peasant‼}} visited the greatest brewery of the empire, and as a result the whole thing exploded. No time for weeping &amp;amp;mdash; create its successor, a fort dedicated to alcohol production, and get the alcohol supplies flowing! Try to make the widest variety possible, and give or trade it to the dwarven {{L|caravan}} each year.&lt;br /&gt;
* BONUS: Create a working sprinkler system to douse any fires that might occur.&lt;br /&gt;
&lt;br /&gt;
===The Great Wall of Urist===&lt;br /&gt;
Build a dwarven great wall of china that splits the map in half. Must be at least 10 tiles thick and reach the highest z-level.&lt;br /&gt;
* BONUS: Make it block the &amp;lt;s&amp;gt;mongols&amp;lt;/s&amp;gt; goblins out of your half of the map.&lt;br /&gt;
* BONUS: Make it out of obsidian.&lt;br /&gt;
**BONUS+: Embark on a map without obsidian.&lt;br /&gt;
* BONUS: Find a way to make it touch the boundaries.&lt;br /&gt;
* BONUS: Build one gate&lt;br /&gt;
* BONUS: Arm it with ballistas.&lt;br /&gt;
Someone should make a bonus for this but I'd like to point out that the actual wall was made from (compressed) dirt with on outer layer of stone and that the bodies a those who died from exhasution while building it were put into it.&lt;br /&gt;
** BONUS+: Encase all workers who died during building in caskets built into the wall. Possibly with traps to protect them from grave robbers&lt;br /&gt;
&lt;br /&gt;
===The Monolith===&lt;br /&gt;
As the inevitability of a fortress-wide mental breakdown looms over every single fortress why not have something that alludes to that precipice of [[insanity]]. Like the book and feature film, 2001: A Space Odyssey you must have a Monolith. This has to be made from [[obsidian]] and have a completely smooth surface (You cannot build it from blocks) You can have it be any size as long as it is outside, at least 2 tiles thick to ensure there are no pillar tiles, and has about the same ratio of width to height as it does in the movie (1:4:9) to make it as close to the real thing as possible. It would be preferable to make it large so that it seems to be dominating the landscape and your dwarves' psyche. The bigger the better.&lt;br /&gt;
&lt;br /&gt;
*If the rock obsidian strata isn't deep enough in parts to make a monolith feasible consider casting a monolith with a large rectangular block in the exact same dimensional criteria as above.&lt;br /&gt;
&lt;br /&gt;
===Statue of greatness===&lt;br /&gt;
Build a giant statue, spanning 10-20 z-levels and make it in the shape of say, a dwarf you like or an animal you like.&lt;br /&gt;
* Bonus: make it in the shape of a teapot that has a working boiling system and a spout that water can come out of.&lt;br /&gt;
* Bonus+: Steam instead of water coming out of the spout.&lt;br /&gt;
&lt;br /&gt;
===Underwater fortress===&lt;br /&gt;
Encase your entire fortress in [[water]]! Your fortress should be watersealed: surrounded by water against all {{L|wall}}s and the top of the fortress.&lt;br /&gt;
* Bonus: Build all water-touching walls/roof in clear glass!&lt;br /&gt;
* Bonus: Use {{L|magma}} instead of water (warning: will almost certainly lead to [[fun]])!&lt;br /&gt;
* Bonus: Build it in the {{L|ocean}} or a non-freezing lake&lt;br /&gt;
**Bonus: Build it in the magma sea&lt;br /&gt;
* Bonus: Build large glass domes that encase the fortress. A dome 20 tiles wide should be 10 z-levels tall (creating a hemi-sphere). Which may be hard to cover in water.&lt;br /&gt;
* Bonus: Have a mechanism for dropping  your enemies into the water to drown! Or fill the water with carp.&lt;br /&gt;
**Superbonus: Don't use pansy walls, use pumps to keep the water out!&lt;br /&gt;
* Mod: Make your dwarves amphibious and include airlocks between the wet fortress and the dry.&lt;br /&gt;
* Remake: Make Rapture city from [http://en.wikipedia.org/wiki/Bioshock Bioshock]&lt;br /&gt;
&lt;br /&gt;
===Flying fortress===&lt;br /&gt;
Turn cave-ins off in the init, the build a flying fortress. Perhaps some flying islands only connected with bridges, maybe combined with an orbital defense network.&lt;br /&gt;
&lt;br /&gt;
===Wealth===&lt;br /&gt;
The kingdom's coffers need lining, so hop to! Found a fort and start accumulating wealth as fast as possible. Attain as high a fortress value as possible, and make most of your wealth into coins for the vault. Try to beat your record for one year, two years, or five years.&lt;br /&gt;
&lt;br /&gt;
===We Are Dorf===&lt;br /&gt;
&lt;br /&gt;
The fortress is in the shape of a cube (assume that Z-axis is 7 tiles high). This cube should be cut into the rock, and then seperated from the rest of the mountain so that it is held up by a single support. Any new immigrant gets an arm or a leg removed (or both) using some contraption or by giving them alone time with some madman with an axe - if fake arms/legs are ever implemented then they get their missing appendange replaced in this manner.&lt;br /&gt;
&lt;br /&gt;
There is no trade, or communication with any lesser species, they will be assimilated. There should be no economy, nor nobles. Any corpses need to be vaporized by throwing them in magma, no burial service.&lt;br /&gt;
&lt;br /&gt;
===World Domination===&lt;br /&gt;
Pretend you are an evil mastermind. Now come up with some device or machine to render the world (or at least your portion of the map) totally unlivable, aside from, of course, your hidden lair. &lt;br /&gt;
&lt;br /&gt;
You will receive bonus points for making a more realistic World Domination setup. Some suggestions:&lt;br /&gt;
&lt;br /&gt;
* Make one dwarf the evil mastermind. The evil mastermind will have no empathy whatsoever, and they will hate all other races, and put no value on the lives of his minions. Protect him at all cost. If he should die, switch his position to his oldest child (who will avenge his father, because insanity is hereditary.) or the most insane, diabolical dwarf in your fort.&lt;br /&gt;
* Impractical, overkill solutions to everyday problems (&amp;quot;Sir, the dungeon master wants a better room&amp;quot; &amp;quot;Well then turn his room into a tomb and flood it with magma, and do not bother me with such trivial matters again or I will have you shot.&amp;quot;)&lt;br /&gt;
* Give the evil mastermind a pet to obsess over. Give it a name like Mr. Bigglesworth or Snuggles.&lt;br /&gt;
* Have a science lab. Use living creatures and people as test subjects.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Doomsday device suggestions:&lt;br /&gt;
* Flood the map with water/magma (may require building walls around the edge of the map)&lt;br /&gt;
**BONUS: the water has carp in it.&lt;br /&gt;
***BONUSMOD: Carp with ''frickin' laser beams'' attached to their heads.&lt;br /&gt;
* Build an &amp;quot;Earthquake Machine&amp;quot; (the entire map is supported by a single support, which is connected to a lever)&lt;br /&gt;
* Build an extensive holding cell network for &amp;quot;scientific purposes&amp;quot;. Fill it with megabeasts and &amp;lt;s&amp;gt;elephants&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;unicorns,&amp;lt;/s&amp;gt; skeletal carp in secret. Have a lever that  lets everything free to feed on the general population.&lt;br /&gt;
* Embark in an evil area, and capture and tame all those undead animals &amp;lt;sup&amp;gt;if possible&amp;lt;/sup&amp;gt; to create your own undead army&lt;br /&gt;
* Bonus: Eliminate the dwarves who constructed your device before you set it off. They must not be allowed to warn the rest of the citizens.&lt;br /&gt;
* Build an orbital weapons platform in space (which should be 12-15 stories above the ground, use your imagination), then arm it with magma bombs (droppable tank of magma) to glass the planet, rendering it uninhabitable for a few years.&lt;br /&gt;
* Build a door (or hatch) in every space of your fortress. Have all the doors set to lock at the flip of a switch. Have the switch kill the person who pulls it. Give the nobility their toy.&lt;br /&gt;
&amp;lt;!-- feel free to add your own ideas for doomsday devices to this list --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Category|Guides}}&lt;br /&gt;
&lt;br /&gt;
=== The Grand Treasury ===&lt;br /&gt;
At first, have the king come to you. Then excavate a laaarge room and fill it with i.e.: Lots of coins, shiny gems, artifacts, golden statues, silver mugs, etc. pp. But the king is still not satisfied with his possessions, so he wants more and more shiny and sparky things.&lt;br /&gt;
Of course sooner or later (probably sooner) those filthy kobolds and goblins will come and try to steal this enormous hoard. We must never tolerate this! Turn your treasury into a strongroom like the world has never seen before! Secret doors, traps in abundance, guards at every door, ballistae, guard dogs, the whole program. If anything gets lost, you have proven your incompetence, and the king will have your fortress abandoned and founded another to guard his treasures. &lt;br /&gt;
&lt;br /&gt;
*Bonus: Build up the treasury and raid it successfully in Adventure Mode&lt;br /&gt;
&lt;br /&gt;
=== Heaven ===&lt;br /&gt;
Build a dwarven version of heaven. Every dwarf must want to come to you! Important pieces:&lt;br /&gt;
# Streets paved with gold.&lt;br /&gt;
# The mindless hordes are held back by pearly gates -- or at least a close equivalent. Marble doors with diamond encrustations.&lt;br /&gt;
# No dwarves die (except for criminals). Heaven is everlasting.&lt;br /&gt;
# All criminals must be cast into the fires of Hell. Ideally, this would either be HFS or the bottom of a magma pipe.&lt;br /&gt;
# Nothing is ever stolen. St. Peter doesn't screw up.&lt;br /&gt;
# After the King has arrived, any male children he has must be sent out to fight sieges alone.&lt;br /&gt;
&lt;br /&gt;
BONUS: No dwarves are ever unhappy -- no tantrums and no insanity.&amp;lt;br /&amp;gt;&lt;br /&gt;
BONUS: When migrants arrive at the pearly gates, view their thoughts and preferences and only allow those with a similar/same Diety as your population.&amp;lt;br /&amp;gt;&lt;br /&gt;
BONUS: Make Heaven 10 stories above the ground&amp;lt;br /&amp;gt;&lt;br /&gt;
Mod: Make Angel dwarves and a godly being. (suggestions: Cacame, Morul, Ironblood.)&amp;lt;br /&amp;gt;&lt;br /&gt;
ULTRABONUS: Make Heaven in the air, an earthly society on the ground (a wooden town perhaps?), and carve the HFS place into Hell, complete with a lake of Magma/fire.Look up the character of every dwarf and send him to the appropriate place.&amp;lt;br /&amp;gt;&lt;br /&gt;
MEGABONUS-(Re)Make: The Seven Seals have been broken and the Apocalypse arrives.&lt;br /&gt;
# The Sky darkens (an obsidian ceiling spanning over the map).&lt;br /&gt;
# Meteors (opened lava tanks and cave-ins) devastate the earth.&lt;br /&gt;
# All bodies of water turn bloody.&lt;br /&gt;
# Dig into the HFS and have a battle between Heaven and Hell.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== City of Ember ===&lt;br /&gt;
Show those filthy humans that when dwarves build a secret underground refuge, they build to last! In other words, recreate Ember from the film &amp;quot;City of Ember&amp;quot; (yes, everyone is aware there is a book, that came first, an was part of a series), but do it right - none of these leaking pipes and crumbling buildings stuff, after only two and a half centuries underground!&lt;br /&gt;
# Mine out a massive cavern multiple z-layers high , and build a human-style city underneath it instead of carving out various chambers.&lt;br /&gt;
# You must seal it off. How long you wait to do this is up to you, but once it is sealed, you cannot unseal it for at least 200 years (if you decide to play that long). Ideally, use a utility to embark with a full set of dwarves (to represent the immigrating population) and seal the city off within one year of embarking.&lt;br /&gt;
# Build individual houses with their own dining rooms and bedrooms. Multiple dwarves can live in one house, but usually only a single family will live in one house.&lt;br /&gt;
# Build streets connecting all of the buildings, in the way that in the film, Ember didn't really have any space that wasn't either paved or built on until you got to the outskirts of the city.&lt;br /&gt;
# Have a &amp;quot;greenhouse&amp;quot; out on the outskirts for farming.&lt;br /&gt;
# You MUST have an underground river and use it for power.&lt;br /&gt;
# You MUST have magma and use it for power.&lt;br /&gt;
# Build City Hall, where the mayor has his office, with a nice fountain out front that actually works (probably involving water pressure, and as a testament to the fact that dwarves do it better, and their underground refuge isn't running desperately short of food, water, or power).&lt;br /&gt;
# No military, because there is simply no need for one, but have a fortress guard (to function as police, basically).&lt;br /&gt;
# After 200 or more years, unseal the city and colonize the surface.&lt;br /&gt;
&lt;br /&gt;
BONUS: Instead of building your houses/other structures out of blocks or rocks, plan it all out beforehand and simply don't dig out the tiles that you want to be the walls of buildings, and smooth it all down so it looks the same, but your buildings are actually made out of solid natural rock.&amp;lt;br /&amp;gt;&lt;br /&gt;
BONUS: Actually cause some kind of catastrophe on the surface (flood it with magma or something) that makes it uninhabitable, to FORCE yourself to stay underground, but when you unseal the city after 200 years, the surface should have healed and be habitable again. So, don't do something permanent.&lt;br /&gt;
&lt;br /&gt;
===The quake===&lt;br /&gt;
&lt;br /&gt;
1- Make your entire forteress supported by one support.&lt;br /&gt;
&lt;br /&gt;
2- on year 5, remove the support so your entire forteress drops one level.&lt;br /&gt;
&lt;br /&gt;
3- Tell us the death rate.&lt;br /&gt;
&lt;br /&gt;
4- double the height of the support every year, see how much is too much of a drop!&lt;br /&gt;
&lt;br /&gt;
===Pull A Boatmurdered===&lt;br /&gt;
&lt;br /&gt;
What's this?  Too many goblins?  Not enough fun?  You may be needing excess amounts of lava!&lt;br /&gt;
&lt;br /&gt;
# Flood the entire map with water or lava&lt;br /&gt;
# Mabye both and have an obsidian farm in the center&lt;br /&gt;
# Pump all lava resources to the surface and watch it burn!&lt;br /&gt;
&lt;br /&gt;
#Most famously employed in [[Boatmurdered]].&lt;br /&gt;
&lt;br /&gt;
===Hippie Exterminator===&lt;br /&gt;
&lt;br /&gt;
Much like trees, better water those elves.&lt;br /&gt;
&lt;br /&gt;
# It's a gigantic drowning chamber for [[Elves]].&lt;br /&gt;
# Construct a very long wall all the way around an Elf-village&lt;br /&gt;
# Build a floor on top, sealing them in&lt;br /&gt;
# Connect some screw pumps to this and the local water supply&lt;br /&gt;
# Really processor intensive!  Not for calculators!&lt;br /&gt;
&lt;br /&gt;
# At nothing else, at least build the box around your Trade Depot, and flood it when Elves are inside. &lt;br /&gt;
# Drainage can be done with a [[floodgate]] to release the water from the depot.&lt;br /&gt;
&lt;br /&gt;
===Dwarven Arcology===&lt;br /&gt;
&lt;br /&gt;
# Build your entire fortress above ground in one structure.&lt;br /&gt;
# A subterranean level (the basement) on the bottom floor provides plump helmets, pig tails, and so on.&lt;br /&gt;
# On the ground floor, grow above-ground plants and carve fortifications into all the walls. &lt;br /&gt;
# Every other level is packed with food stores, refuse dumps, wood stockpiles, workshops, archery ranges, and bedrooms.&lt;br /&gt;
# The only subterranean activity permitted is digging, although you may be able to get away with building your depot below ground. &lt;br /&gt;
Bonus: Cast the entire thing in Obsidian using magma and water and engrave all the sides with your greatness.&lt;br /&gt;
&lt;br /&gt;
===D For Dwarfdetta===&lt;br /&gt;
&lt;br /&gt;
# Create the parliment building or some such construction&lt;br /&gt;
# Rig it to explode or collapse spewing lava everywhere&lt;br /&gt;
# Detonate the fortress while you play the 1812 overture somewhere&lt;br /&gt;
# Time it to last 4 minutes, since that's how long the song is.&lt;br /&gt;
Bonus: make an underground railroad ( or magma pipe ) that detonates it.&lt;br /&gt;
Bonus: make a metal statue at the top which gets exploded&lt;br /&gt;
MegaBonus: send burning [[graphite]] or [[lignite]] flying into the (strangely always daytime) sky.&lt;br /&gt;
&lt;br /&gt;
===The Two Towers===&lt;br /&gt;
&lt;br /&gt;
#Build a ring of stone [may be slightly difficult] and build a tower with four blades protruding from the top&lt;br /&gt;
#Build a (much larger) tower with only two blades protruding from the top&lt;br /&gt;
#Have the two towers combat each other ''without'' siege weapons&lt;br /&gt;
&lt;br /&gt;
Bonus:&lt;br /&gt;
#Rig the first one to flood and the second to explode! (and you only get the points if you've seen the movies and record the videos. Try to make the towers' destruction as close to the movies as you can!)&lt;br /&gt;
&lt;br /&gt;
===Twin maze of doom!===&lt;br /&gt;
&lt;br /&gt;
-Make a complicated maze pair where pressure plates on any floor will trigger the rapid death of everything one floor before that in the OTHER maze.&lt;br /&gt;
&lt;br /&gt;
-Check what survives the ratrace longer: goblins or elves? Kittens or dogs?&lt;br /&gt;
&lt;br /&gt;
-BONUS: make it self-cleaning so it can be reused over and over!&lt;br /&gt;
&lt;br /&gt;
-Double bonus: make it flood the map with lava if anything ever reaches the end of their maze, meaning their victory is for all time - as well as the last thing the world will ever see before the end.&lt;br /&gt;
&lt;br /&gt;
===The doomsday temple of greed===&lt;br /&gt;
&lt;br /&gt;
1- Prepare a game with the poorest skills starting dwarves and nothing on embark.&lt;br /&gt;
&lt;br /&gt;
2- Edit files to add a little castle with 10 switches, some of which open up to desirable stuff, or a mild trap. Have the lineup fairly obvious so people know which prize/trap pair they're going for.&lt;br /&gt;
&lt;br /&gt;
3- After learning the principle and getting say a starting pick, 100 wood, 10 obsidian, 10 slade, freeing an angry elephant, an artifact crossbow, alcohol for 10 years, freeing a carp guarding the exit (simple enough puzzle, dig yourself another exit), getting an anvil and 7 bronze armor sets, and avoiding the one trap/prize which has a dragon... let them look up the stairs to the next bit on the next floor...&lt;br /&gt;
&lt;br /&gt;
4- THIS floor has mild traps/good prizes again, but one of them frees 7 goblins AS WELL AS trigger an unnanounced very distant magma-flooding system of immense power and speed (they think the goblins are all there is to the trap, mwa ha ha). Make sure the slope means the greedy player will get what's coming at him fully...&lt;br /&gt;
&lt;br /&gt;
5- Share this fun map without announcing what's on it. Surprise!!!&lt;br /&gt;
&lt;br /&gt;
==The Cathedral==&lt;br /&gt;
&lt;br /&gt;
Make an epically tall cathedral out of obsidian. Encrust it with gems, make multiple spires. Build giant stained-glass windows and make rows of chairs for pews. In niches high in the walls, place masterpiece or better statues, also encrusted and engraved. Underneath, make noble tomb catacombs.&lt;br /&gt;
BONUS: Build it near a human/dwarf town. Kill heretics.&lt;br /&gt;
&lt;br /&gt;
BONUS: Make several cathedrals, one to each in-game god. Once built, assign worshippers of a god to a burrow encompassing that god's cathedral. Build walls around each cathedral and let them fend for themselves.&lt;/div&gt;</summary>
		<author><name>Calculator</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Wound&amp;diff=134975</id>
		<title>40d Talk:Wound</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Wound&amp;diff=134975"/>
		<updated>2011-01-16T01:07:08Z</updated>

		<summary type="html">&lt;p&gt;Calculator: /* Spleen, kidney etc. */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Priority of [[health care]] task ==&lt;br /&gt;
&lt;br /&gt;
I think the game is a bit broken in that I can have a dwarf set with [[health care]] (I know it's a redlink) as their only active task, and rather than bring food to a dwarf who seems to only be moderately injured, but is now about to die from starvation - even though there is a stockpile of prepared meals 6 tiles away, and the other dwarves are resting in the same barracks![[User:GarrieIrons|GarrieIrons]] 04:56, 12 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
I had a miner who was wounded in a mine collapse lie where he fell for a long time before someone came to pick him up, even after prioritizing that a single peasant would do nothing but Health Care.  I had even made sure that the Health Care dwarf had &amp;quot;likes doing stuff for others&amp;quot; in his profile/thoughts. --[[User:FJH|FJH]] 15:40, 25 March 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Brown Wounds ==&lt;br /&gt;
&lt;br /&gt;
my legendary miner will not heal his brown wounds he must have been resting for a year now. What should I do? --[[User:Hoborobo|Hoborobo]] 06:54, 10 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Well, have you seen where his injury is? It could be a nervous injury, which never heals (see the wound article, its really sad).&lt;br /&gt;
&lt;br /&gt;
i have a similar problem, my legendary miner broke his head and upper arm in a cave in. now he's just sitting there.&lt;br /&gt;
unfortunately he is in the path of my lva moat that he was diging. will he ever be moved into a bed or something. will he recover? should i open up the lava waterfall and let him die with honor&lt;br /&gt;
&lt;br /&gt;
== healing speed ==&lt;br /&gt;
it seems that in the newest version(.38c) wounds heal at incredible speed - I watched my woodcutter fight batmen and get lightly wounded, was relieved that it was nothing worse, but when I checked back on him he was uninjured. So when my miner took on a wolf I kept a very close eye on him, and indeed he suffered moderate wounds and got a &amp;quot;rest&amp;quot; job, but the wound healed to lightly wounded before he even got back into the fortress and was gone by the time he reached his bed.--[[User:Syndic|Syndic]] 00:30, 13 March 2008 (EDT)&lt;br /&gt;
: chances are they have a (very) high toughness? - this will cause exactly what you describe. Send a peasant recruit into battle and you will see the difference ;) --[[User:Koltom|Koltom]] 07:20, 13 March 2008 (EDT)&lt;br /&gt;
::Given that they were miners and woodcutters, they would become tough before they become even [[proficient]] in their trade. As mentioned by Koltom and indeed in the article, toughness has a huge effect both on the impact of being wounded (ie tough dwarves carry on regardless) AND on the rate of healing (they get better before they make it to their bed to rest).[[User:GarrieIrons|GarrieIrons]] 07:24, 26 July 2008 (EDT)&lt;br /&gt;
: I only had this once when I started a fortress in a desert without any water resources. Maybe this is a hack to prevent dwarves from dying from thirst? [[User:Qwertyu|Qwertyu]] 05:20, 26 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I've noticed something similar to this in .40c as well. One of my miners in a new fortress, who was at best merely 'tough' sustained a red injury to his hip which had completely disappeared a few minutes later. The only unusual thing I did was draft all seven dwarves into the army first and then make them civilians after the skeletal goat was dead. I don't think the miner had even made his way to a bed to rest before this miraculous healing.[[User:Extar|Extar]] 16:06, 25 August 2008 (EDT)&lt;br /&gt;
: I believe every season there is a chance of a red wound healing. Perhaps he had extraordinarily high toughness and you got lucky? --[[User:Squeegy|Squeegy]] 19:53, 21 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
 (a non tough dwarf healed yellow in 2 days before even sitting in his rest bed - &lt;br /&gt;
 we need to revisit the info here) [[ User:Höhlenschreck]]&lt;br /&gt;
&lt;br /&gt;
Did a season change in those 2 days? Does this actually contradict the model we currently have?--[[User:Albedo|Albedo]] 12:48, 1 June 2009 (UTC)&lt;br /&gt;
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:No.&amp;lt;br&amp;gt; &lt;br /&gt;
:Not entirely.&amp;lt;br&amp;gt;&lt;br /&gt;
:Just pointing out that healing may have become faster or different. --[[User:Höhlenschreck|Höhlenschreck]] 16:24, 2 June 2009 (UTC)&lt;br /&gt;
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== Nervous system damage ==&lt;br /&gt;
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I have a guard with minor neck and brain injuries, so he won't spar any more. However, he is a Talented Hammerdwarf, Skilled Armor User, and Proficient Shield User (only Novice Wrestler), so I reallocated him to use a crossbow and he does infact shoot at the archery range. This could be a good way to improve troops and get Marksdwarves that might be vaguely effective in melee combat should it come to that. He's also already Mighty, Very Agile, and Tough.&lt;br /&gt;
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I'm thinking of adding the following to the Healing section of this page, at the end of the paragraph starting with &amp;quot;Wounds to the nervous system...&amp;quot;:&lt;br /&gt;
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&amp;quot;A hammerdwarf with light injuries to the nervous system may no longer spar, but will train as a Marksdwarf if allocated to use a crossbow. This can be useful given that a Marksdwarf entering melee combat uses the hammerdwarf skill to bash enemies with their crossbow. They hopefully would have also trained as Wrestlers, Armor Users, and Shield Users which will help their survival rate.&amp;quot;&lt;br /&gt;
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Thoughts? --[[User:TimE|TimE]]&lt;br /&gt;
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:Seems a bit too niche to be in the article as general advice. Perhaps a generality made from that idea would be appropriate however. something like &amp;quot;dwarves with nervous injuries too severe to be a melee fighter may still be valulable as a Marksdwarf.&amp;quot; --[[User:N9103|Edward]] 03:59, 4 April 2008 (EDT)&lt;br /&gt;
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:: I think this applies to dwarves with ''any'' nervous injuries. I like the concise version though, I'll add that. --[[User:TimE|TimE]] 00:56, 3 April 2008 (EDT)&lt;br /&gt;
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I've noticed that alot of my people with nervous damage have alot higher wrestling skill than their assigned weapon.. is it possible that people with nervous system damage spar as wrestlers still?--sindain&lt;br /&gt;
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== Color of Wounds ==&lt;br /&gt;
I think that lightly wounded and lopped off are too close of a color. The lopped off color should be pink, a nice bright color with eye attracting color. This way I can tell whether or not to pay attention to that individual.--[[User:CrazyMcfobo|CrazyMcfobo]] 19:44, 15 April 2008 (EDT)&lt;br /&gt;
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:I agree with you on that, try making a topic in the forums about it. Toady might change it.--[[User:Richards|Richards]] 21:18, 15 April 2008 (EDT)&lt;br /&gt;
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== Spleen, kidney etc. ==&lt;br /&gt;
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What about spleen, liver, kidneys etc ? Do they belong to &amp;quot;guts&amp;quot; ? [[User:Timst|Timst]] 10:19, 13 July 2008 (EDT)&lt;br /&gt;
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im fairly certain they would/ought to be listed seperatly as they seem to heal given enough time --[[User:Cameron|Cameron]] 21:49, 12 February 2010 (UTC)&lt;br /&gt;
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Liver at least is different than guts: guts (says the article) can never be broken, only mangled, but my dwarf got a broken liver after a cave-in. (He was my legendary bookkeeper so Superdwarvenly Tough.) --— [[User:Calculator|Calculator]] ([[User_talk:Calculator|talk]]) 01:07, 16 January 2011 (UTC)&lt;br /&gt;
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== New version and light wounds ==&lt;br /&gt;
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The new version and its possibility for messed up temps means that all organs can now be in all states of wounded-ness. That means you can get lightly wounded hearts and guts and lungs... etc. &lt;br /&gt;
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Note that this is due to extreme frostbite, not heat. &lt;br /&gt;
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[[User:Logical2u|Logical2u]] 23:36, 19 July 2008 (EDT)&lt;br /&gt;
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I've got a war dog with lightly-wounded right lung, left lung, and heart.  From combat (with a kobold thief), not from temperature exposure. -[[User:Greycat|Greycat]] 19:57, 12 April 2009 (UTC)&lt;br /&gt;
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== wounded but not resting ==&lt;br /&gt;
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I have a dwarf who has a yellow head wound and a red upper leg wound. In the {{k|u}} screen he shows as '''No job''', on his wound status screek ({{k|v}}{{k|w}}) he is unconscious, hungry, dehydrated and drowsy.&lt;br /&gt;
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If he is unconscious then he is not resting. I take it he is not going to trigger any health care jobs: so does this mean he is doomed?&lt;br /&gt;
[[User:GarrieIrons|GarrieIrons]] 07:29, 26 July 2008 (EDT)&lt;br /&gt;
:He ended up dying. It seemed inevitable given that becoming unconscious seems to cancel resting.[[User:GarrieIrons|GarrieIrons]] 04:28, 1 August 2008 (EDT)&lt;br /&gt;
:I have a guard who's doing the same. Red lung wound and he's still trying to make his rounds as a guard. On the other hand, his toughness seems to be high enough that he's not dying from it... He rested when he was initially wounded (sparring) but got up because he was thirsty. He fell unconscious once in the process, but managed to slake his thirst. And then got up and grabbed his equipment. -[[User:Fuzzy|Fuzzy]] 21:27, 5 September 2008 (EDT)&lt;br /&gt;
::FWIW, this guard lasted two more years limping along with a red lung until he finally died making a suicidal charge during a goblin siege. Îton Koganûker earned himself his own little decorated burial niche for his hardheaded service. Incidentally, I looked back at him and he actually had not toughness mods, so a regular dwarf survived three years with a red lung and might have survived longer if not for the charge. -[[User:Fuzzy|Fuzzy]] 12:43, 11 September 2008 (EDT)&lt;br /&gt;
:::I have an ex-guard with a red lung injury. He's been that way for about 4 years so is it possible that lungs can't heal? At first he passed out a lot from being winded but after training him up as an engraver to improve his toughness he's able to go about a normal dwarven life. I've had a lot of odd injuries in this fortress; two guys lost both eyes somehow. One of them, a champion, seemed unperturbed by this and went on with his job for about a year until a goblin bowman took him out with a lucky shot. The other was a hunter and spammed up the announcements with &amp;quot;cancelled job: unconcious&amp;quot;. He had to be... disposed of. Later, after accidentally releasing a caged titan in my entrance hall, my bone carver got a mangled stomach and lower body. I was preparing for him to die but amazingly he recovered his stomach in a season but it took him a lot longer to heal his other injury. Finally, one of my champions managed to break his lower back while sparring. I've provided him with a nice hospital where he can be looked after for the rest of his days but I fear one day he'll go beserk due to loneliness and boredom. --[[User:Paradigmlost|Paradigmlost]] 19:24, 11 February 2009 (EST)&lt;br /&gt;
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This is caused by some problem with the bed they are placed on.  Removing the bed they are on seems to fix the problem for me everytime it happens.  --[[User:Engy|Engy]] 22:46, 27 March 2009 (UTC)&lt;br /&gt;
:I came here because of an identical issue with my swordmaster's right lung. He rested for a moment, but got up and is just &amp;quot;toughing it out&amp;quot; making his rounds, but unwilling to spar. Does your comment mean this issue can be fixed by removing all barracks beds, and his bedroom, and replacing them? Also, would some kind of note, perhaps in a standard &amp;quot;Caveats&amp;quot; section be appropriate? --[[User:The Architect|The Architect]] 10:56, 17 October 2009 (UTC)&lt;br /&gt;
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== broken leg ==&lt;br /&gt;
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can a dwarf with a broken leg still get around to work?&lt;br /&gt;
:Unfortunately, no. Anything worse then moderately wounded causes the dwarf to go sleep it off until its healed. However, ''eventually'' it will heal up and he can go back to work. --[[User:Toloran|Toloran]] 02:32, 10 August 2008 (EDT)&lt;br /&gt;
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I have 3 dwarves who are very injured, and seem to be refusing to move, I deactivated their squad status, but none are unconcious, and none of the dwarves at ALL are helping them for some reason, they just keep walking over them, ignoring them.&lt;br /&gt;
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I have a royal guard with a similar problem. Was wondering if it would ever heal, but I'm starting to think after more than two years that lung injuries also never heal. Mine has at least one level of toughness, though, and the only affect is that he walks slightly slower and flashes the wounded signal at me.--[[User:Pyrite|Pyrite]] 08:44, 13 December 2008 (EST)&lt;br /&gt;
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I had a dwarf with a broken leg fall into a strange mood.  He got up off his sickbed, limped to a workshop, claimed it, etc. -- all at a fraction of normal dwarf walking speed.  He finished the artifact, then went back to his sickbed to finish healing. -[[User:Greycat|Greycat]] 19:55, 12 April 2009 (UTC)&lt;br /&gt;
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== Broken brain? ==&lt;br /&gt;
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I just got a kobold trapped in my hall of spiky death, and on its wound list was a yellow(broken) brain. I suppose that means it's going to die very soon, but it seems to be fine to me... --[[User:Cypress|Cypress]] 18:21, 30 August 2008 (EDT)&lt;br /&gt;
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:It's a kobold. You missed all its vital spots. --[[User:Azaram|Azaram]] 23:53, 10 December 2008 (EST)&lt;br /&gt;
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== Blind dwarf suffers nightmares of constant attack ==&lt;br /&gt;
I have a dwarf with a lopped off left eye and right eye (and throat? how's he still suffering??) that is convinced that he's still under attack.&lt;br /&gt;
He's litterally spamming with over 1000 messages that he's canceling rest: interrupted by goblin crossbowman. In the 200-300 message range it was amusing. At this point, I'm only hoping that he shuts up when another dwarf drags him off to a bed for some rest. [[User:AmisiBastet|AmisiBastet]] 14:29, 4 October 2008 (EDT)&lt;br /&gt;
:Put him out of his misery. In style. --[[User:GreyMario|GreyMaria]] 21:43, 4 October 2008 (EDT)&lt;br /&gt;
::How? The last of the goblin ambushes for that season shut him up for me. But I don't know how to kill off one of my own dwarves. Well... not intentionally anyway. Especially when he's so busy being unconsious that he's constantly interrupting his rest due to the memory of being shot at by a goblin. I think he got up to about 3000 messages. All his minor wounds healed up too. His head was still mangled (red) with his eyes &amp;amp; throat lopped off (grey). Well, until the goblin finished him off anyway. [[User:AmisiBastet|AmisiBastet]] 22:50, 5 October 2008 (EDT)&lt;br /&gt;
:::For future reference, you can kill one of your dwarves off by dropping a constructed floor on him. Thus, it makes some sense to make bedrooms with a way to drop floor tiles on the beds. --[[User:GreyMario|GreyMaria]] 23:32, 5 October 2008 (EDT)&lt;br /&gt;
::::Two words:  Lava.  Failing that, I usually went with GreyMaria's method and just tunnel out over the head of the wounded dwarf, and built/demolished floors atop him until dead.  Too bad you can't build on bridges...I'd have an infirmary kept niiice and warm by a lava pit.  --[[User:Eddie|Eddie]] 00:47, 6 October 2008 (EDT)&lt;br /&gt;
:::::LOL I wish! Poor guy collapsed above ground, about 7 steps away from the entrance to the fortress. And as for dealing with any other dwarves... I've found the lava, but they're pretty stubborn about not wanting to dig anywhere near it anymore. These bunch also seem to be only seasonal-miners too. They practically refuse to dig durring the winter &amp;amp; are reluctant to dig in the fall. Which leaves me to spring &amp;amp; summer for any fortress improvements that don't involve construction or engraving. They like farming and they like engraving. Canceling those tasks doesn't even seem to encourage them to dig. They'd rather sit around with no job than go dig out rooms near the lava. Boy, ya loose 1 dwarf to a random fire-man and the dig designations never get worked on! [[User:AmisiBastet|AmisiBastet]] 00:46, 7 October 2008 (EDT)&lt;br /&gt;
::::::The simplest method I've found for silencing Dwarves (Usually to put them out of their misery) is to have the a room of hospital beds connected to a pump with a nearby water source (aquifer or brook, usually). In the event that a dwarf has permanently debilitating wounds, you can simply flood the room. Even a normal door will hold back 7/7 tiles of water, so all you have to do is lock them in to make sure no other dwarves decide to open it. [[User:Xennith|Xennith]] 10:45 AM, 2 March 2009 (PST)&lt;br /&gt;
: As fun as it is to off wounded dwarves [http://www.bay12games.com/forum/index.php?topic=25815.0 this thread on the message board] alleges that destroying the bed may end the message spam. -[[User:Fuzzy|Fuzzy]] 17:41, 7 October 2008 (EDT)&lt;br /&gt;
:: Thanks for the link. I'd post there but for some odd reason my browsers won't let me register on that forum. I keep getting redirected back to the index. I can't even read the help on registering because that also redirects me back to the index. Regardless, you are correct that in my case the dwarf had not reached a bed. I think in my case it was that the goblin crossbowman that had attacked that dwarf, had later fallen into a cage trap and hadn't been killed (or left the map) yet. I've a bit of a backlog on goblins waiting to use my drowning rooms.&lt;br /&gt;
::: to off yer dwarf, you can put a door on their bedroom and lock em in when they sleep--[[User:Loganis|Loganis]] 14:06, 4 August 2009 (UTC)&lt;br /&gt;
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==Animal Wounds==&lt;br /&gt;
How fast can animals (e.g. leopards) heal wounds? Because I have a leopard which has minor injuries on the brain, heart, lungs and guts, and I want to use it to guard my fort (i feel like im gonna be sieged soon).--[[User:Stinhad Limarezum|Stinhad Limarezum]] 08:34, 21 October 2008 (EDT)&lt;br /&gt;
:I'm fairly certain animals can only be healed via the animal caretaker labor. I had a cat with a mangled leg for 3 years before it stumbled into a weapon trap full of looted pikes. If the creature isn't assigned to anyone, the dwarf that trained the leopard can caretake it. [[User:HeWhoIsPale|HeWhoIsPale]] 08:44, 21 October 2008 (EDT)&lt;br /&gt;
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:I've never studied the mechanics of animal caretaking, but I've gotten the impression that it's a &amp;quot;free&amp;quot; task -- any time your caretaker crosses paths with a wounded animal, the animal has a chance to get better.  Try turning on caretaking on all your dwarves.  The leopard might need to be uncaged in order for the caretaking to take place.  &lt;br /&gt;
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:But a guardian leopard alone is not going to be enough against a siege.  For that, you want at least a dozen wardogs, or a set of traps at least six deep at all entrances (ten deep if they're &amp;quot;mere&amp;quot; stone traps), or some decent marksdwarves -- five or more is best, because at just the wrong moment, half of them will wander off to drink or sleep (or reload).  A single champion with top-quality armor and weapon and very high shield user, armor user, and wrestling skills can potentially take out a whole squad by him or herself, but that takes about two or three years worth of sparring (with another champion) and you better hope they don't get spinal injuries or they'll stop training altogether.&lt;br /&gt;
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:Barring that, use dogs if you got 'em, traps if you don't.  And build traps anyway.  You can secure a fortress in a couple of months using a couple of mechanics.  And you won't get hit by an actual goblin siege until you have 80 dwarves, supposedly, though &amp;quot;ambushes&amp;quot; of about 8 goblins can come much sooner.--[[User:Maximus|Maximus]] 19:29, 21 October 2008 (EDT)&lt;br /&gt;
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:Well, I did get sieged, but my army decimated the ugly gobbos before they could even come close (theres a load of blood near the norhern edge now) so the leopard was of no use. Talking of ward dogs, being an idiot,  I went and made most of my dogs available for pets before I realised that pets cant be trained. Luckily a pair of stray puppies grew up a day before the siege but the two war dogs which i trained were too slow and the battle was over before they reached. About the animal caretaker, I do have one but he isn't really doing anything about the leopard (and a fox which i also bought from the elves, also with same injuries) --[[User:Stinhad Limarezum|Stinhad Limarezum]] 23:51, 21 October 2008 (EDT)&lt;br /&gt;
::I'm fairly certain from my experiences that animal caretaking only applies to animals that 'belong' to the caretaker. The only dwarf with any skill in caretaking I've had has been my dungeon master because he has trained over a dozen wardogs that haven't been assigned elsewhere yet. Meanwhile my champions have wardogs and cats that have been mangled for years. [[User:HeWhoIsPale|HeWhoIsPale]] 08:48, 22 October 2008 (EDT)&lt;br /&gt;
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:::I've seen animals on chains healed -- by whom, I don't know.  It may just be that dwarves are more likely to heal their own pets since said pets are always in their vicinity.--[[User:Maximus|Maximus]] 19:44, 22 October 2008 (EDT)&lt;br /&gt;
::::Apparently any caged animal you buy has minor wounds on the brain, heart, lungs and guts. I bought a jaguar, another leopard and a rhesus from the elves and all have the same injuries.--[[User:Stinhad Limarezum|Stinhad Limarezum]] 21:39, 22 October 2008 (EDT)&lt;br /&gt;
:::::I bought a black bear cage and it didn't have any wounds, could it be that the elves are traveling through a hostile region to reach your fortress? [[User:HeWhoIsPale|HeWhoIsPale]] 08:23, 23 October 2008 (EDT)&lt;br /&gt;
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:::::Are you in a cold region?  Maybe they got frostbitten on the trip to the depot.--[[User:Maximus|Maximus]] 11:22, 23 October 2008 (EDT)&lt;br /&gt;
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*sorry to interrupt*&lt;br /&gt;
i have a war dog with a red (mangled?) 'right rear leg' and 'head'. it's been like that for about a year now, crawling aruond the fortress and sitting where it's former master died (with it's/another dog's two puppies, might i add), passing out all the time. will it die soon? infact, shouldnt it be dead already, having a mangled head? (no internal organs seem to be damaged)&lt;br /&gt;
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== Down, but not Out ==&lt;br /&gt;
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Something I noticed earlier today: Late in my first winter, one of my dwarves was injured while sparring with swords. His leg was yellow, no blood anywhere to be seen, and he was literally right next to a bed. He would not accept any jobs, wouldn't climb into bed to rest, eat, drink water, and nobody else would help him. He lay on the floor for a few months until he got really dehydrated and fell unconscious. Finally somebody drug him to the bed and is now bringing him water. I also noticed that &amp;quot;He is socially crippled by thoughts that everybody is watching and judging him&amp;quot; in his profile. Too mistrusting of help until he is unable to say no (finally fell unconscious). I'm hoping for a full recovery now that he is accepting help. [[User:KValthaliondil|KValthaliondil]] 18:43, 3 November 2008 (EST)&lt;br /&gt;
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:I have had this problem too...I think it is bug 360?  I lost a legendary wrestler to melancholy from it already, another one is now affected by it -- I hope he collapses and gets dragged to a bed like yours did before he goes insane too.--[[User:Scrotch|Scrotch]] 20:37, 20 January 2009 (EST)&lt;br /&gt;
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== '' verify '' ==&lt;br /&gt;
'' so claiming it may help, as may marking it to be dumped.(verify) '' this most definitely worked, in a most excellent manner. now my most non-non-non-heinous speardwarf can recover. Note that I had to de-forbid it first, and then mark it for dumping. has anyone else had any experience with this? also, I still do not know if he will recover, we will have to wait.--(the most non-heinous)[[User:Destor|Destor]] 21:49, 27 December 2008 (EST)(be excellent to each other)&lt;br /&gt;
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:this worked for me, too.  I also don't know whether he'll recover yet, but the bolt is out of his arm. --[[User:Khummsein|Khummsein]] 01:11, 5 March 2009 (EST)&lt;br /&gt;
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::Worked all the way.  Legendary carpenter was up and running around, eating up all my wood again.  Really quickly, too (maybe a month or two game time?  This after lying in bed for almost 2 years). --[[User:Khummsein|Khummsein]] 10:08, 6 March 2009 (EST)&lt;br /&gt;
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:::i'll edit the page accordingly then [[User:Kotekzot|Kotekzot]] 17:31, 18 March 2009 (UTC)&lt;br /&gt;
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== Dismembered Dwarves Permanently Bedridden? ==&lt;br /&gt;
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I have a dwarf who got his hand bitten off and his upper and lower body broken.  After a year or so he was completely healed, albeit still handless.  He still hasn't gotten out of bed, though.  Will he ever recover, or is this a bug?--[[User:Zipdog|Zipdog]] 05:22, 14 April 2009 (UTC)&lt;br /&gt;
: Maybe try deconstructing the bed in question, as above? (Next release will bring doctors and splints, apparently; maybe lopped off limbs will be colored purple or something other than another shade of lightly wounded gray...) --[[User:Jellyfishgreen|Jellyfishgreen]] 21:04, 16 April 2009 (UTC)&lt;br /&gt;
::Lopped off eyes don't prevent people from running around.  Miner took a fire imp to the face. Broke hus upper body. Ouch. --[[User:Zchris13|Zchris13]] 16:33, 12 May 2009 (UTC)&lt;br /&gt;
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== No sparring for nervous wounds, but hunting allowed? ==&lt;br /&gt;
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Seems like you can turn your melee dwarves with mild spinal injuries to hunters and they will practice that way ;) Although it is rather a waste of time if they are not at least very agile [[User:Greep|Greep]] 04:33, 23 June 2009 (UTC)&lt;br /&gt;
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== Lopped off limbs ==&lt;br /&gt;
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I've a wrestling champion who, unfortunately, lost his entire left leg to a swordsgoblin's first strike, and is now bedridden.&lt;br /&gt;
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It's not covered very clearly in the article just how badly lost limbs affect dwarves. I'd rather not kill him off (he happens to be quite popular), but I don't think he'll ever be getting out of bed again. If anyone has any evidence pointing to the contrary, I'd appreciate it.&lt;br /&gt;
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For now, I'll just back up the save and lock him up. [[User:Pariah|Pariah]] 07:39, 1 July 2009 (UTC)&lt;br /&gt;
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== Suffocation Mishaps ==&lt;br /&gt;
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I just had a highly decorated Swordsdwarf suffocate to death, out of the blue, right after my military had repelled two back-to-back goblin ambushes.&lt;br /&gt;
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I read in the Mods section that &amp;quot;super-dwarfs&amp;quot; can choke to death if modded so they can eat bones. I haven't made any such mods, however, and I can't find anything on the Wiki about what causes suffocation, apart from smoke (no fires here...)&lt;br /&gt;
He suffocated in a 2x2 barracks where two other dwarfs were sparring. &lt;br /&gt;
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Any ideas? - [[User:Abkajud|Abkajud]] 04:14, 13 September 2009 (UTC)&lt;br /&gt;
*He probably had a sparring accident that punctured both of his lungs. --[[User:Quietust|Quietust]] 04:29, 13 September 2009 (UTC)&lt;br /&gt;
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Oh, good God! Well, thanks for the tip ^_^ - [[User:Abkajud|Abkajud]] 04:33, 13 September 2009 (UTC)&lt;br /&gt;
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== Blindness ==&lt;br /&gt;
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The leader of my squad of axe-dwarves took some damage in a recent fight, including the loss of both eyes and ears. All injuries healed within the day except for the eyes (she is &amp;quot;very tough&amp;quot;), so I demobbed her. Later I noticed she had been trying to cut down the same tree for about half an hour real time despite being a &amp;quot;talented&amp;quot; wood cutter (this is df_28_181_40d11).&lt;br /&gt;
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Two questions: does blindness heal naturally, at season-change (with luck) or never; and is it known what types of tasks can and can't effectively be done by a blind dwarf? [[User:Hv|Hv]] 08:55, 21 October 2009 (UTC)&lt;br /&gt;
:Blindness never heals, though I haven't observed it to interfere with workshop activities - one of my 3 tanners got both of his eyes torn out by a wolf early in the fortress, and while he initially passed out a lot, he eventually leveled his toughness up high enough that he doesn't notice it anymore, and he performs his tasks just fine. --[[User:Quietust|Quietust]] 13:44, 21 October 2009 (UTC)&lt;br /&gt;
::Thanks. She is my only Appraiser too, and she still manages just fine at trading - I guess you really can ''feel'' the quality. :) [[User:Hv|Hv]] 20:59, 23 October 2009 (UTC)&lt;br /&gt;
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== Organ wound not possible ==&lt;br /&gt;
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In reference to a &amp;quot;moderate wound to the gut&amp;quot;, see this forum discussion:&lt;br /&gt;
[http://www.bay12games.com/forum/index.php?topic=44204.0 &amp;quot;Impossible Gut Injury?&amp;quot;] --[[User:Albedo|Albedo]] 19:04, 1 November 2009 (UTC)&lt;br /&gt;
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I have found a dwarf with moderate wounds to every body-part including those supposed to be impossible [[Media:Pulverized_kid.png]] I think that they are a result of cold due to being outside in a glacier, but as I did not see the injury I cannot be certain Il edit when ive figured out the effects of the wounds --[[User:Cameron|Cameron]] 18:46, 29 January 2010 (UTC)&lt;br /&gt;
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I have now found a differant dwarf with a large number of broken parts including those thought impossible such as the heart and lungs --[[User:Cameron|Cameron]] 00:14, 19 March 2010 (UTC)&lt;br /&gt;
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== On the subject of broken body parts and permanent damage ==&lt;br /&gt;
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Hi, all! I have a few tiny questions and odd things I'd like to mention.&lt;br /&gt;
&lt;br /&gt;
First, it does seem possible for eyes to be broken, at least in the most current version. [http://i16.photobucket.com/albums/b30/A-chana/Dwarf%20Fortress/52.png This cougar] suffered that amongst other nasty things, but my dwarf didn't stop to ask it how many fingers he was holding up, so I still don't know the effects on vision or if such a wound is permanent (see third question). For the record, it got this way by being attacked by an unarmed dabbling/novice wrestler. I think the left eye was sent into dark yellow in one of the first strikes of the fight, and stayed that way until the dwarf pummeled the cougar's unconscious body for a while (it was one of the last few blows dealt to the cougar).&lt;br /&gt;
&lt;br /&gt;
Second, does the lower body mean anything in terms of walking? I had a berserk dwarf try to take down an experienced founder, and he came away with a broken lower body (hips, legs, and spine were not wounded). He could still run about just as well as the fleeing civilians (he was merely Agile, no Toughness, and most of the other civs had some experience. Plus, he became tired while murdering the second victim but didn't seem too affected by it) and was able to take down four with no trouble before a war dog decided to wreck him. He was enraged at one point while fighting the founder, but came down from that high before he could get to work on beating down a much weaker migrant. I'm not sure if the lower body doesn't affect walking, if berserk dwarves will ignore certain injuries, or some combo of the two. On a similar subject, if the lower body doesn't affect walking, would hips affect it? Part of the massacre involved someone with a mangled hip, and I'm wondering if she could have been able to walk with that.&lt;br /&gt;
&lt;br /&gt;
Third, what other organs can be permanently damaged? That same war dog had gotten to me lightly damaged (probably from temperatures during travel), and it doesn't seem to be recovering any of the wounds. I know the brain, neck, and spine aren't going to heal, but he still has wounded lungs, guts, and heart, so I guess those won't heal either. It's nothing important -- he's still a beast that likes bisecting its foes (like the broken-lower-body dwarf above, who is now severed-lower-body dwarf), but I'm just curious as to what other organs might not heal fully (I'm mostly curious on eyes right now, since they seem like they could be pretty sensitive to being broken/possibly mangled). Also, does severity affect it? I mean, I know lopped off technically counts as a degree of severity and will stick, but still. Example being, an arm (not necessarily an arm -- even internal organs like the spleen count too) is horribly mangled, probably almost to the point of being lopped off. Could it still make a full recovery, even over many, many years, or will it stay permanently slightly damaged, if not in outright sorry shape? (Edit to elaborate: The organ/limb in question would make full recoveries from minor wounds.)&lt;br /&gt;
&lt;br /&gt;
Thanks for helping  Again, none of this is ground-breakingly important, but I'm just curious to know. -[[User:A-chana|A-chana]] 16:00, 14 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Executing the Sick ==&lt;br /&gt;
&lt;br /&gt;
My Captain of the Guard and Legendary Miner somehow got her spine snapped like a piece of thatch by the weak-ass mayor (bless her :( ) and now is going to be a burden on the society she served to protect for the rest of her (very long) life. There are also several other injured people from a huge tantrum chain who are also bed-bound.&lt;br /&gt;
&lt;br /&gt;
How would I go about disposing of them?&lt;br /&gt;
&lt;br /&gt;
--[[User:Iban|Iban]] 05:59, 12 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Drown them with water or... magma / release a wild animal near them / do a cave-in on them. The choice is yours. see [[Unfortunate_accident]] for more creative info.  --[[User:Karl|Karl]] 19:21, 12 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Thanks for the article. None of those would really fit because most of the sick were housed in their own bedrooms, which are in cramped public areas inaccessible to the magma and water plumbing. The above area was also packed with stockpiles and the like. The solution was to seal the doors to their places so they slowly succumb to starvation and dehydration. --[[User:Iban|Iban]] 23:20, 12 December 2009 (UTC)&lt;br /&gt;
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== Wound Cheat Sheet ==&lt;br /&gt;
&lt;br /&gt;
I don't know if you guys have any use for this, but here's a nice little spreadsheet I made.&lt;br /&gt;
&lt;br /&gt;
[[Image:WoundCheatSheet.png]]&lt;br /&gt;
&lt;br /&gt;
--[[User:Iban|Iban]] 07:33, 18 January 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Calculator</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Calculator&amp;diff=134941</id>
		<title>User:Calculator</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Calculator&amp;diff=134941"/>
		<updated>2011-01-15T00:38:13Z</updated>

		<summary type="html">&lt;p&gt;Calculator: changing starting build&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;My starting build (40d):&lt;br /&gt;
&lt;br /&gt;
* [[40d:Trader]]&lt;br /&gt;
* [[40d:Carpenter]]/[[40d:Weaver]]&lt;br /&gt;
* [[40d:Mason]]/[[40d:Clothier]]&lt;br /&gt;
* [[40d:Mechanic]]/[[40d:Engraver]]&lt;br /&gt;
* [[40d:Dyer]]/[[40d:Stonecrafter]]/[[40d:Axedwarf]]&lt;br /&gt;
* [[40d:Grower]]/[[40d:Brewer]]&lt;br /&gt;
* [[40d:Grower]]/[[40d:Cook]]&lt;br /&gt;
&lt;br /&gt;
I am not using DF2010 because it '''''will not run on PowerPC Macs'''''.&lt;/div&gt;</summary>
		<author><name>Calculator</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Ice&amp;diff=133089</id>
		<title>40d Talk:Ice</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Ice&amp;diff=133089"/>
		<updated>2010-12-07T00:31:11Z</updated>

		<summary type="html">&lt;p&gt;Calculator: Notes on engraving ice&lt;/p&gt;
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&lt;div&gt;Should probably include some information on melting the ice, as this is a common question. [[User:Sinoth|sinoth]] 10:44, 16 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Ice is listed as a fire-safe material, and fire-safe materials are listed as being usable for creation of magma-powered buildings. Does this mean one can make a magma forge out of ice stones? [[User:Rkyeun|Rkyeun]] 14:29, 24 November 2007 (EST)&lt;br /&gt;
:Yep, you can make all 4 magma workshops from ice.&lt;br /&gt;
&lt;br /&gt;
I tryed to get water out of ice by dropping it a floor but it did not work. What am I doing wrong? [[User:Diabl0658|Diabl0658]] 23:49, 30 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:It no longer seems to work as of 33d, I'm removing that part from the page [[User:Klada|Klada]] 20:55, 3 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Regarding melting ice, I found that if you melt ice, drain it off to a 2 or 3, and then shunt the magma off somehow (happens often when magma first flows, due to ebb and flow of the magma waves) the 2-depth water will re-freeze, allowing you to re-thaw it into a 7-depth water. ... I found this out the hard way actually, since the magma waves caused successive re-thaws for the water to flood out my then-thought-to-be-way-too-big water pit. --[[User:CrushU|CrushU]] 21:20, 7 January 2008 (EST)[[User:CrushU|CrushU]] 21:20, 07 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
One winter, I filled with magma a room beneath a frozen river to melt it, so my injured dwarves could be helped. Next winter, those rooms beneath are still filled with magma, but the river froze and will not melt. This is on version 0.28.181.39d. --[[User:Mattmoss|Mattmoss]] 17:50, 2 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Value of ICE==&lt;br /&gt;
What's the material value of ice? 1? [[User:Noctis|Noctis]] 07:51, 31 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Whatever ice boulders are worth I would assume. Probably 2. [[User:Lightning4|Lightning4]] 08:31, 31 December 2007 (EST)&lt;br /&gt;
::0 Water is free so is ice. It doesn't even have a material entry it is hard coded in the game I think. --[[User:Ikkonoishi|Ikkonoishi]] 10:56, 31 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Yet on a map with water and magma sources one can produce an infinite amount of obsidian, which has value. Not that I'm suggesting obsidian should be valueless, but a fortress making a business out of selling ice sculptures would be fun. :) [[User:Bryan Derksen|Bryan Derksen]] 21:46, 18 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Considering pets can now die in route with merchants due to weather/temp, I bet they don't get far with your masterwork Ice Sculpture. :P --[[User:Kyace|Kyace]] 23:17, 18 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Not entirely true. I just noticed in a glacier game that I can sell ice &amp;quot;stones&amp;quot; to traders at a value of 3 each (with a weight of about 250 or so). Same price as wood, and roughly the same weight, depending on species of tree. Makes for a handy low-value trade with elves. [[User:RedKing|RedKing]] 04:56, 23 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Melting without magma ==&lt;br /&gt;
&lt;br /&gt;
If there is any way to melt ice without magma this would be good to know.&lt;br /&gt;
Are there any drinks that are &amp;quot;just water&amp;quot;? ie can I put water into a barrel and have something to drink through the winter, or do I have to get plants and brew beer / wine / rum to not die of dehydration/thirst?[[User:GarrieIrons|GarrieIrons]] 07:15, 10 January 2008 (EST)&lt;br /&gt;
:Nope, you have to brew something to store a drink in a barrel.  Besides, even if you could store water, you wouldn't want to.  Dwarves need alcohol, or they work much slower.  -[[User:FunnyMan|FunnyMan]] 08:44, 5 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Well they may work slow for a bit but at least they don't die![[User:GarrieIrons|GarrieIrons]] 06:50, 6 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Well, if your map does not freeze all year long, build a [[well]]. --[[User:Stinhad Limarezum|Stinhad Limarezum]] 07:03, 23 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::::Keep in mind that injured Dwarf Soliders need water, along with recently unconscious Dwarves.  As such, water is indeed necessary.  Speaking of that, the article on the main page is quite unclear.  I am not quite sure if I just have to drop the ice one floor for it to melt, Crush the ice to turn it into water, or what...[[User:Kenji 03|Kenji 03]] 15:07, 18 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Attempts at melting ICE W/0 Magma==&lt;br /&gt;
I tried to colapse a section of ice from the top down one floor.  That did not cause the ice to melt.  I tried building a floor over the hole to make the ice go indoors.  That too did not work.  I am currently lost at how to melt ice without Magma. [[User:Kenji 03|Kenji 03]] 15:30, 18 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Water pit vs lake / pond ==&lt;br /&gt;
&lt;br /&gt;
Does a water pit have to be a certain number of tiles, depth below ground, or overall &amp;quot;internal depth&amp;quot; (ie go a certain number of z-levels) to not freeze? ie how much of a pit do I need to not only dig, but fill, to have water in my fortress no matter what the weather is like?[[User:GarrieIrons|GarrieIrons]] 08:21, 5 February 2008 (EST)&lt;br /&gt;
:Height doesn't seem to be important.  It needs to be either Inside or Below Ground to not freeze, I'm not sure which.  -[[User:FunnyMan|FunnyMan]] 08:41, 5 February 2008 (EST)  Update: It's Below Ground. -[[User:FunnyMan|FunnyMan]] 18:56, 21 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Well my current thought is to build a wall out of ice to see it melt and irrigate my field... also, I'm building an up/down stair down a few z-levels. Once done I will work out how to drop my ice down it... yes more to do it than anything else.[[User:GarrieIrons|GarrieIrons]] 06:49, 6 February 2008 (EST)&lt;br /&gt;
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== Engraving ice ==&lt;br /&gt;
&lt;br /&gt;
Ice Walls can be engraved. I can prove it if you like. I made the change to the article, change the wording if you want.--[[User:Niaba|Niaba]] 06:06, 6 April 2008 (EDT)&lt;br /&gt;
:This seems a reasonably viable way to train engravers without wasting valuable wall space in a glacial sort of map.--[[User:Dadamh|Dadamh]] 15:28, 29 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
If a masterfully engraved ice wall melts, does it cause a tantrum? --[[User:Raumkraut|Raumkraut]] 16:06, 18 June 2008 (EDT)&lt;br /&gt;
:It causes unhappy thought, like all masterworks. It's not instant-tantrum in new versions. --[[User:Someone-else|Someone-else]] 23:58, 3 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Some notes on engraving ice:&lt;br /&gt;
* Ice walls, floors, and snow-covered floors can be smoothed, then engraved.&lt;br /&gt;
* Smoothed ice floors are called &amp;quot;Level&amp;quot; and smooth ice walls are called &amp;quot;Straight&amp;quot;.&lt;br /&gt;
* Smoothing removes snow cover.&lt;br /&gt;
* Engraved floors and walls are called &amp;quot;Sculpted&amp;quot;.&lt;br /&gt;
* In the {{k|k}} {{k|Enter}} view of an engraving, ice floors are called walls.&lt;br /&gt;
&lt;br /&gt;
— [[User:Calculator|Calculator]] ([[User_talk:Calculator|talk]]) 00:31, 7 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Outside/Above Ground ==&lt;br /&gt;
&lt;br /&gt;
I made a deep channel by actually digging a tunnel (so dwarves wouldn't get stuck by channelling stupidly), so it was all inside.  BUT I dug an opening through the floor on one of the corners for some reason (thought it was required for flood gate lever).  Anyway, so the water in this corner was inside, but above ground.  And in late autumn it froze over, just when I was thinking I would need a well there!  All the other water is still intact in the channel, but with a corner of damp ice wall blocking flow.  Anyway, if someone else can confirm it doesn't have to be outside to freeze! --[[User:KernelJ|KernelJ]] 10:38, 28 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I don't think I follow your situation.  If you mined out an L-shaped path underground for water, then dug a channel on top of the corner, that corner tile should be outside/light/above ground, unless you put some kind of construction over it.  It's possible that the tile became outside, and then froze to ice, which might cause the game to claim the tile was inside/light/above ground (the game seems to report most outside impassable tiles as inside).  However, even if you've got an ice wall in the corner, water should still be able to flow around it diagonally, shouldn't it? --[[User:Marble Dice|Marble Dice]] 12:21, 28 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I just ran into this problem myself while trying to build a tower of ice to carve out. I had Inside, Above Ground tiles in my pump tower, and water froze solid the instant it was pumped into them. Water does not have to be Outside to freeze, it only needs to be Above Ground. --[[User:Tomatofruit|Tomatofruit]] 11:01, 29 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Same thing here, z-level doesn`t matter. A cistern was made by dropping down a large portion (2 Z-levels high natural walls) of ice that formed a natural cap of ice and stone above water _after_ falling, so there is a subterranian area under it. Removing this cap makes the cistern freeze.. --[[User:Delduvat|Delduvat]] 07:11, 26 March 2009 (UTC)&lt;br /&gt;
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== Moving Ice Stone ==&lt;br /&gt;
&lt;br /&gt;
Ice stone or &amp;quot;water&amp;quot; can't be put into a stockpile right?&lt;br /&gt;
So it'll stay where it's mined until I decide to make something out of them?&lt;br /&gt;
:Yes, it's not listed under stockpile options, which is probably good, because you wouldn't want your dwarves bringing it inside so it melts or firing it out of catapults. --[[User:Tachyon|Tachyon]] 11:56, 1 August 2008 (EDT)&lt;br /&gt;
:: However, you could [[dump]] your ice anywhere you like.--[[User:Aykavil|Aykavil]] 14:52, 1 April 2009 (UTC)&lt;br /&gt;
:::If I dump the ice inside, like in a room I eventually want to farm, will it melt and give me a muddy floor?  That would be really nice...--[[User:Jpwrunyan|Jpwrunyan]] 07:15, 9 April 2009 (UTC)&lt;br /&gt;
:::I tested this.  Ice stone (as opposed to ice wall/frozen terrain) melts into a puddle of water which gets cleaned the same as spent bolts.  There's no way to change solid ice wall into terrain water on a frozen map unless you collapse it with a cave in.  This also seems like a bug as weird things can result from this.  For example, any stone that might be on top of the section of ice wall you are collapsing remains suspended in mid-air after the floor(s) disappear under it.  Ramps also stayed suspended in mid-air with nothing connecting them.  It was very unsettling.  The ramps and &amp;quot;stone&amp;quot; in question were all &amp;quot;water&amp;quot; (ie ice)--[[User:Jpwrunyan|Jpwrunyan]] 18:21, 25 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== building with ice ==&lt;br /&gt;
&lt;br /&gt;
I know it's possible to make constructions out of ice, but can you make things that use the masonry skill, like tables?  I've tried making a mason's workshop near the ice and ordering a table made, but he got rock from a different area. maybe if ice was the only thing available they would make it into furniture? It would be cool, because I made an ice tower and a need a door to go with it. :P --[[User:Tachyon|Tachyon]] 10:42, 5 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: No. They count it as an &amp;quot;economic stone&amp;quot; for some reason, and there's no way to disable this that I could find. It's kind of a shame, because an ice palace WOULD be awesome. --Count Dorku&lt;br /&gt;
&lt;br /&gt;
== Magma Melted Ice Pressure ==&lt;br /&gt;
&lt;br /&gt;
Is it just me, or does the water that comes from melted ice have strange pressure characteristics?  I tried to get it to U-Bend but it wouldn't come back up to the original source and it seems to flow very slowly for water.&lt;br /&gt;
&lt;br /&gt;
==Ice Constructions melting==&lt;br /&gt;
&lt;br /&gt;
I built a Trade Depot ENTIRELY out of ice (water stone), and it stayed properly frozen throughout winter. However, when the ice melted in spring, the depot melted too!!! I had also built some walls out of ice but they did not melt. Does anyone know why this happened? --[[User:Stinhad Limarezum|Stinhad Limarezum]] 07:10, 23 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:I've not tested this, so I don't know for certain, but I'm pretty sure that it's because constructions and buildings are not the same thing. Constructions are only the things that you can build under the {{K|b}} - {{K|C}} menu (i.e. walls, floors, fortifications etc). These are indestructible to everything. Everything else in the {{K|b}} menu - from armour stands to trade depots - is a building and can thus melt if made of ice. [[User:Aosher|Aosher]] 08:39, 26 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: This is very much the case. I once had a craftsdwarf's workshop spontaneously disappear out from under my stonecrafter because I built it from ice without being on ice. --Count Dorku&lt;br /&gt;
&lt;br /&gt;
::: I had a farmer's workshop, a still, and a kitchen all disappear mysteriously... but not at the same time!  All three made of ice at around the same time, built in dark subterranean ice, on different z-levels.  The trigger seems to be use: the farmer's workshop only disappeared once I queued up a bunch of Dwarven Syrup jobs, and the same seems true of the other workshops.  Doesn't DF do some basic heat-dissipation calculation?  Seems to me the dwarves are melting the workshops with body heat, unless workshop activity generates heat of its own.  Yet I've heard of people making magma smelters out of ice... maybe temperature disabled?  --[[User:Rolan7|Rolan7]] 12:14, 6 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Temperature Off? ==&lt;br /&gt;
&lt;br /&gt;
I noticed a lot of people pointing out that water wasn't thawing out for them, and I know it may seem obvious, but could it be because they turned off temperature? That could be half of why some people have stuff that melts, while other people have stuff that doesn't melt. Probably the cause for much confusion on this subject, maybe something should be stated (though obvious) in the article that the effects of Ice thawing/freezing only work if temperature is turned on? [[User:Shardok|Shardok]] 03:08, 7 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Brook? ==&lt;br /&gt;
Digging out my brook does not produce ice blocks. It just produces &amp;quot;water&amp;quot; that is cleaned up by my dwarves. Normal? Mention in article? --[[User:Confused|Confused]] 00:05, 8 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Obsidian ice? ==&lt;br /&gt;
I recently tried to magma warm a murky pool. The pool itself melted, but the ice floor above remained, so I just channeled that out. It was a 3x3 area of ice, and it kept refreezing, so I decided to ignore the middle square to prevent the accidental drowning of stupid dwarves... I caused a cave-in, which resulted in an OBSIDIAN square in the center, an ice block on top of it, and a dwarf somehow freezing himself to death inside of it. Which is kind of expected, as I had forgotten about cave-ins, but the obsidian was... unexpected. [[User:Talonj256|Talonj256]] 17:48, 24 August 2009 (UTC)&lt;br /&gt;
*If you channeled magma underneath the pool to melt the ice, then a cave-in would have smashed through the floor of the pool ''into the magma channel'', and some of that magma would have then splashed upward into the water and turned into obsidian. --[[User:Quietust|Quietust]] 17:51, 24 August 2009 (UTC)&lt;br /&gt;
:: I had forgotten about that... And while that does explain the obsidian, it still leaves the question of the ice block remaining on top. [[User:Talonj256|Talonj256]] 19:13, 24 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Damaged&amp;quot; floors? ==&lt;br /&gt;
&lt;br /&gt;
In the section about using ice cave-ins to generate water, it is suggested that &amp;quot;the floor will also be almost completely destroyed&amp;quot; and that farms cannot be designated in that area. Unless there's something inherently special about ice cave-ins versus regular cave-ins, this sounds like total hogwash, since a 1 Z-level ice cave-in should simply deposit 1/7 water on the floor of the room, leaving it perfectly suitable for a farm. An independent test would be welcome, as I don't have a world handy with a glacier. --[[User:Quietust|Quietust]] 17:59, 24 August 2009 (UTC)&lt;br /&gt;
*A closer test seems to reveal what happened - it actually melted the floor itself, leaving water floating on top of &amp;quot;Open Space&amp;quot; and revealing the stone on the Z-level below. I also managed to get the game to completely glitch out, generating an infinite series of cave-ins until I channeled out the roof and allowed the outside air to freeze the lot of it. --[[User:Quietust|Quietust]] 18:40, 24 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Ice Farming ==&lt;br /&gt;
&lt;br /&gt;
Easiest way to melt ice (and grow more ice) is to capture a magma creature and have some dwarf haul him back and forth near the ice.  The ice will melt within a 1-tile radius and re-solidify at any distance greater than that.  To prevent your man from getting trapped into a wall of ice (and to aid in getting usable liquid water), prepare the field first by installing an underground chamber with plenty of down stairs for drainage.  Then, when you cart your magma man/fire imp around, you grow ice on the surface, capture liquid water underground for use, and always provide your hauler an underground alternative route in case he gets surrounded by ice walls.&lt;br /&gt;
&lt;br /&gt;
Be very careful not to let other dorfs wander around near your man as he is ice farming-- there is a very serious risk that you will encase and kill passersby with your movements.&lt;br /&gt;
&lt;br /&gt;
This is also a relatively painless way of clearing out hidden fun stuff.  Dig up fun stuff on freezing map so that it is outside and subject to freezing.  Add water.  A single heat generating creature will melt water and encase/kill all the others.&lt;/div&gt;</summary>
		<author><name>Calculator</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Quarry_bush&amp;diff=132566</id>
		<title>40d:Quarry bush</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Quarry_bush&amp;diff=132566"/>
		<updated>2010-11-28T21:26:15Z</updated>

		<summary type="html">&lt;p&gt;Calculator: added leaf raw tile&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|18:24, 8 November 2010 (UTC)}}{{Crop|color=7:0:0|seed_color=7:0:1|character=&amp;amp;#x2663;|name=Quarry bush|seed=Rock nut|cookable=If processed|rarity=Common|spring=1|summer=1|autumn=1|habitat=Subterranean|other_products=&lt;br /&gt;
* {{L|Quarry bush leaves}} (Process to bag)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
The '''quarry bush''' is one of the six known {{L|subterranean}} {{L|crop}}s, and as such it may only be grown underground. Quarry bush {{L|seed}}s are known as '''rock nuts'''. They can be planted in {{L|Spring}}, {{L|Summer}} and {{L|Autumn}}. &lt;br /&gt;
&lt;br /&gt;
Quarry bushes may be processed at a {{L|farmer's workshop}} into {{L|bag}}s of quarry bush leaves, which then must be cooked at the {{L|kitchen}} to be edible. You will need an empty bag to be available for this task. &lt;br /&gt;
&lt;br /&gt;
Processing quarry bushes at a {{L|farmer's workshop}} will produce 5 quarry bush leaves (and one rock nut) for every plant in a given stack of quarry bushes. Processing one bush will require one {{L|bag}} and can yield 5 leaves from each plant in stack. Quarry bush leaves will be removed from their bag if taken for cooking while still in a farmer's workshop. Out of a bag, they appear as {{Template:Raw Tile|♠|7:0}}.&lt;br /&gt;
{{L|Cook}}ing quarry bush leaves can result in up to 160 meals in a single stack of Prepared Food, thus saving space and {{L|barrel}}s.  In a fortress that relies on selling large expensive stacks of Prepared Food, quarry bush leaves are great filler: a lavish meal made from {{L|whip wine}} and {{L|cheese|dwarven cheese}} with two stacks of quarry bush leaves for filler is worth almost ten times more than an easy meal made from wine and cheese alone.&lt;br /&gt;
&lt;br /&gt;
Rock nuts may be purchased on embark. &lt;br /&gt;
&lt;br /&gt;
Quarry bushes cannot be {{L|still|brewed}} into {{L|alcohol}}. &lt;br /&gt;
&lt;br /&gt;
*Grow time: 500&lt;br /&gt;
*Plant value: 4&lt;br /&gt;
*Leaf value: 5&lt;br /&gt;
*Seasons: Spring, Summer, and Autumn&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
Much debate exists amongst dwarven scholars as to why the quarry bush, which never sees the light of the sun, should grow leaves.  While many of them have ultimately written the question off as unanswerable, some strange few have claimed that the bush is proof that they are nothing more than automata in a simulation of dwarven living, and that one of the mysterious controllers is dropping not-so-subtle hints like the quarry bush that there is another reality beyond the one all dwarves experience.  Unfortunately, said dwarves all too often have shortened lifespans as contemplating such great mysteries generally leads to melancholy or other madness. For the more bright dwarven scholars the matter is easier: The bush has evolved from a surface plant into a subterranean plant and simply kept its leaves.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*{{L|List of crops}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Plants}}&lt;/div&gt;</summary>
		<author><name>Calculator</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Alchemy_Basics&amp;diff=132246</id>
		<title>Alchemy Basics</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Alchemy_Basics&amp;diff=132246"/>
		<updated>2010-11-23T01:25:37Z</updated>

		<summary type="html">&lt;p&gt;Calculator: moved Alchemy Basics to Modification:Alchemy Basics:&amp;amp;#32;As a mod, should be in that namespace.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Modification:Alchemy Basics]]&lt;/div&gt;</summary>
		<author><name>Calculator</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Modification:Civilization_Forge/Alchemy_basics&amp;diff=132245</id>
		<title>Modification:Civilization Forge/Alchemy basics</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Modification:Civilization_Forge/Alchemy_basics&amp;diff=132245"/>
		<updated>2010-11-23T01:25:36Z</updated>

		<summary type="html">&lt;p&gt;Calculator: moved Alchemy Basics to Modification:Alchemy Basics:&amp;amp;#32;As a mod, should be in that namespace.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Alchemy Guide===&lt;br /&gt;
&lt;br /&gt;
This is the Basic Alchemy Guide for the [[Civilization Forge]] Mod&lt;br /&gt;
&lt;br /&gt;
====Basic Alchemy items====&lt;br /&gt;
&lt;br /&gt;
Alchemical Jars: These jars are the basic unit to hold alchemical items. They are created at the Jar Maker's workshop from raw glass (green, clear, or crystal). Note that many reactions require 5 jars, so it is wise to keep many extras on hand.&lt;br /&gt;
&lt;br /&gt;
Alchemical Transport Tubes: These are 'metal' bars that you can import that contain a jar's worth of an alchemical substance. Their contents can be transferred to a jar at the Alchemy Workbench.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
General Note: All reactions here are assumed to be at the Alchemist's workshop unless stated otherwise&lt;br /&gt;
&lt;br /&gt;
Alchemical Components:&lt;br /&gt;
&lt;br /&gt;
Oil&lt;br /&gt;
    Found: Extracted from Oil Nuts or Tunnel Tube in an Oil Press&lt;br /&gt;
     Uses: Used to create Night Crystal and Void Crystal&lt;br /&gt;
     Requires: 1 bunch of Oil Nuts and 1 alchemical jar OR 1 tunnel tube log and 3 alchemical jars&lt;br /&gt;
     Produces: 1 jar of Oil or 3 jars of Oil&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Quicksilver&lt;br /&gt;
    Found: Extracted from Cinnabar&lt;br /&gt;
     Uses: Used to create Blood Crystal and Void Crystal&lt;br /&gt;
     Requires: 1 boulder of Cinnabar and 1 alchemical jar&lt;br /&gt;
     Produces: 1 jar of quicksilver&lt;br /&gt;
&lt;br /&gt;
Midnight Elixir&lt;br /&gt;
    Found: Created from Cobaltite and Oil in a Frothing Pool&lt;br /&gt;
     Uses: Used to create Night Crystal and Void Crystal&lt;br /&gt;
     Requires: 1 boulder of Cobaltite and 5 alchemical jars filled with Oil&lt;br /&gt;
     Produces: 5 jars of Midnight Elixir&lt;br /&gt;
&lt;br /&gt;
Black Antimony&lt;br /&gt;
    Found: Extracted from Stibnite&lt;br /&gt;
     Uses: Used to create Void Crystal&lt;br /&gt;
     Requires: 1 boulder of Stibnite and 5 alchemical jars &lt;br /&gt;
     Produces: 5 jars of Black Antimony&lt;br /&gt;
&lt;br /&gt;
Saltpeter&lt;br /&gt;
   Found: Either dug from the earth or created from Potash in the Saltpeter beds.&lt;br /&gt;
    Uses: Used to create Emen Aren&lt;br /&gt;
    Requires: 1 bar of potash&lt;br /&gt;
    Produces: 1 boulder of saltpeter&lt;br /&gt;
    &lt;br /&gt;
Green Vitriol&lt;br /&gt;
   Found: Extracted from Melanterite&lt;br /&gt;
    Uses: Can be distilled to Oil of Vitriol&lt;br /&gt;
    Requires: 1 boulder of Melanterite and 5 alchemical jars &lt;br /&gt;
    Produces: 5 jars of Green Vitriol&lt;br /&gt;
    &lt;br /&gt;
Oil of Vitriol&lt;br /&gt;
   Found: Distilled from Green Vitriol or Alum&lt;br /&gt;
    Uses: Used to create Emen Aren&lt;br /&gt;
    Requires: 1 jar of Green Vitriol OR 1 Jar of Alum&lt;br /&gt;
    Produces: 1 jar of Oil of Vitriol   &lt;br /&gt;
    &lt;br /&gt;
Blue Vitriol&lt;br /&gt;
   Found: Extracted from Chalcanthite&lt;br /&gt;
    Uses: Used to create Night Crystal and Emen Aren&lt;br /&gt;
    Requires: 1 boulder of Chalcanthite and 5 alchemical jars &lt;br /&gt;
    Produces: 5 jars of Blue Vitriol&lt;br /&gt;
    &lt;br /&gt;
Alum&lt;br /&gt;
    Found: Extracted from Alunite, Bauxite, or Alum Shale&lt;br /&gt;
     Uses: Used to make Oil of Vitriol and Emen Aren&lt;br /&gt;
     Requires: 1 boulder of an Alum Stone, 1 bar of Potash, and 5 alchemical jars &lt;br /&gt;
     Produces: 5 jars of Alum&lt;br /&gt;
     &lt;br /&gt;
Emen Aren (Strong Water)&lt;br /&gt;
    Found: Made from combining Saltpeter and Oil of Vitriol or combining Blue Vitriol, Saltpeter, and Alum&lt;br /&gt;
     Uses: Used to create Relon Aren and separate Mithril/Levisium from ore&lt;br /&gt;
     Requires: 1 boulder of Saltpeter and 5 alchemical jars filled with Oil of Vitriol OR 2 alchemical jars filled with Blue Vitriol, 1 boulder of Saltpeter, and 1 jar filled with Alum&lt;br /&gt;
     Produces: 5 jars of Emen Aren OR 3 jars of Emen Aren&lt;br /&gt;
     &lt;br /&gt;
Salt&lt;br /&gt;
    Found: Mined from Rock Salt&lt;br /&gt;
     Uses: Used to create Nabid Ubal&lt;br /&gt;
     Requires: 1 boulder of Rock Salt and 5 alchemical jars &lt;br /&gt;
     Produces: 5 jars of Salt&lt;br /&gt;
     &lt;br /&gt;
Nabid Ubal (Spirit of Salt)&lt;br /&gt;
    Found: Made from Salt and Oil of Vitriol&lt;br /&gt;
     Uses: Used to create Relon Aren  &lt;br /&gt;
     Requires: 1 jar of Salt and 1 jar of Oil of Vitriol &lt;br /&gt;
     Produces: 1 jar of Nabid Ubal and 1 empty alchemical jar             &lt;br /&gt;
     &lt;br /&gt;
Relon Aren (Royal Water)&lt;br /&gt;
    Found: Made from Nabid Ubal and Emen Aren&lt;br /&gt;
     Uses: Used to create the various Elemental Metals&lt;br /&gt;
     Requires: 3 jar of Nabid Ubal and 1 jar of Emen Aren&lt;br /&gt;
     Produces: 4 jars of Relon Aren    &lt;br /&gt;
&lt;br /&gt;
Ikal Nabid (Healing Salts)&lt;br /&gt;
    Found: Made from Dolomite, talc, or olivine&lt;br /&gt;
     Uses: Used to create Tempered Crystal, Blood Crystal, Night Crystal, and Void Crystal&lt;br /&gt;
     Requires: 1 boulder of Dolomite, talc, or olivine and 5 alchemical jars &lt;br /&gt;
     Produces: 5 jars of Ikal Nabid&lt;br /&gt;
          &lt;br /&gt;
Elixir of Frost&lt;br /&gt;
    Found: Made from Frost Crystal and Relon Aren&lt;br /&gt;
     Uses: Used to create Glacium bars&lt;br /&gt;
     Requires: 1 cut Frost Crystal gem and 5 jars of Relon Aren&lt;br /&gt;
     Produces: 5 jars of Elixir of Frost          &lt;br /&gt;
&lt;br /&gt;
Elixir of Fire&lt;br /&gt;
    Found: Made from Fireheart and Relon Aren&lt;br /&gt;
     Uses: Used to create Incendium bars&lt;br /&gt;
     Requires: 1 cut Fireheart gem and 5 jars of Relon Aren&lt;br /&gt;
     Produces: 5 jars of Elixir of Fire&lt;br /&gt;
     &lt;br /&gt;
Elixir of Fury&lt;br /&gt;
    Found: Made from Storm Crystal and Relon Aren&lt;br /&gt;
     Uses: Used to create Tempestium bars&lt;br /&gt;
     Requires: 1 cut Storm Crystal gem and 5 jars of Relon Aren&lt;br /&gt;
     Produces: 5 jars of Elixir of Fury&lt;br /&gt;
     &lt;br /&gt;
Elixir of Stone&lt;br /&gt;
    Found: Made from Ward Crystal and Relon Aren&lt;br /&gt;
     Uses: Used to create Ward Iron bars&lt;br /&gt;
     Requires: 1 cut Ward Crystal gem and 5 jars of Relon Aren&lt;br /&gt;
     Produces: 5 jars of Elixir of Stone&lt;br /&gt;
     &lt;br /&gt;
Pure Elixir&lt;br /&gt;
    Found: Made from Frost Crystal, Fireheart, Storm Crystal, Ward Crystal and Relon Aren&lt;br /&gt;
     Uses: Used to create Elementium bars     &lt;br /&gt;
     Requires: 1 cut Ward Crystal, 1 Frost Crystal, 1 Fireheart, 1 Storm Crystal, and 5 jars of Relon Aren&lt;br /&gt;
     Produces: 5 jars of Pure Elixir&lt;br /&gt;
     &lt;br /&gt;
-----------------&lt;br /&gt;
Infusion Chamber &lt;br /&gt;
-----------------&lt;br /&gt;
The Infusion Chamber is used to create the various Elemental Metals&lt;br /&gt;
&lt;br /&gt;
1 bar of iron + 1 Elixir of Frost = 1 Glacium Bar                      &lt;br /&gt;
&lt;br /&gt;
1 bar of iron + 1 Elixir of Fire = 1 Incendium Bar &lt;br /&gt;
&lt;br /&gt;
1 bar of iron + 1 Elixir of Fury = 1 Tempestium Bar &lt;br /&gt;
&lt;br /&gt;
1 bar of iron + 1 Elixir of Stone = 1 Ward Iron Bar &lt;br /&gt;
&lt;br /&gt;
1 bar of iron + 1 Pure Elixir = 1 Elementium Bar &lt;br /&gt;
    &lt;br /&gt;
-----------------&lt;br /&gt;
Tempering Chamber &lt;br /&gt;
-----------------&lt;br /&gt;
The Tempering Chamber is used to turn Raw Crystal Glass into the various Crystal Bars&lt;br /&gt;
   &lt;br /&gt;
1 Raw Crystal Glass + Ikal Nabid + Fuel = 1 Tempered Crystal Bar&lt;br /&gt;
&lt;br /&gt;
1 Raw Crystal Glass + Ikal Nabid + Midnight Elixir + Fuel = 1 Night Crystal Bar&lt;br /&gt;
&lt;br /&gt;
1 Raw Crystal Glass + Ikal Nabid + Quicksilver + Fuel = 1 Blood Crystal Bar&lt;br /&gt;
&lt;br /&gt;
1 Raw Crystal Glass + Ikal Nabid + Quicksilver + Midnight Elixir + Black Antimony + Fuel = 1 Void Crystal Bar&lt;br /&gt;
&lt;br /&gt;
   &lt;br /&gt;
-----------------&lt;br /&gt;
Separation Chamber &lt;br /&gt;
-----------------&lt;br /&gt;
Used to Separate Mithril from Truesilver and Levisium from Levitite&lt;br /&gt;
&lt;br /&gt;
1 boulder Truesilver + Emen Aren = 1 Silver Bar + 1 Mithril Bar (20% chance)              &lt;br /&gt;
&lt;br /&gt;
1 boulder Levitite + Emen Aren = 1 Copper Bar + 1 Levisium Bar (33% chance)&lt;/div&gt;</summary>
		<author><name>Calculator</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Make_your_own_weapons&amp;diff=130918</id>
		<title>40d:Make your own weapons</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Make_your_own_weapons&amp;diff=130918"/>
		<updated>2010-11-07T23:42:47Z</updated>

		<summary type="html">&lt;p&gt;Calculator: Cleaned up spoiler and fixed tree count.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
Instead of buying overly expensive and lowest-quality axes (and any other metal items, like picks) at embark, you can take what you need to make your own once your dwarfs are at their new site.&lt;br /&gt;
&lt;br /&gt;
This is only when preparing to {{L|Starting builds|start a new game}} - later, items are not &amp;quot;for sale&amp;quot;, but can be {{L|trade}}d for if a {{L|caravan}} is carrying any.&lt;br /&gt;
&lt;br /&gt;
== Cheaper axes, etc. ==&lt;br /&gt;
&lt;br /&gt;
Steel axes normally cost 300 points each, and copper picks 20 pts each. A copper axe would only be 20 pts as well - but they're not for sale, even though they cut trees just as fast as steel ones. ''(They are not as good at cutting goblins, not by half - see {{L|weapons#Material damage modifiers|weapons}} for a comparison of different materials)''.  So, instead of spending that much on a steel axe, you can make your own steel, iron, bronze or copper axes or picks, or any other metal items immediately, by bringing the resources needed instead and having the dwarfs make them for themselves, on site.  What's more, you can only buy &amp;quot;standard&amp;quot; {{L|quality}} weapons - a {{L|skill|proficient}} {{L|weaponsmith}} has a good chance to produce a *superior* axe or pick, which is 60% better in combat, if it comes to that.  (And it will, sooner or later... usually sooner...)&lt;br /&gt;
&lt;br /&gt;
For comparison of embark-point savings, the default 1 anvil ''(1000 pts)'' and 2 standard (lowest) quality steel axes ''(300 each)'' cost 1600 points. You could, instead, take no anvil and 5* standard quality steel axes, for a cost 1500 points ''(5 axes x 300 pts'').  However, the resources required to make 5* steel axes costs well less than 1200 pts, between anvil, ore, coal and flux, ''and'' you'll end up with much higher quality axes, that ''each'' could be worth more than 1200'''☼''' by itself - and that adds to your created {{L|wealth}}, which is another good thing.  Whether the effort and time without axes/picks is worth 400+ pts is up to you. (Note that it's often a good idea to take at least 1 pick to start out with - it's only 20 pts, it serves as a {{L|weapon}} in emergencies, and you have one {{L|miner}} who starts digging ''now'', instead of the end of the month or so.)&lt;br /&gt;
&lt;br /&gt;
:''(* It's not recommended to start with 5 axes, either way, unless you're '''really''' expecting some serious trouble.  The numbers just work well as a comparison.  Taking the DIY material for, say, one, or two or three weapons, investing the rest in something else that may be hard to find later, and seeing what quality that first axe is, and maybe then later making a nice quality crossbow and some bolts may work better for you - lots of options.)''&lt;br /&gt;
&lt;br /&gt;
{{L|Copper}}, {{L|bronze}} or {{L|iron}} weapons/items are the easiest and fastest - just smelt the ore, and forge the {{L|bar}}s into weapons.  Bronze actually is a bit faster and uses less {{L|fuel}} for every two items, smelting one {{L|copper}} ore* and one {{L|cassiterite}} ({{L|tin}}) ore-stone into two bronze bars at the same time for only one fuel.  &lt;br /&gt;
&lt;br /&gt;
:''(* There are several ores that produce {{L|copper}})''&lt;br /&gt;
&lt;br /&gt;
{{L|Bismuth Bronze}} requires one additional step per 4 bars produced, can only produce 4 bars per cycle, and is only for added {{L|value}}, not for combat improvement.  Bismuth Bronze cannot be smelted from ores, but only from the individual bars after they've been smelted, adding to the time and fuel required.  2 copper ores, 1 cassiterite, and 1 bismuthinite (and 5 units of {{L|fuel}} unless using {{L|magma}}) makes 4 bars of bismuth bronze, which is as deadly but 20% more valuable than regular bronze.  (Which is nice, but hardly a bankbreaker.  For some, it's just the satisfaction of having done it.)&lt;br /&gt;
&lt;br /&gt;
{{L|Steel}} is the most complex, and by far the most valuable and deadly, but is nothing to be shy about - and you'll be pounding a lot of steel soon enough.  It takes several more steps and some more ingredients to make steel, but might well be worth it for an axe or three, if not the picks - steel is the ultimate material short of adamantine, and you will want your axes and other weapons to be steel sooner or later.&lt;br /&gt;
&lt;br /&gt;
Any of these metals can also be used to make armor or any other items in any metal-based workshop menu.  Keeping a couple bars of some obscure metals or alloys around is not a bad plan for {{L|mood|moody}} dwarfs, either.&lt;br /&gt;
&lt;br /&gt;
===What to bring in your wagon===&lt;br /&gt;
The math formulas can get awkward if combining fuel from wood (charcoal) and from bituminous coal fuel (coke) - your wagon will provide 3 wood, which is enough for at least 1 axe of copper, bronze or iron.  Bituminous coal is a better buy than wood for making additional fuel, but it's not always available.  We'll talk in units of wood, but replace any 2 wood with 1 bituminous coal if possible and save 3 pts. ''(Unless you have a {{L|magma smelter}}, the math for buying and processing {{L|lignite}} into coke fuel is the same as buying wood and turning that into charcoal fuel.) '' &lt;br /&gt;
&lt;br /&gt;
And if you have an open {{L|magma vent}}, then you can build a {{L|magma smelter}} and {{L|magma forge}}, and ignore the need for a wood burner and any wood/fuel requirements (though not the fuel requirement to make {{L|steel}}, if that's your plan).&lt;br /&gt;
&lt;br /&gt;
See {{L|fuel}} and {{L|smelting}} for more info. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So, to make your own and save the points, don't buy any axes (or other metal items as you choose) and instead buy:&lt;br /&gt;
&lt;br /&gt;
:* 1 {{L|Anvil}} (1000 points) (This is only mentioned here because you CANNOT do this without an anvil, unless you're willing to not have axes until traders sell you an anvil late in the year - and even ''that'' is not guaranteed.)&lt;br /&gt;
:* 3 fire-safe stones to construct the necessary buildings* (9 points).  ({{L|Bauxite}} is a popular choice for its other qualities.  Ores are also fire-safe stones.)&lt;br /&gt;
:* Your wagon, when deconstructed, will provide 3 wood. This wood can be used for what is needed below.&lt;br /&gt;
&lt;br /&gt;
:::''(* The three buildings will be a {{L|wood burner}}, for turning wood to charcoal (a necessary high quality {{L|fuel}}), a {{L|smelter}}, for refining {{L|ore}} into {{L|metal}}, and a {{L|forge}}, for the shaping of the final product. Or the magma versions of the latter two.)''&lt;br /&gt;
&lt;br /&gt;
'''''Plus'''''...&lt;br /&gt;
&lt;br /&gt;
...for '''Copper''' or '''Iron''' weapons and tools, you will need:&lt;br /&gt;
:* 1 ore/item&lt;br /&gt;
:* 2 wood/item&lt;br /&gt;
&lt;br /&gt;
...for '''Bronze''' weapons and tools, you will need:&lt;br /&gt;
:* 1 copper ore &amp;amp; 1 cassiterite ore per every 2 items&lt;br /&gt;
:* 3 wood per every 2 items&lt;br /&gt;
::''(Bronze bars are made in pairs only.  You don't have to use both, but you have to make both.)''&lt;br /&gt;
&lt;br /&gt;
...for '''Bismuth Bronze''' weapons and tools, you will need:&lt;br /&gt;
:* 2 copper ore. 1 cassiterite ore &amp;amp; 1 bismuth ore per every 4 items&lt;br /&gt;
:* 9 wood per every 4 items&lt;br /&gt;
::''(Bismuth bronze bars are made in sets of 4 only.  You don't have to use all 4, but you have to make them in sets of 4.)''&lt;br /&gt;
&lt;br /&gt;
...for '''Steel''' weapons and tools, you will need:&lt;br /&gt;
:* 2 {{L|iron ore}} per every 2 items.&lt;br /&gt;
:* 2 {{L|flux}} stones per every 2 items&lt;br /&gt;
:* 6 wood per every 2 items&lt;br /&gt;
::''(Steel bars are made in pairs only.  You don't have to use both, but you have to make both.)''&lt;br /&gt;
&lt;br /&gt;
With any of the above, you could bring {{L|bar}}s of metal ''instead'' of ores and some wood.  This would cost more than the ores, but it would save time and some fuel by not having to smelt the ores into bars. If you do that, skip the smelting (Step 3) and go straight to forging.&lt;br /&gt;
&lt;br /&gt;
You could also bring {{L|charcoal}} or {{L|bituminous coal}} instead of wood - read on those for a full discussion.  Without a magma smelter, {{L|lignite}} is not recommended, as it is a more complicated process for the same final result as the charcoal needed to process it in the first place.&lt;br /&gt;
&lt;br /&gt;
===Step by Step===&lt;br /&gt;
====Step 1 - Preparation====&lt;br /&gt;
:Upon arriving at your new site, break down the wagon using {{k|q}}, {{k|x}} - the wagon's not good for anything else.  Enable (at least) one of your dwarfs with the {{L|Carpentry}} labor - untrained is fine, but this is the labor necessary for turning your wagon into the 3 wood.&lt;br /&gt;
&lt;br /&gt;
Step 1.1)&amp;lt;br /&amp;gt;&lt;br /&gt;
:You'll also need to build a {{L|wood burner}}, using one of the fire-safe stones (or ores) you brought.  (You can easily tear it down later and recover that.)  And then build a {{L|smelter}}, and a {{L|metalsmith's forge}}, in that order, but not necessarily all at once - the other steps will take a little time. (The forge especially could be delayed - you'll have time if you want to put that one inside your first digs where the final products will be safe from thieves.)  You'll need both an {{L|architect}} and then a {{L|mason}} to construct the first two buildings, and any general {{L|metalsmith}} skill for the forge.&lt;br /&gt;
&lt;br /&gt;
====Step 2 - Fuel====&lt;br /&gt;
:Burn one log in the wood burner to get one charcoal for fuel. Repeat as necessary - you'll need 1 fuel for each task at a smelter or forge.&lt;br /&gt;
&lt;br /&gt;
Step 2.1)&amp;lt;br /&amp;gt;&lt;br /&gt;
:If you have bituminous coal, once you have one fuel (that first charcoal) you can then use that to smelt coal in the smelter - one coal + 1 fuel will give you 3 coke fuel*.  These are identical to and interchangeable with charcoal fuel.&lt;br /&gt;
&lt;br /&gt;
::''(* One charcoal and one coke are the same, they're both {{L|fuel}} for a smelter or forge, or used in the reaction to create {{L|pig iron}} or {{L|steel}}.  Wood does not burn hot enough, and you can't burn raw coal (in this game), you have to smelt it first - this process is just a multiplier, saving time and wood.)''&lt;br /&gt;
&lt;br /&gt;
====Step 3 - Smelt the Ores into bars====&lt;br /&gt;
:As soon as you have some fuel, you can then smelt your ore(s).  Copper or iron ore take 1 fuel/ore; bronze takes 1 fuel/2 ores (1 copper + 1 cassiterite).  &lt;br /&gt;
&lt;br /&gt;
Step 3.x)&amp;lt;br /&amp;gt;&lt;br /&gt;
:Bismuth bronze and steel are slightly more complex. Each ore for bismuth bronze must be smelted individually into bars (1 fuel/1 ore), and then those 4 bars smelted all together in one additional step with 1 more fuel to create 4 bars of bismuth bronze. &lt;br /&gt;
&lt;br /&gt;
:For steel, smelt 2 iron ore into 2 iron bars.  Then smelt 1 pig iron bar from (1 iron bar + 1 flux stone).  Finally, smelt 2 steel bars from (the other iron bar + 1 pig iron bar + 1 flux stone).&lt;br /&gt;
&lt;br /&gt;
::''(Note - In the smelter menu, you will not see an option to make complex alloys or steel until you have all component bars available.)''&lt;br /&gt;
&lt;br /&gt;
====Step 4 - Forge the items====&lt;br /&gt;
:Lastly, you can forge the weapons or other metal items in the metalsmith's forge, using one bar of metal and one fuel each.&lt;br /&gt;
&lt;br /&gt;
=== Mine your own ores ===&lt;br /&gt;
&lt;br /&gt;
If you are traveling to an area likely to have copper or iron ores (see {{L|layer}}s), you could bring a pick (20 points) and no ore or rocks, and trust to luck to save even more points.  &lt;br /&gt;
&lt;br /&gt;
Because copper picks are so cheap, and smelting and forging takes a while, it's not a bad idea to take 1 pick anyway - in emergencies your miner can use it as a weapon, and they get digging shelter and storage space immediately while you are building your woodburner, smelter and forge.&lt;br /&gt;
&lt;br /&gt;
== Minimalist challenge build ==&lt;br /&gt;
&lt;br /&gt;
For the hardcore survivalist dwarfs only.  &lt;br /&gt;
&lt;br /&gt;
Start out with ''only''&lt;br /&gt;
:* 1 anvil &lt;br /&gt;
:* 2 copper nuggets.&lt;br /&gt;
&lt;br /&gt;
And figure it out from there. Real dwarves (or real DF players) won't need to peek.&lt;br /&gt;
&lt;br /&gt;
{{Spoil small|&lt;br /&gt;
* Deconstruct the initial wagon for the 3 wood it provides.&lt;br /&gt;
* Build a wood furnace with 1 copper nugget.&lt;br /&gt;
* Make 1 ash and 2 charcoal from the wood.&lt;br /&gt;
* Deconstruct the wood furnace.&lt;br /&gt;
* Build a smelter with 1 ash ''(a fire-safe &amp;quot;bar&amp;quot;)''.&lt;br /&gt;
* Smelt 1 copper bar.&lt;br /&gt;
* Build a metalsmith's forge with 1 anvil and 1 copper nugget.&lt;br /&gt;
* Forge a battle axe.&lt;br /&gt;
* Deconstruct the forge.&lt;br /&gt;
* Cut down 3 trees.&lt;br /&gt;
* Build a wood furnace with 1 copper nugget.&lt;br /&gt;
* Make 1 ash and 2 charcoal.&lt;br /&gt;
* Deconstruct the wood furnace.&lt;br /&gt;
* Smelt 1 copper bar.&lt;br /&gt;
* Build a metalsmith's forge with 1 anvil and 1 ash.&lt;br /&gt;
* Forge a pick.&lt;br /&gt;
* Mine more stone/ore.&lt;br /&gt;
... and proceed as normal.|Step-by-step}}&lt;br /&gt;
&lt;br /&gt;
==Crossbows==&lt;br /&gt;
&lt;br /&gt;
The quality of a {{L|crossbow}}'s construction affects your marksdwarfs' accuracy, but the material it is made out of only affects the damage it does when the crossbow is used as a melee weapon (usually when the marksdwarf is out of bolts or otherwise in trouble). It's therefore not of great importance exactly what they're made out of initially.&lt;br /&gt;
&lt;br /&gt;
Crossbows can be made quite cheaply from wood (3 points each) or from bone (left over from whatever fish you've brought along as starting food - turtle is a popular choice, for 2 points each). A bowyer's workshop is needed to make bone or wood crossbows and the crossbow-making skill is used.&lt;br /&gt;
&lt;br /&gt;
If you don't want to spend skill points on crossbow-making for your initial dwarves, a copper crossbow is almost as cheap (6 points for copper nuggets + the wood/coal for fuel) but is manufactured in a metalsmith's forge and has its quality determined by the maker's {{L|weaponsmith}}ing skill.  Don't forget the {{L|bolt}}s.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;/div&gt;</summary>
		<author><name>Calculator</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Perch&amp;diff=130539</id>
		<title>40d:Perch</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Perch&amp;diff=130539"/>
		<updated>2010-11-02T00:19:58Z</updated>

		<summary type="html">&lt;p&gt;Calculator: Rated article &amp;quot;Exceptional&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|00:19, 2 November 2010 (UTC)}}{{VerminInfo|name=Perch|symbol=α|color=7:0:1|biome=* Temperate freshwater river&lt;br /&gt;
* Temperate freshwater lake&lt;br /&gt;
|spring=1|summer=1|autumn=1|winter=1}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Vermin}}&lt;/div&gt;</summary>
		<author><name>Calculator</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Calculator&amp;diff=128255</id>
		<title>User:Calculator</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Calculator&amp;diff=128255"/>
		<updated>2010-09-26T23:03:27Z</updated>

		<summary type="html">&lt;p&gt;Calculator: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;My starting build (40d):&lt;br /&gt;
&lt;br /&gt;
* [[40d:Miner]]/[[40d:Grower]]&lt;br /&gt;
* [[40d:Carpenter]]/[[40d:Weaver]]&lt;br /&gt;
* [[40d:Clothier]]/[[40d:Engraver]]&lt;br /&gt;
* [[40d:Brewer]]/[[40d:Mason]]&lt;br /&gt;
* [[40d:Dyer]]/[[40d:Cook]]&lt;br /&gt;
* [[40d:Mechanic]]/[[40d:Grower]]&lt;br /&gt;
* Leader with broker and personality skills&lt;/div&gt;</summary>
		<author><name>Calculator</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Magma&amp;diff=126273</id>
		<title>v0.31 Talk:Magma</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Magma&amp;diff=126273"/>
		<updated>2010-08-23T23:39:10Z</updated>

		<summary type="html">&lt;p&gt;Calculator: fixed heading size&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There's several reports of creatures drowning or suffocating before burning to death even in 7/7 magma, is it possible that dwarves not burning in 1/7 magma is just a bug?&lt;br /&gt;
--[[User:Syndic|Syndic]] 17:40, 10 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Could be. I would have added it to the talk page first, but Ip users can't even create talk pages &amp;gt;.&amp;gt; --[[Special:Contributions/78.151.176.4|78.151.176.4]] 18:24, 10 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I'm aware of the reports but haven't looked into it myself yet. Add to this the reports of dwarves melting when it rains on a scorching day and it adds up to a pretty screwed up temperature system. You've got three different things that could be a factor. The components of a body have been radically overhauled, that's vastly more complex. We've got the new spatter system, also radically new, might be related, might not. And we've got the new temperatures in worldgen which are very different. I think the worldgen bit is because of a change that makes elevation influence temperature. &lt;br /&gt;
&lt;br /&gt;
:It all adds up to a huge poorly understood mess for now. I wasn't going to say anything about it on the main page yet because it's still wild theory that is not well understood. But I didn't feel it was worth arguing about either, so I didn't delete the note about it on the page. I did edit it slightly just so it looked better without trying to change the content of the message. -- [[User:Doctorzuber|Doctorzuber]] 18:42, 10 April 2010 (UTC)&lt;br /&gt;
::What I found is that all creatures will survive being fully submerged in lava for a short time, not just magma immune ones. However, the ones that aren't magma immune '''will''' be burnt before being able to leave the square (when next to a ramp). If a non-immune creature is in 7/7 magma for more than 1 turn they will generally bleed/burn to death. --[[User:DUMBELLS|dUMBELLS]] 22:39, 10 April 2010 (UTC)&lt;br /&gt;
:::I confirmed this. I tapped into one of these new fangled rigidly shaped volcanos just to test this issue and verified two things. magma is pressureless as expected, and contrary to expectation dwarves do not instantly die when coming in contact with magma. My unlucky miner fled the scene quickly but was without a doubt fully immersed in 7/7 magma before doing so. He suffered no injuries. &lt;br /&gt;
:::Following this test I went ahead and flooded the whole fortress in magma verifying that magma can still kill dwarves, just not as efficiently as expected. The magma also left many objects fully submerged but unharmed which is also quite strange.[[User:Doctorzuber|Doctorzuber]] 16:52, 11 April 2010 (UTC)&lt;br /&gt;
::::I had some fun with a volcano, underground caves, a reptile man tribe, my animals and at last my own dwarves. I dropped my animals down into the volcano but I was somehow disappointed by seeing a living dog &amp;quot;diving&amp;quot; in lava. He fell all the about 90 z.levels down, without even getting hurt. When he landed in the magma see far deep underground, he started to burn/bleed/die. I repeated this with my dwarves and other animals. It seems, falling THROUGH lava does not hurt only standing in it. Maybe it has some other reasons, but all my dwarves/animals reached the bottom magmasea unharmed.--[[User:Niggy|Niggy]] 16:45, 16 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Magma Sea==&lt;br /&gt;
There is a new line in world gen for Magma Layer YES/NO which would probably turn off the magma sea feature if desired. [[User:Doctorzuber|Doctorzuber]] 18:50, 10 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Pipes and pools ==&lt;br /&gt;
&lt;br /&gt;
Going by in-game terminology, there are no more magma pipes - there are only &amp;quot;magma pools&amp;quot; (which are obsidian-lined, extend up from the magma sea, and presumably refill just like 40d magma pipes) and volcanoes (which are likely just &amp;quot;magma pools&amp;quot; that extend all the way to the surface). In Adventurer mode, I encountered magma that extended all the way to the upper cavern layer (but no further), and the game reported that I had discovered a magma pool; upon jumping into it (stepping into the open space above it - stepping down into the magma left me &amp;quot;swimming&amp;quot; at the top of it unable to move at all), I plummeted straight to the magma sea (&amp;quot;discovering&amp;quot; it in the process) and slowly melted. --[[User:Quietust|Quietust]] 20:07, 20 April 2010 (UTC)&lt;br /&gt;
:'''Praise the plummeters!''' I've only played with two maps - one had a volcano(?) that was visible on the main embark map, and the other had nuthin'.  If we need to redefine/delete some terms, then that's what we need to do - if there are no &amp;quot;pipes&amp;quot; in game, then we stick with &amp;quot;pools&amp;quot; and never refer to pipes again. &lt;br /&gt;
:''(For reference to new players, in 40d &amp;quot;magma pipes&amp;quot; and &amp;quot;magma pools&amp;quot; could both be hidden and required revealing by mining - pipes would refill slowly if any magma were removed (by channeling/pumping), but pools contained a fixed amount only.  These may need redefining according to the 0.31 usage.)''--[[User:Albedo|Albedo]] 20:40, 20 April 2010 (UTC)&lt;br /&gt;
:: Keep in mind that pipes and pools as seen in 40d are hidden features again. So it's hard to casually say they just don't exist. Without the finder they're difficult to locate but for now I am still assuming they do still exist. It's very possible they've changed with the new underground stuff, but it's hard to say right away. Give it time. [[User:Doctorzuber|Doctorzuber]] 17:51, 21 April 2010 (UTC)&lt;br /&gt;
::: I inspected a few maps with reveal out of boredom and noticed an oddity. I found what looks like a lava pipe (the usual shapeless large semi-circular area), but it had no lava. It only extended through about 5 z-levels and never touched lava. I can also confirm that I've seen pipes (pools?) that extend down to the sea as described. I spotted this in reveal and didn't get the message for finding it so I can't say on your pipe/pool thing. --[[User:Doctorzuber|Doctorzuber]] 20:06, 28 April 2010 (UTC)&lt;br /&gt;
::::Well, the game refers to them as 'pools'. So we should go with that until we have more information. --[[User:Tarran|Tarran]] 20:23, 28 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Infinite Magma Sources ==&lt;br /&gt;
&lt;br /&gt;
Is there any way to guarantee that you will get a magma pipe on embark?  Making large magma systems or obsidian factories seems like it would be more difficult when you have to work with finite amounts of magma.  --[[Special:Contributions/129.252.122.38|129.252.122.38]] 15:10, 21 April 2010 (UTC)&lt;br /&gt;
: You're guaranteed a magma sea at embark unless you turn that off in the world gen settings. As for finding a pipe just look for an actual volcano. You can adjust the world gen settings to be rich in volcanos if you so desire. Set elevation 200:400:3600:3600 and a high number of volcanos in worldgen if that is what you want. Of course, at present a volcano has no variance of shape whatsoever, and magma behaves a bit oddly. But if that's what you want it's easy enough to get. [[User:Doctorzuber|Doctorzuber]] 17:41, 21 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Magma Temperature ==&lt;br /&gt;
&lt;br /&gt;
What Temperature Is Magma In This Version? I Suspect It Is 12,000° Urist But Need Confirmation Before Editing The Article. Should This Go Into Magma Properties Or The Top Of The Article? --[[Special:Contributions/80.137.113.241|80.137.113.241]] 15:33, 8 May 2010 (UTC)&lt;br /&gt;
: Possibly, But as you say, it's not confirmed yet. And there's been some confusion on the subject over in the bug tracker. Apparently the list of magma-safe materials has undergone some pretty dramatic changes, and brought in a bug or two to confuse things. --[[User:Doctorzuber|Doctorzuber]] 16:30, 8 May 2010 (UTC)&lt;br /&gt;
::Magma's temperature is still 12000, as verified using dfprobe or dtil (with a sufficiently updated memory.ini). Also, Capitalizing Every Single Word You Type Makes You Look Rather Peculiar. --[[User:Quietust|Quietust]] 16:39, 8 May 2010 (UTC)&lt;br /&gt;
::: Thank you, I was waiting on confirmation before adding a note about temperature here since I saw there was some confusion on the subject. I updated it now. --[[User:Doctorzuber|Doctorzuber]] 21:21, 8 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Magma buildings == &lt;br /&gt;
Does anybody have any idea what how the game decides when 'magma' has been discovered? I am 'playing' with magma spawning utilities and i cannae get ma magma smelters! [[User:Shabang50|Shabang50]] 20:14, 16 May 2010 (UTC)&lt;br /&gt;
:As soon as you discover the magma sea, or a magma pool. If you embark on a volcano you are allowed to build them immediately. --[[User:Tarran|Tarran]] 00:34, 17 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Volcano eruption ==&lt;br /&gt;
I just settled up on island in the middle of the sea with a visible volcano mountain, in a scorching climate. A few minutes after beginning to build my fortress it started raining. When the rain was about to stop I see a huge red thing, LAVA EVERYWHERE! The volcano seems to have erupted and lava is burning down the mountain and I expect my newly construct fortress to be drowned soon. I don't know if the rain is the cause of this lava flooding or if it is just an eruption. It may just have been a coincidence. Or the water may have been so hot, due to the scorching climate and changed into lava. Lava flood can be a logical explantation to the formation of the island.  [http://mkv25.net/dfma/movie-2184-lavaeverywherevolcanoeruption Here is a video] &amp;lt;small&amp;gt;&amp;amp;ndash; --ToWT comment by [[User:90.49.12.172|90.49.12.172]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:Rain started to fall again... and it seem that is it the source of this magma overflow. Tiles are filled up to seven one level upper the volcano. [http://mkv25.net/dfma/movie-2185-lavanightmare Here is a video again.] &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:90.49.12.172|90.49.12.172]]&amp;lt;/small&amp;gt;&lt;br /&gt;
::It would be rather nasty if the &amp;quot;magma flow&amp;quot; tiles at the bottom of the magma sea were behaving the same as murky pools and allowing rainwater to accumulate (as magma)... --[[User:Quietust|Quietust]] 20:19, 25 May 2010 (UTC)&lt;br /&gt;
:::It don't seem to be behave the same because I have never seen a murky pool overflow. There it seem that magma is erupting from the upper level from what I have identified, when thinking about how to build my fortress, as the &amp;quot;top&amp;quot; of the volcano. Since the first flood there has been magma on that level. After taking a better look now that my fortress should be safe, the rain is no responsible for the phenomenon. Lava comes out of the volcano even when it is not raining. Now what I would like to know is why is magma flooding out. Any suggestions? &amp;lt;small&amp;gt;&amp;amp;ndash; --ToWT comment by [[User:90.49.12.172|90.49.12.172]]&amp;lt;/small&amp;gt;&lt;br /&gt;
::::In that case, the bug is probably that the &amp;quot;magma pool&amp;quot; (read: volcano) is refilling past the top - if it's not already in the bug tracker, it might be wise to add it (and upload a savegame so others can reproduce it). Also, please sign your comments (by typing &amp;lt;nowiki&amp;gt;--~~~~&amp;lt;/nowiki&amp;gt;). --[[User:Quietust|Quietust]] 21:38, 25 May 2010 (UTC)&lt;br /&gt;
:::::But is that really a bug? I mean, there are continuous lava flooding volcano in the real world. --[[Special:Contributions/90.49.12.172|90.49.12.172]] 21:45, 25 May 2010 (UTC)ToWT&lt;br /&gt;
::::::Maybe the Rain is forming obsidian that is dropping to the bottom of the magma sea and causing magma to displace out of the volcano --[[User:Ghosteh|Ghosteh]] 12:51, 27 June 2010 (UTC)&lt;br /&gt;
:::::::If obsidian forms and collapses (from rain) there should be warning messages about it. Also collapsing obsidian will not typically displace anything, it will instead hit the floor and shatter back into raw ore which doesn't displace fluids.--[[User:Doctorzuber|Doctorzuber]] 16:46, 27 June 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Calculator</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Party&amp;diff=125732</id>
		<title>v0.31 Talk:Party</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Party&amp;diff=125732"/>
		<updated>2010-08-17T01:22:22Z</updated>

		<summary type="html">&lt;p&gt;Calculator: Created page with '==&amp;quot;D for dwarf&amp;quot; section not funny==  The D for Dwarf section of the article does not say anything that has not already been said in the article, nor, imo, is it very funny. Shoul…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==&amp;quot;D for dwarf&amp;quot; section not funny==&lt;br /&gt;
&lt;br /&gt;
The D for Dwarf section of the article does not say anything that has not already been said in the article, nor, imo, is it very funny. Should it be removed? --[[User:Calculator|Calculator]] 01:22, 17 August 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Calculator</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Graveyard&amp;diff=122414</id>
		<title>v0.31:Graveyard</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Graveyard&amp;diff=122414"/>
		<updated>2010-07-24T23:54:44Z</updated>

		<summary type="html">&lt;p&gt;Calculator: changed redirect to subsection&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[DF2010:Stockpile#Graveyard]]&lt;/div&gt;</summary>
		<author><name>Calculator</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Preferences&amp;diff=122313</id>
		<title>v0.31:Preferences</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Preferences&amp;diff=122313"/>
		<updated>2010-07-23T20:21:39Z</updated>

		<summary type="html">&lt;p&gt;Calculator: fixed cow redlink&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional}}&lt;br /&gt;
Preferences are {{L|material}}s, {{L|creature}}s, or objects described as being liked by a dwarf in their profile. A dwarf's preferences (and disliked vermin) tend to feature in artwork the dwarf makes more often than subjects not listed in a dwarf's profile. For example, a mason that likes {{L|cow}}s for their haunting moos and absolutely detests {{L|bat}}s will make statues of both. This is presumably out of love for cows and horrified fascination for bats.&lt;br /&gt;
&lt;br /&gt;
==Benefits to Productivity==&lt;br /&gt;
A dwarf working with a material they like will produce higher {{L|quality}} goods. For example, a {{L|mechanic}} that likes olivine will generally make better {{L|olivine}} mechanisms than {{L|granite}} ones. This is most important during {{L|embark}}, when individual personality profiles and skills can be best matched up according to your specifications. &lt;br /&gt;
&lt;br /&gt;
Want high quality bedrooms? Make the dwarf that likes {{L|bed}}s your {{L|carpenter}}. Want to build wealth absurdly fast? Make the dwarf that likes gold your {{L|blacksmith}}. Want to outfit your military with classy armor? {{L|armorsmith|Urist McLikesbreastplates}} would be a good candidate for the job. &lt;br /&gt;
&lt;br /&gt;
==Value Considerations==&lt;br /&gt;
&lt;br /&gt;
It has been noted that preferences have an effect on how dwarves perceive the value of a {{L|room}}, though the exact details are not yet known. This can be both a blessing and a curse. &lt;br /&gt;
&lt;br /&gt;
A mason who likes horses will often make statues of one or two horses, or even statues of themselves admiring horses. This can be great if the mason is chronically depressed: surround their bed with images they like, and they will be happier. &lt;br /&gt;
&lt;br /&gt;
If your king absolutely detests large roaches, a ☼Platinum {{L|Statue}} of a {{L|Large Roach}}☼ in their bedroom will actually give them ''negative'' thoughts about their {{L|bedroom}}. &lt;br /&gt;
&lt;br /&gt;
This phenomenon is particularly important when choosing an {{L|engraver}}: although rare, some dwarves do not detest {{L|vermin}}, and will therefore not do things like fill your rat-phobic {{L|mayor}}'s {{L|office}} with masterfully designed images of {{L|rat}}s.&lt;/div&gt;</summary>
		<author><name>Calculator</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Warthog&amp;diff=122312</id>
		<title>v0.31:Warthog</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Warthog&amp;diff=122312"/>
		<updated>2010-07-23T20:18:12Z</updated>

		<summary type="html">&lt;p&gt;Calculator: Rated article &amp;quot;Fine&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|08:00, 22 May 2010 (UTC)}}&lt;br /&gt;
{{CreatureInfo v0.31&lt;br /&gt;
|name=Warthog&lt;br /&gt;
|symbol=w|color=6:0:0&lt;br /&gt;
|biome=&lt;br /&gt;
* {{L|savanna|Tropical savanna}}&lt;br /&gt;
* {{L|grassland|Tropical grassland}}&lt;br /&gt;
* {{L|shrubland|Tropical shrubland}}&lt;br /&gt;
|contrib=yes&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
:''A medium-sized animal living in grass and woodland. It has a large snout with four sharp tusks. It will aggressively defend itself.''&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Calculator</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Tutorials&amp;diff=122311</id>
		<title>Talk:Tutorials</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Tutorials&amp;diff=122311"/>
		<updated>2010-07-23T20:15:39Z</updated>

		<summary type="html">&lt;p&gt;Calculator: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:'''If you want to write a tutorial:''' Awesome! Please have a look at which categories are lacking (or empty! *gasp*) and consider making one for those. Or if you want, create a new category entirely! Just try to keep the categories simple- remember, people who have never played this game are going to read this page.&lt;br /&gt;
&lt;br /&gt;
:The version should best be 0.31 - most new people will probably start with it, and we have many 40d guides but few for 0.31. There's also some [[military|pesky 0.31 things]]] that even veterans have trouble with.&lt;br /&gt;
&lt;br /&gt;
:If you are confused about format, write it as a step by step how to guide (or video series). Explain exactly how to do each thing, remember to use the &amp;lt;nowiki&amp;gt;{{k|}}&amp;lt;/nowiki&amp;gt; tag: Don't tell them to dig a channel, tell them to {{k|d}}ig a c{{k|h}}annel!&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Hopefully it's clear what I was shooting for. Please add tutorials in the appropriate sections, unfortunately I am not familiar with them. It would be great if they had the proper &amp;lt;nowiki&amp;gt;{{v|}}&amp;lt;/nowiki&amp;gt; tag at the end.&lt;br /&gt;
&lt;br /&gt;
This should be the kind of page that you can show your friend who hasn't once played DF, and he'll be able to figure everything out on his own without much headache.&lt;br /&gt;
&lt;br /&gt;
[[Talk:Main_Page#Tutorials_clutter|My post]] where I discussed creating this page.--[[User:Ar-Pharazon|Ar-Pharazon]] 18:37, 28 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== sdl version on mac ==&lt;br /&gt;
&lt;br /&gt;
I am on a mac osx running 10.5.8(leopard) and have tried 3 times to run the new sdl version of dwarf fortress, i ran older versions just fine. when i open the file downloaded from the official site it says unarchiving and gives me a file that looks like normal df package contents except there is no way to run. what am i doing wrong?&lt;br /&gt;
&lt;br /&gt;
:I had a problem like this. There should be a file called df in the folder. Running that will run the game. --[[User:Calculator|Calculator]] 20:15, 23 July 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Calculator</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Calculator&amp;diff=121666</id>
		<title>User:Calculator</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Calculator&amp;diff=121666"/>
		<updated>2010-07-16T20:50:58Z</updated>

		<summary type="html">&lt;p&gt;Calculator: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;My starting build (40d):&lt;br /&gt;
&lt;br /&gt;
* [[40d:Miner]]/[[40d:Leader]]&lt;br /&gt;
* [[40d:Miner]]/[[40d:Mechanic]]&lt;br /&gt;
* [[40d:Miner]]/[[40d:Brewer]]&lt;br /&gt;
* [[40d:Carpenter]]/[[40d:Herbalist]]&lt;br /&gt;
* [[40d:Woodcutter]]/[[40d:Axedwarf]]&lt;br /&gt;
* [[40d:Mason]]/[[40d:Engraver]]&lt;br /&gt;
* [[40d:Farmer]]/[[40d:Cook]]&lt;/div&gt;</summary>
		<author><name>Calculator</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Orthogonal&amp;diff=121665</id>
		<title>v0.31 Talk:Orthogonal</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Orthogonal&amp;diff=121665"/>
		<updated>2010-07-16T20:49:56Z</updated>

		<summary type="html">&lt;p&gt;Calculator: propose redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Shouldn't this redirect to [[Orthogonal]]? -- [[User:Calculator|Calculator]] 20:49, 16 July 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Calculator</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Arsenal_dwarf&amp;diff=120844</id>
		<title>v0.31 Talk:Arsenal dwarf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Arsenal_dwarf&amp;diff=120844"/>
		<updated>2010-07-07T20:52:22Z</updated>

		<summary type="html">&lt;p&gt;Calculator: Eliminated&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Eliminated ==&lt;br /&gt;
&lt;br /&gt;
Toady has just posted that he removed the arsenal dwarf from the upcoming version. --[[User:Calculator|Calculator]] 20:52, 7 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Need office&amp;quot;?==&lt;br /&gt;
Hello, I'm not sure where or how to post/report this, but...my Arsenal Dwarf keeps spitting out red announcements: &amp;quot;Urist McBugged, arsenal dwarf, cancels Prepare Equipment Manifests: Need office.&amp;quot;  However, he does indeed have an office (judging from the nobles menu).  I went to check on it, and everything is there.  The strangest part: this was all working fine awhile ago!  One minute, I'm in panic mode to fix some supplies up for a strange mood, and the next minute my arsenal dwarf refuses to work.  If this is the place to get help, can someone suggest a fix for this loony tune?&lt;br /&gt;
--[[Special:Contributions/72.227.104.158|72.227.104.158]] 03:40, 19 June 2010 (UTC)&lt;br /&gt;
:Try giving him a different office, maybe?  Or maybe he can't GET to his assigned office.  He's not trapped in a pit or something, is he? --[[User:DeMatt|DeMatt]] 04:12, 19 June 2010 (UTC)&lt;br /&gt;
::No, he wasn't trapped or anything, but his replacement for the job did work just fine.  The only change I made to the entire fortress between his work and his refusal to do anything was to give his office a door.  Not a locked one or anything, but again, that's all that happened.  He was just chillin' in a statue garden refusing to do any job, even civilian duties he was assigned to.  I gave him his job back after letting his replacement update the manifests, so we'll see how things work out from here.  Still, though, thanks for reminding me to check to ensure he hadn't fallen from a tower in my fortress or anything.--[[Special:Contributions/72.227.104.158|72.227.104.158]] 15:38, 19 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Capitalization==&lt;br /&gt;
&lt;br /&gt;
Just to set a precedent - Arsenal Dwarf is a proper title and should always have its A and D capitalized on the wiki. A lot of users are confused about what the AD does or what happens before/after it appears and it'd be best to draw their eye to the title. --[[User:Retro|Retro]] 06:48, 6 April 2010 (UTC)&lt;br /&gt;
:If it's a title, and both words are capitalized in the game, then that's how it should be in the article name, no doubt.  That's always been the guideline, just rarely happens that way.--[[User:Albedo|Albedo]] 07:50, 6 April 2010 (UTC)&lt;br /&gt;
::I'm not trying to correct any listed mistakes, just wanted to make it generally known and the main article page didn't seem an appropriate place for that :P --[[User:Retro|Retro]] 00:44, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
&lt;br /&gt;
Can someone verify the requirements?  I have 45 dwarves but I can't appoint an arsenal dwarf.  [[User:Bouchart|Bouchart]] 23:10, 6 April 2010 (UTC)&lt;br /&gt;
:There's no note on this page (dunno why) but there's a bug that causes your arsenal dwarf position to randomly open up sometime after you pass 20 dwarves. Just keep checking. Nobody knows why this is yet. --[[User:Retro|Retro]] 23:18, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::In the mean time they'll pick up their equipment on their own, so it's not a big deal. [[Special:Contributions/24.255.86.193|24.255.86.193]]&lt;br /&gt;
&lt;br /&gt;
:::On two maps so far I have had this position open up at around 40 dwarves.  Neither time did I have a sheriff, but both times I had just &amp;quot;built&amp;quot; my first armour stand and made it a barraks for training.  I don't know if it's a coincidence or not, but it would see reasonable to me that the position would only open up when it's needed.  Perhaps it's even tied to the ability to store weapons/armour in weapon racks/armour stands?  Needs to be tested. --[[User:Frewfrux|Frewfrux]] 23:18, 9 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Effects of removing aresnal dwarf from raws==&lt;br /&gt;
Other users have reported that their militaries fare better if they remove the arsenal dwarf from the raws altogether.  The need for an arsenal dwarf doesn't seem to be hardcoded so the military will always gather their own equipment if you leave him out. Should this be mentioned? --Commondragon&lt;br /&gt;
&lt;br /&gt;
== Her? ==&lt;br /&gt;
&lt;br /&gt;
Why the strictly female reference? &amp;quot;the military will not carry out equipment changing orders without her processing them at her office.&amp;quot; [[Special:Contributions/98.124.25.50|98.124.25.50]] 21:59, 22 April 2010 (UTC)&lt;br /&gt;
:It looks like that isn't actually true. The article refers to &amp;quot;him&amp;quot; later on when advocating the combination of this and the manager positions. At any rate, the use of the female pronoun is generally accepted as the standard. Use of the gender vague &amp;quot;them&amp;quot; and &amp;quot;they&amp;quot; is awkward in this context. If it helps, think of &amp;quot;her&amp;quot; as the default state: we all start as female in the womb, until the androgens kick in.[[User:JohnnyMadhouse|JohnnyMadhouse]] 01:06, 23 April 2010 (UTC)&lt;br /&gt;
::Uh, I don't know what &amp;quot;the use of the female pronoun is generally accepted as the standard&amp;quot; means.  &amp;quot;generally accepted&amp;quot;?  By who?  Someone's since changed the article to not use either he or she, and to me using &amp;quot;he&amp;quot; just seems more obvious to me.  Not that it's related at all, but we don't all &amp;quot;start as female&amp;quot;. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 21:55, 23 April 2010 (UTC)&lt;br /&gt;
:::I went ahead and made the article gender-neutral. &amp;quot;She&amp;quot; is the politically correct option at times when either &amp;quot;he&amp;quot; or &amp;quot;she&amp;quot; would suffice, but I figured that gender neutrality would be the best way to avoid people getting offended one way or the other. RE starting as female: During the development of the human embryo, we all do start with a female body plan that is later modified by androgen hormones. In some people, the receptors don't work. That's why we have XY women who look perfectly feminine running around. That's what I meant by us all starting as women. [[User:JohnnyMadhouse|JohnnyMadhouse]] 20:02, 25 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Even as a transgender person, I find the standard use the the pronoun, &amp;quot;she&amp;quot; just as weird as the use of &amp;quot;he.&amp;quot; There is no &amp;quot;standard&amp;quot; either way. &amp;quot;She&amp;quot; is not standard. &amp;quot;He&amp;quot; traditionally was; take a look at English Lit. if you doubt me. That doesn't mean either should be standard. Technically, &amp;quot;one&amp;quot; is the only standard gender neutral pronoun out there, and no one wants to use that. As one of the only truly gender neutral people I've seen, I find this whole debate is kind of pointless isn't it? Just make it gender neutral and no, &amp;quot;she&amp;quot; isn't any more gender neutral than &amp;quot;he.&amp;quot; Now can we please get back on point: updating the wiki to the new version?--[[Special:Contributions/76.188.109.43|76.188.109.43]] 21:15, 25 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Calculator</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Gem&amp;diff=120234</id>
		<title>v0.31 Talk:Gem</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Gem&amp;diff=120234"/>
		<updated>2010-07-05T01:39:48Z</updated>

		<summary type="html">&lt;p&gt;Calculator: hundreds, even thousands of what?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Have any new gems been introduced, and have gem values been verified?&lt;br /&gt;
&lt;br /&gt;
The values of many things have changed. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:The Architect|The Architect]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:I personally verified the name, value, and location of every gem in the list when I imported this page from 40d. Everything that hasn't been verified has been marked with a &amp;quot;Verify&amp;quot; note, including the gem colors and a few commented-out sections at the top of the page. --[[User:Quietust|Quietust]] 21:00, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I have found gems to be more valuable than listed. For example, although pink tourmalines are listed at a value of 15 I am finding rough pink tourmalines valued at 45, and once cut they are valued at 75. Has anyone else found this?&lt;br /&gt;
--[[User:Monk12|Monk12]] 20:00, 11 April 2010&lt;br /&gt;
:To obtain the value of an uncut gem, multiply the value of the gem as listed on the page by 3.  Multiply by 5 to obtain basic cut values.&lt;br /&gt;
&lt;br /&gt;
Glass value seems the same still. I tried to verify if crafts and large gems are still at the same rate, but I can't completely confirm yet. I got large gems, but no crafts. Roughly 1/3rd rate... I doubt anything has changed though. --[[User:Lightning4|Lightning4]] 02:29, 15 April 2010 (UTC)&lt;br /&gt;
:I also get no crafts. [[User:Minus|Minus]] 14:48, 14 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A dwarf caravan sold me an &amp;quot;large native gold&amp;quot;. Bug? --[[User:Niggy|Niggy]] 19:58, 22 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
= =&lt;br /&gt;
&lt;br /&gt;
 Such crafts can easily reach hundreds, even thousands depending on the gem.&lt;br /&gt;
&lt;br /&gt;
Number of crafts? Value? --[[User:Calculator|Calculator]] 01:39, 5 July 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Calculator</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Cave-in&amp;diff=119332</id>
		<title>v0.31 Talk:Cave-in</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Cave-in&amp;diff=119332"/>
		<updated>2010-06-23T01:41:56Z</updated>

		<summary type="html">&lt;p&gt;Calculator: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Cave-in sand ==&lt;br /&gt;
I created a cave-in to get a terrain tile of sand to level -100 (or so), to set up an efficient glass making operation using magma furnaces. When the sand tile reached the bottom floor, it turned into sandy clay (or loamy sand or something, I don't really remember) and couldn't be used for sand gathering. Should I add this to the article or should I wait for someone to confirm this? I couldn't find a page that details the correct etiquette on this wiki. /[[User:Josj|Josj]] 13:02, 26 April 2010 (UTC)&lt;br /&gt;
:It's sort of a known behavior, to the extent that it was known back in version 40d. --[[User:Quietust|Quietust]] 13:10, 26 April 2010 (UTC)&lt;br /&gt;
::I'll put it in the article. It would've helped me, so it can't be that out of place. /[[User:Josj|Josj]] 13:26, 26 April 2010 (UTC)&lt;br /&gt;
:If there is useful information that you know of that isn't in an article, add it.  That is etiquette :).  If you add it and it looks out of place someone will probably improve it at some point. Obviously, making sure it's confirmed by someone else is important, and also don't put in theories on a whim, but otherwise, go for it. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 16:34, 26 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Lack of cave-in? ==&lt;br /&gt;
&lt;br /&gt;
In 31.03, I started digging and accidentally created several floors with no walls or supports between them:&lt;br /&gt;
&lt;br /&gt;
Level X:&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;
.░░░.&lt;br /&gt;
.....&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Level X-1 (floor below):&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;
.░░░.&lt;br /&gt;
.....&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The . is empty space, nothing below it. The ░ is floor (not wall) where my dwarves can walk around. There's no supports or walls holding the floors up, so why isn't level X falling?&lt;br /&gt;
:Ah, it was the stairs, which I did not mark. Turns out that up/down stairs function as supports between levels.--[[Special:Contributions/208.81.12.34|208.81.12.34]] 14:18, 6 May 2010 (UTC)&lt;br /&gt;
--[[Special:Contributions/208.81.12.34|208.81.12.34]] 17:15, 3 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Init disabling ==&lt;br /&gt;
&lt;br /&gt;
When you disable caveins in the init file, does that just mean that the bad effects of a cavein (killing dwarves, etc) are disabled, or does the material actually not fall? --[[User:Calculator|Calculator]] 01:41, 23 June 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Calculator</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Prepared_organs&amp;diff=119153</id>
		<title>v0.31 Talk:Prepared organs</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Prepared_organs&amp;diff=119153"/>
		<updated>2010-06-20T02:51:11Z</updated>

		<summary type="html">&lt;p&gt;Calculator: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Nervous Tissue==&lt;br /&gt;
&lt;br /&gt;
[http://df.magmawiki.com/index.php/DF2010:Nervous_Tissue Nervous Tissue] links to this page, but I'm quite sure it can NOT be eaten. However, can it be used for anything? I think it should get it's own article. [[User:Used|Used]] 07:05, 2 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Title?==&lt;br /&gt;
&lt;br /&gt;
Would 'Butchery' suit this better? I agree that a page separate from the Butcher's Workshop is a good idea and the page is well-purposed, but Butchery... or Food Preparation even, would be better. --[[User:Retro|Retro]] 06:09, 8 April 2010 (UTC)&lt;br /&gt;
:I'm not sure this is the best name, but &amp;quot;Butchery&amp;quot; should refer more to the skill, and not one of several end-products of a labor of that skill.  (An &amp;quot;in-game&amp;quot; term is always best, esp if there's one that covers the subject adequately.)  I think we need to understand the process more - we can move the page at any time.--[[User:Albedo|Albedo]] 18:06, 8 April 2010 (UTC)&lt;br /&gt;
::There are several products. I suppose Meat might work, as they are all listed under Meat in the stocks menu. Problems with putting them under Meat or Butchery include that they are not handled in the same way as actual meat, the Butchery page can't be a catch-all for all of its products and their uses, and that we don't need 5+ pages for different forms of prepared meat that will be duplicates of each other with different names. --[[User:The Architect|The Architect]] 22:49, 8 April 2010 (UTC)&lt;br /&gt;
:::If we can verify that they have no other alternate uses (such as taming and trapping) then we can lump all of this under prepared food. --[[User:The Architect|The Architect]] 23:16, 8 April 2010 (UTC)&lt;br /&gt;
:There's no problem with an umbrella article that uses one main game term as a catch-all for similar, (semi-)parallel concepts that would be stubs otherwise. [[40d:skill]] is like this, with [[40d:profession]] redirecting to the same page - not the same, but close enough that too much would be redundant if they were split. (Sim w/ [[40d:Labor]] and [[40d:Job]], and many others.)  I haven't had enough luck hunting to make a call first hand yet (waiting for the first batch of kittens to grow up!) &amp;quot;Meat&amp;quot; could certainly work, but all other things equal &amp;quot;Prepared food&amp;quot; would be superior b/c it's an in-game term and a logical umbrella category for &amp;quot;meat&amp;quot; and everything listed here, as well as other prepared/edible items. --[[User:Albedo|Albedo]] 05:50, 9 April 2010 (UTC)&lt;br /&gt;
:I think Prepared Organs works as a page title. Prepared food should really refer to the prepared meals of the kitchen. --[[User:Calculator|Calculator]] 02:51, 20 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Cooking==&lt;br /&gt;
Can these be cooked now? I heard that the exclusion of meat from the kitchen menu was a bug, and was fixed in the first extermination. I don't have any way of testing right now, can anyone confirm this information? [[User:The Architect|The Architect]] 02:37, 19 April 2010 (UTC)&lt;br /&gt;
:Yes. Was fixed the same time as uncookable Quarry Bush Leaves. --[[User:Lightning4|Lightning4]] 07:17, 19 April 2010 (UTC)&lt;br /&gt;
::Thanks for cleaning up after me with the format edit and verification. I'm beyond rusty at all of that code! [[User:The Architect|The Architect]] 06:17, 22 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Calculator</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:Current/lastupdate&amp;diff=119069</id>
		<title>Template:Current/lastupdate</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:Current/lastupdate&amp;diff=119069"/>
		<updated>2010-06-19T17:03:34Z</updated>

		<summary type="html">&lt;p&gt;Calculator: 0.31.07 released&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;19th June 2010&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This template is the date that the latest version was released. (hopefully).&lt;br /&gt;
Include it in places that you want to constantly refer to that date.&lt;br /&gt;
&lt;br /&gt;
If this template isn't up to date, feel free to correct it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Version {{current/version}}]][[category:wiki]][[Category:Version templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Calculator</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:Current/version&amp;diff=119068</id>
		<title>Template:Current/version</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:Current/version&amp;diff=119068"/>
		<updated>2010-06-19T17:02:41Z</updated>

		<summary type="html">&lt;p&gt;Calculator: version 0.31.07 released&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;0.31.07&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This template is the most recent version (hopefully).&lt;br /&gt;
Include it in places that you want to constantly refer to the most recent version.&lt;br /&gt;
&lt;br /&gt;
If this template isn't up to date, feel free to correct it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Version {{current/version}}]][[category:wiki]][[Category:Version templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Calculator</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Table&amp;diff=91609</id>
		<title>v0.31:Table</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Table&amp;diff=91609"/>
		<updated>2010-04-12T22:22:07Z</updated>

		<summary type="html">&lt;p&gt;Calculator: added traction bench&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{elven}}&lt;br /&gt;
&lt;br /&gt;
{{furniture|name=Table&lt;br /&gt;
|tile=╤&lt;br /&gt;
|wood=y&lt;br /&gt;
|stone=y&lt;br /&gt;
|metal=y&lt;br /&gt;
|glass=y&lt;br /&gt;
|rooms=&lt;br /&gt;
* {{L|dining room|Dining Room}}&lt;br /&gt;
* {{L|meeting hall|Meeting Hall}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Dwarves use tables to eat off, which avoids negative thoughts. Furthermore, if {{L|dining room}} is designated from it, it will give good thoughts to all your dwarves who eat there, which is one of the cheapest ways of giving your dwarves good thoughts. It is also used to make [[traction bench]]es.&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Calculator</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Mechanic%27s_workshop&amp;diff=91608</id>
		<title>v0.31:Mechanic's workshop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Mechanic%27s_workshop&amp;diff=91608"/>
		<updated>2010-04-12T22:21:11Z</updated>

		<summary type="html">&lt;p&gt;Calculator: fixed link I added&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{workshop|name=Mechanic's workshop|key=t|job=Mechanics&lt;br /&gt;
|construction=&lt;br /&gt;
1 of&lt;br /&gt;
* [[Block]]&lt;br /&gt;
* [[Stone]]&lt;br /&gt;
* [[Wood]]&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Mechanics]]&lt;br /&gt;
|use=&lt;br /&gt;
* [[Stone]]&lt;br /&gt;
* [[cv:Table|Table]]&lt;br /&gt;
* [[Rope]]&lt;br /&gt;
|production=&lt;br /&gt;
* [[Mechanism]]s&lt;br /&gt;
*[[Traction bench]]es&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''mechanic's workshop''' is a {{L | workshop}} which produces {{L | mechanism}}s out of stone. It is also used to construct {{L | Traction bench}}es.&lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;/div&gt;</summary>
		<author><name>Calculator</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Mechanic%27s_workshop&amp;diff=91607</id>
		<title>v0.31:Mechanic's workshop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Mechanic%27s_workshop&amp;diff=91607"/>
		<updated>2010-04-12T22:20:48Z</updated>

		<summary type="html">&lt;p&gt;Calculator: added traction bench materials&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{workshop|name=Mechanic's workshop|key=t|job=Mechanics&lt;br /&gt;
|construction=&lt;br /&gt;
1 of&lt;br /&gt;
* [[Block]]&lt;br /&gt;
* [[Stone]]&lt;br /&gt;
* [[Wood]]&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Mechanics]]&lt;br /&gt;
|use=&lt;br /&gt;
* [[Stone]]&lt;br /&gt;
* [[cv:Table]]&lt;br /&gt;
* [[Rope]]&lt;br /&gt;
|production=&lt;br /&gt;
* [[Mechanism]]s&lt;br /&gt;
*[[Traction bench]]es&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''mechanic's workshop''' is a {{L | workshop}} which produces {{L | mechanism}}s out of stone. It is also used to construct {{L | Traction bench}}es.&lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;/div&gt;</summary>
		<author><name>Calculator</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Floodgate&amp;diff=88264</id>
		<title>v0.31:Floodgate</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Floodgate&amp;diff=88264"/>
		<updated>2010-04-09T21:05:14Z</updated>

		<summary type="html">&lt;p&gt;Calculator: spelling: level -&amp;gt; lever&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
'''Unjamming Floodgates'''&lt;br /&gt;
&lt;br /&gt;
Here's a notable change from 40d: if a floodgate is prevented from closing by a stuck object, and that object is removed (for example, by water pressure), the floodgate will close shut. You no longer need to flip the lever twice. (This is great for when a lever controls other devices that you don't want to toggle.)&lt;/div&gt;</summary>
		<author><name>Calculator</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Calculator/monobook.js&amp;diff=86271</id>
		<title>User:Calculator/monobook.js</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Calculator/monobook.js&amp;diff=86271"/>
		<updated>2010-04-07T20:33:02Z</updated>

		<summary type="html">&lt;p&gt;Calculator: Created page with 'importScript('User:Briess/hideAnnouncements.js');'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;importScript('User:Briess/hideAnnouncements.js');&lt;/div&gt;</summary>
		<author><name>Calculator</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:System_requirements&amp;diff=86184</id>
		<title>v0.31 Talk:System requirements</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:System_requirements&amp;diff=86184"/>
		<updated>2010-04-07T17:29:41Z</updated>

		<summary type="html">&lt;p&gt;Calculator: mac version&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I couldn't find the Mac OSX version of DF2010. Is there one? --[[User:Calculator|Calculator]] 17:29, 7 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Calculator</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Well_guide&amp;diff=77772</id>
		<title>40d Talk:Well guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Well_guide&amp;diff=77772"/>
		<updated>2010-04-01T22:47:09Z</updated>

		<summary type="html">&lt;p&gt;Calculator: Simple Pressure Management&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In illustration number nine, &amp;quot;Build the Well&amp;quot;, where are the stairs that are in the previous illustrations?  Is there a way to remove them?&lt;br /&gt;
&lt;br /&gt;
==Tapping a brook==&lt;br /&gt;
As long as you're on the same z-level as the water, you never need to worry about flooding no matter what the source.  So even a river can be tapped that way.  Now, if you want/need to drop it a z-level or more then flooding can be a serious issue, even with a brook.  --[[User:Squirrelloid|Squirrelloid]] 17:14, 30 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Interesting, I've had nothing but trouble trying to do this with rivers, and no problems doing it with a brook, even when I drop it down a z-level to provide a given level of the fortress with a well. Just wanted to note another well strategy, as the original article said it was not recommended and/or very difficult to do with a brook, and I've found it easy. [[User:JubalHarshaw|JubalHarshaw]] 23:51, 30 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::I have narrowly avoided flooding my fortress with a brook.  ('Oh crap, water has pressure' as water starts flowing up out of my well). --[[User:Squirrelloid|Squirrelloid]] 10:57, 31 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::This conversation is bringing &amp;quot;The Sorceror's Apprentice&amp;quot; to mind... :-) --[[User:Maximus|Maximus]] 23:12, 31 December 2008 (EST)&lt;br /&gt;
:::I have never had difficulty tapping brooks, and I don't use the &amp;quot;out&amp;quot; channel to relegate the flows.  Water pressure is only a problem if you drop z-levels. This article smells really suspicious to me. Is there a flag for that?  I doubt the validity of this argument.  It seems outdated, and agrees with the old data, not the new. --[[User:Zchris13|Zchris13]] 19:54, 21 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Point of the deep well shaft? ==&lt;br /&gt;
&lt;br /&gt;
Why bother with deep well shafts? When the water on the tile right below the well is less than 4/7 deep, it says &amp;quot;Well dry&amp;quot;. I don't really see the point. --[[User:Alpha|Alpha]] 15:05, 20 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:The deep well shaft is for if you are dropping the water any amount of z-levels.  If you plan it right, it will work at any z-depth you want it too.  Done wrong, and you have no water.--[[User:Zchris13|Zchris13]] 19:54, 21 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::But will the well function if the square DIRECTLY below it runs out of water? --[[User:Alpha|Alpha]] 20:06, 9 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Yeah, I often build my wells above deadly underground rivers:&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;▒▒▒▒▒▒▒▒▒▒     emptyness&lt;br /&gt;
▒&amp;gt;.o..o..▒   ▒ natural wall&lt;br /&gt;
▒&amp;lt;X XX ▒▒▒   X constructed wall&lt;br /&gt;
             o well&lt;br /&gt;
≈≈≈≈≈≈≈≈≈≈   . floor&lt;br /&gt;
▒▒▒▒▒▒▒▒▒▒   ≈ river&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
:::They work just fine. And keep deadly underground creatures out. Although said creatures do sometimes scare the dwarves. --[[User:Savok|Savok]] 20:56, 9 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Pumps ==&lt;br /&gt;
&lt;br /&gt;
I notice that the article and its discussion make no mention of [[pump]]s, which would help control the water taken from a (channeled) brook tile since they &amp;quot;reset&amp;quot; water pressure.  Or are we assuming a Luddite's guide? --[[User:FJH|FJH]] 20:21, 3 March 2009 (EST)&lt;br /&gt;
:Meh, it doesn't mention about anything else too. And things like &amp;quot;''unless'' you use floodgates&amp;quot;  &amp;quot;You will also ''want'' to control the water with floodgates&amp;quot; (not to mention that you better use lever controlled doors) --[[User:Koltom|Koltom]] 22:00, 21 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Nostalgia ==&lt;br /&gt;
Is anyone else sad to see the old well guide go (at least the pond draining part)? Despite its questionable tactical suggestions noted above, I liked how it took you step by step through an engineering project, with diagrams and warnings about precautions to take. I found that to be very helpful as a newbie trying to learn how to approach DF. What's left here seems like a mere description that belongs on [[well]] and much less guide-like. I vote to undo, but I readily concede that my judgment is clouded by sentimental attachment. --[[User:HebaruSan|HebaruSan]] 04:40, 11 November 2009 (UTC)&lt;br /&gt;
:I'm in the process of re-writing the rewrite, combining the (with any luck at all) best of both views.--[[User:Albedo|Albedo]] 05:52, 11 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Dwarves and wells. ==&lt;br /&gt;
&lt;br /&gt;
I have a well.&lt;br /&gt;
&lt;br /&gt;
There is water under it.&lt;br /&gt;
&lt;br /&gt;
Why won't my dwarves drink from it?--[[User:DarthCloakedDwarf|DarthCloakedDwarf]] 03:54, 13 January 2010 (UTC)&lt;br /&gt;
:Probably because they've got enough [[booze]], which they will (nearly) always prefer over water. --[[User:Quietust|Quietust]] 04:27, 13 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Fort Okilor (testdrink)==&lt;br /&gt;
&lt;br /&gt;
Okay, after reading this, I'm curious as to the exact details on a number of things. I'm setting up an experiment fortress, and putting the results here. I'll be uploading the save file elsewhere, for anyone who wants to see working examples of different well types. It is dedicated to one thing only. Wells. Okay, not just wells, but different ways of building and managing wells, and their properties.&lt;br /&gt;
&lt;br /&gt;
# The super-deep well. Because of alligator infested above-land, I cannot yet make a well tower to fully test it, but as far as I can tell, there is no limit to the functional depth of a well. The current super-deep well is 13 levels from bottom to top. The bottom level is at 6/7 depth. The well at the top? Perfectly functional. This kind of bothers me, because if I tied a dog to the chain, it wouldn't be able to go any father than 1 tile away. It means a rope's length is defined by it's function, rather than it's own properties.&lt;br /&gt;
# I decided to build another well half way down the same shaft, directly in the path of the one above. It does not block the well above. Both function just fine.&lt;br /&gt;
# I constructed a hatch cover even further below, again, on the same shaft as the first two wells. this, of course, blocked the wells, preventing them from functioning. I then connected the hatch to a lever, and pulled the lever, to see if the wells would suddenly become functional again. They did. That means we could use a one-shot pressure plate to close a hatch directly under a well when it senses overflowing water, preventing further flooding. I guess wells don't obscure because they're just a special hole in the ground. I read that grates, though they do allow water to pass through, will also obstruct a well. This is also confirmed. Personally, I'd say it's because a bucket can't fit between the bars, and leave it at that. Even so, grates can be connected to a lever, like a hatch. Don't know why you'd want grates in a well, but okay!&lt;br /&gt;
# I've made a single large reservoir underneath the residential district, and put a well in several of the larger bedrooms. Multiple wells can draw from one source, no concerns. All a well considers is whether there is a single tile of 7/7 water somewhere below it in a straight line, with nothing obscuring. Also, a wide well reservoir takes FOREVER to fill. It's virtually impossible to accidentally flood your fortress, when it takes a half hour to go from 0/7 to 5/7. Oh also, in doing this, I've discovered that if you leave any stone on the floor of a well, and it accessible to your dwarves, it is elligible to be selected as an item for construction, from workshops AND architecture. My dwarves have been repeatedly opening the side door my miners used to dig out the well, grabbing stone for construction, and getting out before they drown. My dwarves are quickly becoming excellent swimmers, though my fortress' main stairwell is flooding. I've dug a huge sump to deal with that, and once the stone's been cleared out, I'll just lock the door. (hey, if they aren't drowning, why the heck not?)&lt;br /&gt;
# I made a single-tile reservoir for a well, and just filled it from the large one with buckets. Just to see whether even such a small well is functional, given the rate of evaporation. With such a simple well literally directly next to it's source, yes, absolutely. It spams your dwarves with hauling tasks, but it will always be full to what your dwarves need, it will never overflow, it takes up almost no space, dwarves can't die from falling in, (Unless they REALLY suck) and you don't have to mess around with all kinds of complicated things with levers and floodgates and safely mining out filling pipes.&lt;br /&gt;
# I tried to get a dwarf to try and fill a pond well from it's own reservoir. I simply forbade all the other wells' buckets. Sure enough, the carpenter came along with a bucket, took water from the only available well, the one he was filling, walked to the other side of the well, and dumped the water back in. To confirm, if your dwarves are filling a well from it's own reservoir, forbid that well's bucket AND rope. If the rope is still usable, they'll still use the well... Somehow.&lt;br /&gt;
# By this point, a lot of the alligators had just... Kind of... Left? I dunno. There were five, now there's one. None deceased. In any case, it's much safer to go above ground now, even with the carp, so I'm going to make the super deep well into a super deep, super tall well tower. While making the well tower, the remaining alligator was killed by the carp. Okay, so, at 30 levels above water, I'd say wells have no depth limit, because this thing's still active.&lt;br /&gt;
# In doing all of this, I've found a pretty effective way of avoiding flooding your well. Digging out and filling the reservoir  first, and not even channeling a hole for the well, completely prevents the well from flooding. So long as you have something, like a flood gate, that can then be used to prevent further flow into the reservoir, it will be filled to 7/7 depth, with no pressure behind it, totally safe to mine into with a channel and build a well on top. It's making sure that there really is no force behind it that gets tricky.&lt;br /&gt;
# Okay, my next idea is just sillyness. I'm going to make a well with a running water fall going down through the well into it's reservoir. Usually, I fill my wells from the side of the bottom level of their reservoir, but I've never filled one directly from above the well opening itself. If this works, it'll be a perpetual motion machine, waterfall and well, all-in-one. Oh, and of course I hit Hematite and lignite in the process of mining this out... Oh well, not like I really plan on playing this fort outside of well construction experiments... Okay, that didn't work. I'm-a gonna' save this now, and put it on DFFD, if anyone wants to see examples of what I've made. (Or if they want to make my perpetual motion machine work) [http://dffd.wimbli.com/file.php?id=1809 Okilor Example]&lt;br /&gt;
&lt;br /&gt;
Preventing dwarves from falling down a well is actually fairly easy, from what I can see. I've had a well in my dining room and nobody's ever (to my knowledge) fallen in. Even so, that's mostly just luck. (And short-lived forts) So, to prevent dwarves and animals from falling into wells:&lt;br /&gt;
&lt;br /&gt;
#Put it somewhere out of the way. If your dwarves don't have any reason to path over it, they won't fall into it.&lt;br /&gt;
#Surround it with restricted traffic control. Then dwarves will be less likely to actually walk over it, even if they do go through that area.&lt;br /&gt;
#Don't make it a meeting hall, or people will throw parties at it, and dwarves don't really care about traffic, when they're on break/partying/nojob, because they aren't trying to find the fastest rout to their task, because they don't have a task. Also, animals like to ignore traffic control.&lt;br /&gt;
#For the same reasons, don't put it in a meeting hall.&lt;br /&gt;
#Don't put it in a barracks, or around other places where dwarves may be fighting for any reason, as dwarves don't look before they leap. Though, now that I'm thinking about it, it would be funny to watch a bunch of goblins go tumbling down a well... Hm... I'll have to think on that.&lt;br /&gt;
#Making a well so it's at the end of a hall, with only one tile dwarves can stand on next to it, will dramatically decrease the chances of anything ever falling in. because then the only reason anything could have to go there, is to use the well, which does not involve standing ON the well.&lt;br /&gt;
#Making a well's reservoir shallow, but wide, is also a good idea, I think. A wider reservoir holds a LOT of water, and takes a LONG time to dry out. If a reservoir is shallow, that means a dwarf will only fall one level or so, which can only cause momentary unconsciousness at the worst, from what I've seen of simple cave-ins. That means your dwarves won't fall down the well, break their leg and drown. Making an escape rout from a well is probably also a good idea, I think.&lt;br /&gt;
&lt;br /&gt;
I noticed in the [[ Well guide]] it says murky pools and brooks can be used as water sources for wells. This should probably be stated there, but just building a well over such a thing is a bad idea. Any dwarf who drinks from a well over stagnant water gets a negative thought about the nasty water. That water only becomes not-bad when you channel it to some other place. On the same line, I've also experienced that simply building a well makes salt water drinkable. Which means that desalinating by pump is not a particularly valuable bug, by comparison, though it makes a tiny bit more sense. --Kydo 01:06, 28 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Simple Pressure Management==&lt;br /&gt;
&lt;br /&gt;
Pressure is easy to deal with when getting water from a brook. Use a setup like this:&lt;br /&gt;
 _Brook________&lt;br /&gt;
 #Water   #####&lt;br /&gt;
 ########^ ^#W_&lt;br /&gt;
 ########## * #&lt;br /&gt;
 ##############&lt;br /&gt;
Where # is a wall, ^ a ramp, and W the well.&lt;br /&gt;
And put a diagonal passage at the star.&lt;br /&gt;
--[[User:Calculator|Calculator]] 22:47, 1 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Calculator</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Glass_furnace&amp;diff=77220</id>
		<title>40d:Glass furnace</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Glass_furnace&amp;diff=77220"/>
		<updated>2010-04-01T01:12:29Z</updated>

		<summary type="html">&lt;p&gt;Calculator: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Furnace|name=Glass furnace|key=g|job=[[Glassmaking]]&lt;br /&gt;
|construction=&lt;br /&gt;
1 of&lt;br /&gt;
* [[Stone]]&lt;br /&gt;
* [[Wood]]&lt;br /&gt;
* [[Block]]&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Glassmaking]]&lt;br /&gt;
|use=&lt;br /&gt;
* [[Sand]] [[bag]]&lt;br /&gt;
* [[Pearlash]]&lt;br /&gt;
* Raw [[rock crystal]]&lt;br /&gt;
* [[Coke]] or [[Charcoal]]&lt;br /&gt;
|production=&lt;br /&gt;
* Raw crystal [[glass]]&lt;br /&gt;
* Raw clear [[glass]]&lt;br /&gt;
* Raw green [[glass]]&lt;br /&gt;
* [[Block]]s&lt;br /&gt;
* [[Vial]]s&lt;br /&gt;
* [[Toy]]s&lt;br /&gt;
* [[Instrument]]s&lt;br /&gt;
* [[Goblet]]s&lt;br /&gt;
* [[Trap]] [[weapon]]s&lt;br /&gt;
* [[Window]]s&lt;br /&gt;
* [[Furniture]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Glass furnaces''' are used to make raw [[glass]] (a [[gem]]), [[block]]s, and [[furniture]] items. All furniture made at a glass furnace can also be made out of either [[metal]], [[stone]] or [[wood]] instead, with the exception of [[window]]s, which can only otherwise be made from gems. Glass furnaces can make craft goods, and vials (which are used to make extracts.) 3 Clear glass vials are needed to build an [[alchemist's laboratory]]. Raw glass is sometimes a component needed to make [[Legendary artifact|artifacts]].&lt;br /&gt;
&lt;br /&gt;
Glass furnaces can make green glass, clear glass, and crystal glass goods. Green glass goods require sand, clear glass requires [[sand]] and [[pearlash]], and crystal glass requires raw [[rock crystal]]s and pearlash. Raw rock crystals are a type of gem and are usually very difficult to find.&lt;br /&gt;
&lt;br /&gt;
Many of the names of glass furniture are different. A glass door is called a portal, and a glass coffer is called a box.&lt;br /&gt;
&lt;br /&gt;
Glass furnaces are also needed to issue the &amp;quot;collect sand&amp;quot; order. This requires an empty [[bag]], and Item Hauler, and a [[Activity_zone|zone]] designated for sand collection. Collection of sand and making of glass items is usually more efficient if you make a Glass furnace and set it to collect sand, and then have another ([[Magma glass furnace]]) churn out glass items, as the &amp;quot;Collect Sand&amp;quot; task will keep the furnace occupied and unavailable for other tasks until the sand collection is completed.  A good glassmaker's shop will become rapidly [[Clutter|cluttered]] with empty bags, so it may be beneficial to occasionally swap which shop makes glass and which shop gathers sand.&lt;br /&gt;
&lt;br /&gt;
Not all maps have a source of sand and neither raw nor cut glass of any type may be imported. Raw [[rock crystal|rock crystals]] may not be imported. Foreign merchants never have glass furniture for sale.&lt;br /&gt;
== Glass cycle ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0; width: 41em&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{Empty Block}}&lt;br /&gt;
&lt;br /&gt;
{{Empty Block}}&lt;br /&gt;
&lt;br /&gt;
{{Item Block|title=Sand Bags&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  |♂|#f00|♂|#009|♂|#ff0|♂|#0f0|&lt;br /&gt;
  |♂|#009|♂|#999|♂|#999|♂|#f00|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Workshop Block|workshop=Glass furnace|skill=Glass Furnace&lt;br /&gt;
  |color=#12a|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
  |L|#89c|C|#89c|A|#89c|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Item Block|title=Green Glass&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  |☼|#090|▌|#090|δ|#090|‼|#090|&lt;br /&gt;
  |¡|#090|▒|#090|π|#090|╤|#090|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0; width: 41em&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{Item Block|title=[[Pearlash]]&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  |≡|#999|≡|#999|≡|#999|≡|#999|&lt;br /&gt;
  |≡|#999|≡|#999|≡|#999|≡|#999|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
  |L|#fff|T|#fff|L|#fff| +&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Item Block|title=Sand Bags&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  |♂|#f00|♂|#009|♂|#ff0|♂|#0f0|&lt;br /&gt;
  |♂|#009|♂|#999|♂|#999|♂|#f00|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Workshop Block|workshop=Glass furnace|skill=Glass Furnace&lt;br /&gt;
  |color=#12a|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
  |L|#89c|C|#89c|A|#89c|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Item Block|title=Clear Glass&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  |☼|#077|▌|#077|δ|#077|‼|#077|&lt;br /&gt;
  |¡|#077|▒|#077|π|#077|╤|#077|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0; width: 41em&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{Item Block|title=[[Pearlash]]&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  |≡|#999|≡|#999|≡|#999|≡|#999|&lt;br /&gt;
  |≡|#999|≡|#999|≡|#999|≡|#999|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
  |L|#fff|T|#fff|L|#fff| +&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Item Block|title=Rough Rock Crystal&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  |☼|#fff|☼|#fff|☼|#fff|☼|#fff|&lt;br /&gt;
  |☼|#fff|☼|#fff|☼|#fff|☼|#fff|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Workshop Block|workshop=Glass furnace|skill=Glass Furnace&lt;br /&gt;
  |color=#12a|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
  |L|#89c|C|#89c|A|#89c|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Item Block|title=Crystal Glass&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  |☼|#fff|▌|#fff|δ|#fff|‼|#fff|&lt;br /&gt;
  |¡|#fff|▒|#fff|π|#fff|╤|#fff|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0; width: 57.4em&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{Item Block|title=[[Wood]]&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  |▄|#770|▄|#770|▄|#770|▄|#770|&lt;br /&gt;
  |▄|#770|▄|#770|▄|#770|▄|#770|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Workshop Block|workshop=Wood furnace|skill=Wood Furnace&lt;br /&gt;
  |color=#770|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
  |L|#ba7|C|#ba7|A|#ba7|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Item Block|title=[[Ash]]&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  |≡|#999|≡|#999|≡|#999|≡|#999|&lt;br /&gt;
  |≡|#999|≡|#999|≡|#999|≡|#999|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Workshop Block|workshop=Ashery|skill=Ashery&lt;br /&gt;
  |color=#770|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
  |L|#ba7|C|#ba7|A|#ba7|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Item Block|title=[[Potash]]&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  |≡|#999|≡|#999|≡|#999|≡|#999|&lt;br /&gt;
  |≡|#999|≡|#999|≡|#999|≡|#999|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Workshop Block|workshop=Kiln|skill=Kiln&lt;br /&gt;
  |color=#666|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
  |L|#999|C|#999|A|#999|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Item Block|title=[[Pearlash]]&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  |≡|#999|≡|#999|≡|#999|≡|#999|&lt;br /&gt;
  |≡|#999|≡|#999|≡|#999|≡|#999|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;/div&gt;</summary>
		<author><name>Calculator</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Glass_furnace&amp;diff=77219</id>
		<title>40d:Glass furnace</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Glass_furnace&amp;diff=77219"/>
		<updated>2010-04-01T01:11:42Z</updated>

		<summary type="html">&lt;p&gt;Calculator: rock crystals may not be importer&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Furnace|name=Glass furnace|key=g|job=[[Glassmaking]]&lt;br /&gt;
|construction=&lt;br /&gt;
1 of&lt;br /&gt;
* [[Stone]]&lt;br /&gt;
* [[Wood]]&lt;br /&gt;
* [[Block]]&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Glassmaking]]&lt;br /&gt;
|use=&lt;br /&gt;
* [[Sand]] [[bag]]&lt;br /&gt;
* [[Pearlash]]&lt;br /&gt;
* Raw [[rock crystal]]&lt;br /&gt;
* [[Coke]] or [[Charcoal]]&lt;br /&gt;
|production=&lt;br /&gt;
* Raw crystal [[glass]]&lt;br /&gt;
* Raw clear [[glass]]&lt;br /&gt;
* Raw green [[glass]]&lt;br /&gt;
* [[Block]]s&lt;br /&gt;
* [[Vial]]s&lt;br /&gt;
* [[Toy]]s&lt;br /&gt;
* [[Instrument]]s&lt;br /&gt;
* [[Goblet]]s&lt;br /&gt;
* [[Trap]] [[weapon]]s&lt;br /&gt;
* [[Window]]s&lt;br /&gt;
* [[Furniture]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Glass furnaces''' are used to make raw [[glass]] (a [[gem]]), [[block]]s, and [[furniture]] items. All furniture made at a glass furnace can also be made out of either [[metal]], [[stone]] or [[wood]] instead, with the exception of [[window]]s, which can only otherwise be made from gems. Glass furnaces can make craft goods, and vials (which are used to make extracts.) 3 Clear glass vials are needed to build an [[alchemist's laboratory]]. Raw glass is sometimes a component needed to make [[Legendary artifact|artifacts]].&lt;br /&gt;
&lt;br /&gt;
Glass furnaces can make green glass, clear glass, and crystal glass goods. Green glass goods require sand, clear glass requires [[sand]] and [[pearlash]], and crystal glass requires raw [[rock crystal]]s and pearlash. Raw rock crystals are a type of gem and are usually very difficult to find.&lt;br /&gt;
&lt;br /&gt;
Many of the names of glass furniture are different. A glass door is called a portal, and a glass coffer is called a box.&lt;br /&gt;
&lt;br /&gt;
Glass furnaces are also needed to issue the &amp;quot;collect sand&amp;quot; order. This requires an empty [[bag]], and Item Hauler, and a [[Activity_zone|zone]] designated for sand collection. Collection of sand and making of glass items is usually more efficient if you make a Glass furnace and set it to collect sand, and then have another ([[Magma glass furnace]]) churn out glass items, as the &amp;quot;Collect Sand&amp;quot; task will keep the furnace occupied and unavailable for other tasks until the sand collection is completed.  A good glassmaker's shop will become rapidly [[Clutter|cluttered]] with empty bags, so it may be beneficial to occasionally swap which shop makes glass and which shop gathers sand.&lt;br /&gt;
&lt;br /&gt;
Not all maps have a source of sand and neither raw nor cut glass of any type may be imported. Raw [[rock crystals]] may not be imported. Foreign merchants never have glass furniture for sale.&lt;br /&gt;
== Glass cycle ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0; width: 41em&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{Empty Block}}&lt;br /&gt;
&lt;br /&gt;
{{Empty Block}}&lt;br /&gt;
&lt;br /&gt;
{{Item Block|title=Sand Bags&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  |♂|#f00|♂|#009|♂|#ff0|♂|#0f0|&lt;br /&gt;
  |♂|#009|♂|#999|♂|#999|♂|#f00|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Workshop Block|workshop=Glass furnace|skill=Glass Furnace&lt;br /&gt;
  |color=#12a|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
  |L|#89c|C|#89c|A|#89c|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Item Block|title=Green Glass&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  |☼|#090|▌|#090|δ|#090|‼|#090|&lt;br /&gt;
  |¡|#090|▒|#090|π|#090|╤|#090|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0; width: 41em&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{Item Block|title=[[Pearlash]]&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  |≡|#999|≡|#999|≡|#999|≡|#999|&lt;br /&gt;
  |≡|#999|≡|#999|≡|#999|≡|#999|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
  |L|#fff|T|#fff|L|#fff| +&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Item Block|title=Sand Bags&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  |♂|#f00|♂|#009|♂|#ff0|♂|#0f0|&lt;br /&gt;
  |♂|#009|♂|#999|♂|#999|♂|#f00|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Workshop Block|workshop=Glass furnace|skill=Glass Furnace&lt;br /&gt;
  |color=#12a|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
  |L|#89c|C|#89c|A|#89c|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Item Block|title=Clear Glass&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  |☼|#077|▌|#077|δ|#077|‼|#077|&lt;br /&gt;
  |¡|#077|▒|#077|π|#077|╤|#077|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0; width: 41em&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{Item Block|title=[[Pearlash]]&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  |≡|#999|≡|#999|≡|#999|≡|#999|&lt;br /&gt;
  |≡|#999|≡|#999|≡|#999|≡|#999|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Arrow Block|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
  |L|#fff|T|#fff|L|#fff| +&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Item Block|title=Rough Rock Crystal&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  |☼|#fff|☼|#fff|☼|#fff|☼|#fff|&lt;br /&gt;
  |☼|#fff|☼|#fff|☼|#fff|☼|#fff|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Workshop Block|workshop=Glass furnace|skill=Glass Furnace&lt;br /&gt;
  |color=#12a|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
  |L|#89c|C|#89c|A|#89c|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Item Block|title=Crystal Glass&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  |☼|#fff|▌|#fff|δ|#fff|‼|#fff|&lt;br /&gt;
  |¡|#fff|▒|#fff|π|#fff|╤|#fff|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0; width: 57.4em&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{Item Block|title=[[Wood]]&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  |▄|#770|▄|#770|▄|#770|▄|#770|&lt;br /&gt;
  |▄|#770|▄|#770|▄|#770|▄|#770|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Workshop Block|workshop=Wood furnace|skill=Wood Furnace&lt;br /&gt;
  |color=#770|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
  |L|#ba7|C|#ba7|A|#ba7|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Item Block|title=[[Ash]]&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  |≡|#999|≡|#999|≡|#999|≡|#999|&lt;br /&gt;
  |≡|#999|≡|#999|≡|#999|≡|#999|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Workshop Block|workshop=Ashery|skill=Ashery&lt;br /&gt;
  |color=#770|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
  |L|#ba7|C|#ba7|A|#ba7|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Item Block|title=[[Potash]]&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  |≡|#999|≡|#999|≡|#999|≡|#999|&lt;br /&gt;
  |≡|#999|≡|#999|≡|#999|≡|#999|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Workshop Block|workshop=Kiln|skill=Kiln&lt;br /&gt;
  |color=#666|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
  |L|#999|C|#999|A|#999|&lt;br /&gt;
  |      |E|    |      |&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Item Block|title=[[Pearlash]]&lt;br /&gt;
  |background=#000|&lt;br /&gt;
  |≡|#999|≡|#999|≡|#999|≡|#999|&lt;br /&gt;
  |≡|#999|≡|#999|≡|#999|≡|#999|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;/div&gt;</summary>
		<author><name>Calculator</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Acronyms&amp;diff=77104</id>
		<title>Acronyms</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Acronyms&amp;diff=77104"/>
		<updated>2010-03-31T02:34:30Z</updated>

		<summary type="html">&lt;p&gt;Calculator: table reformatted to not use *-type lists&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Acronyms''' used in Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
 Please designate all acronyms '''bold''' for ease of reading. Keep definitions short and/or use links whenever possible. &lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{|  border = 0 cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; -valign=&amp;quot;top&amp;quot; style=&amp;quot;padding: 0; background:#eee&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#ddd;&amp;quot; | Acronym&lt;br /&gt;
! style=&amp;quot;background:#ddd;&amp;quot; | Meaning&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''AG'''||Above Ground (as opposed to UG, UnderGround). Often refers to [[crop]]s, but could describe anything.&lt;br /&gt;
|-&lt;br /&gt;
|'''AM'''||Adventure Mode, solo character play in an extended world map.&lt;br /&gt;
|-&lt;br /&gt;
|'''DAS'''||[[Dwarven Atom Smasher]].&lt;br /&gt;
|-&lt;br /&gt;
|'''DF'''||Dwarf Fortress, the game this wiki is based on.&lt;br /&gt;
|-&lt;br /&gt;
|'''FM||Fortress Mode; game play with many, perhaps hundreds of [[dwarf]]s in a single [[region]].&lt;br /&gt;
|-&lt;br /&gt;
|'''GCS'''||[[Giant Cave Spider]].&lt;br /&gt;
|-&lt;br /&gt;
|'''HFS'''||[[Hidden Fun Stuff]]; fell things awaken when dwarves dig too deep.&lt;br /&gt;
|-&lt;br /&gt;
|'''RL'''||Real Life; not the game.&lt;br /&gt;
|-&lt;br /&gt;
|'''RNG'''||Random Number/Name Generator.&lt;br /&gt;
|-&lt;br /&gt;
|'''UG'''||Underground (as opposed to AG, Above Ground). Often refers to [[crop]]s, but could describe anything.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Non-acronyms ==&lt;br /&gt;
* '''[[Fun]]''' - Euphemism for the extreme or unexpected.  Also the inevitable fortress loss.&lt;br /&gt;
&lt;br /&gt;
[[Category:FAQ]]&lt;/div&gt;</summary>
		<author><name>Calculator</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Speed&amp;diff=76816</id>
		<title>40d Talk:Speed</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Speed&amp;diff=76816"/>
		<updated>2010-03-28T21:26:25Z</updated>

		<summary type="html">&lt;p&gt;Calculator: Version contradiction&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Movement speed seems to have no effect on task time ==&lt;br /&gt;
&lt;br /&gt;
I tested it with roads and bridges. I didn't see any difference in the time it took to complete large, ten-tile roads/bridges from the moment of initiation (IE, the laborer is on-task and standing at the side, building the road) until the moment of completion. Obviously, there was a massive decrease in the overall time-from-zoning to completion, since hauling 26 stones would take a LOT more time. - [[User: ShadowDragon8685|ShadowDragon8685]] 09:45, June 21, 2008. (EST)&lt;br /&gt;
&lt;br /&gt;
:Confirmed. [SPEED:0] makes dwarves move very quickly; but when they get to a stone, it takes them just as long to pick it up, then they run very fast with it to where they are going. --[[User:Bombcar|Bombcar]] 02:46, 24 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Encumbrance bug in Adventure mode ==&lt;br /&gt;
&lt;br /&gt;
Tested several times. If adventurer has no strength bonuses - all is as expected: more weight - less speed. But adventurer with any stength bonus (at least '''Strong''') does not experience speed loss, even if heavily encumbered. Tested with picking up rocks.--[[User:Dorten|Dorten]] 04:02, 15 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Report that on the Bay 12 forums if you want to see it fixed (http://www.bay12games.com/cgi-local/ultimatebb.cgi?&amp;amp;category=3).--[[User:Maximus|Maximus]] 15:06, 15 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Rubbish! Or at least it is now. --[[User:Savok|Savok]] 20:05, 6 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Encumbrance ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;this editor has not noticed encumbrance.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
Watch a hauler drag a bin fill of platinum ore to the trading depot. He MIGHT move a tile for every fifty steps his compatriots carrying single bolts get. --[[User:Dadamh|Dadamh]] 15:54, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Ow! That's &amp;quot;encumbrance&amp;quot; not &amp;quot;encumbrence.&amp;quot; Cruel, you are.&lt;br /&gt;
:That's confusingly worded. It sounds like you say in the first sentence that you haven't seen encumbrance, but the other two sentences seem to say that you have seen it. I'll guess that you're trying to quote and reformat your comment appropriately.&lt;br /&gt;
:I haven't tested anything, but it appears that both the weight and encumbrance systems are dramatically altered. It also appears that it's hard to set up a system in which encumbrance appears, so we haven't cared about it.&lt;br /&gt;
:&amp;lt;nowiki&amp;gt;*tests*&amp;lt;/nowiki&amp;gt; --[[User:Savok|Savok]] 16:34, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Woot! Success! *points to the next section* --[[User:Savok|Savok]] 20:05, 6 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Weight-related encumbrance formula solved! ==&lt;br /&gt;
&lt;br /&gt;
The two weight-related changes from the old version are 1: different weights and 2: weight_new=10weight_old. In other words, 500Γ in the new system is the same as 50Γ in the old. See [http://dffd.wimbli.com/file.php?id=208 the data] that I used.&amp;lt;br&amp;gt;&lt;br /&gt;
That 4½ hours was so worth it. --[[User:Savok|Savok]] 20:05, 6 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Self-contradicting? ==&lt;br /&gt;
&lt;br /&gt;
Don't the following contradict each other?&lt;br /&gt;
&amp;quot;Creatures have to wait x turns before performing another action, where x is Raw Speed/100&amp;quot;&lt;br /&gt;
&amp;quot;A creature can move one square every 10,000/Displayed Speed turns, or Raw Speed/100+1 turns&amp;quot;&lt;br /&gt;
Even if they do not, it is rather poor wording. I believe the +1 in the second quote is meant to represent the turn during which the unit moves-as opposed to the other Raw Speed/100 turns during which the unit waits. I am not sure, however, and do not wish to edit the article unless I'm certain. --[[User:UseBees|UseBees]] 19:19 4 January 2010 (CST)&lt;br /&gt;
&lt;br /&gt;
== Version ==&lt;br /&gt;
&lt;br /&gt;
This page has the prefix 40d, but a box on the page says it was written for version 23a. One of these has to be changed, but I don't know which. --[[User:Calculator|Calculator]] 21:26, 28 March 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Calculator</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Cave_adaptation&amp;diff=76748</id>
		<title>40d:Cave adaptation</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Cave_adaptation&amp;diff=76748"/>
		<updated>2010-03-28T01:00:31Z</updated>

		<summary type="html">&lt;p&gt;Calculator: Moved D for Dwarf tag to below heading&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
'''Cave adaptation''' is a condition that happens to your dwarves after spending too much time underground. It is unclear as to how much time without sunlight causes cave adaptation, and there is no way to tell if a dwarf has cave adaptation simply by looking at their various stats.&lt;br /&gt;
&lt;br /&gt;
When a dwarf with cave adaptation goes outside, the dwarf will gain one of two negative [[thought]]s.  If the dwarf has mild cave adaptation, he will gain the thought 'irritated by the sun recently', and suffer no other effects.  A dwarf with serious cave adaptation will gain the thought, 'nauseated by the sun recently' and will [[vomit]] all over the ground.  While vomiting a dwarf is unable to defend himself, which can be a problem during combat.  A dwarf with cave adaptation may end up with a [[stun]] status when exposed to the sun.&lt;br /&gt;
&lt;br /&gt;
A dwarf with the description, 'likes working outdoors and grumbles only mildly at inclement weather' is no more resistant to cave adaptation than a regular dwarf is - in fact, said dwarf may even '''have''' cave adaptation.&lt;br /&gt;
&lt;br /&gt;
Fortunately, cave adaptation is not a serious issue.  The unhappy thought from serious cave adaptation is strong (strong enough to totally negate the &amp;quot;slept in a room like a personal palace&amp;quot; happy thought), and can easily push already unhappy dwarves over the edge, but it is very controllable.  Setting up a meeting area outside and above ground with items that cause powerful happy thoughts helps: very valuable [[statue]]s are the best bet here.  Be sure to wall it in or otherwise protect it so the area is not a liability during a [[siege]] (and don't forget flying creatures). Cave-adapted dwarves will come out, admire the items in the meeting area, get a happy thought, then vomit all over themselves.  If you do it right, you roughly break even.&lt;br /&gt;
&lt;br /&gt;
Prolonged, regular exposure to sunlight WILL cure cave adaptation, so this technique could be considered a controlled catharsis. Dwarves who vomit all the time don't seem to get hungry any faster.&lt;br /&gt;
&lt;br /&gt;
If your [[trade depot]] is outside, cave adaptation can create the amusing scene of thirty dwarves carrying goods to the depot all emerging and throwing up at once.  Fortunately, the merchants seem to take this in stride, and it doesn't seem to negatively affect negotiations.&lt;br /&gt;
&lt;br /&gt;
== Preventing and curing cave adaptation ==&lt;br /&gt;
The easiest way to deal with cave adaption is not to go outside at all. On most maps this is quite manageable, e.g. with traders bringing enough wood, making bolts from your own cattle (no hunting), et cetera.&lt;br /&gt;
&lt;br /&gt;
Curing and prevention of cave adaptation are achieved through the same means: regular, extended exposure to ''outdoor'' sunlight.  ''Indoor'' sunlight will not treat cave adaptation, nor will it trigger the ill effects.  An ''outdoor'' area to fight cave adaptation may be accomplished by having a [[meeting area]] or [[statue garden]] exposed to sunlight, with no roof. An [[armor stand]] or [[weapon rack]] placed outside in the same manner and made into a [[barracks]] for [[sparring]] will prevent cave adaptation in your [[military]] and is highly recommended, as constantly vomiting champions aren't particularly useful during combat.&lt;br /&gt;
&lt;br /&gt;
If you build your fortress in entirely [[Tile attributes|above-ground]] areas, your dwarves will never become cave-adapted in the first place - if you start them off underground and then move them to the surface, they will vomit as they get used to the sunlight, but living in constructed surface buildings (or even a cast [[obsidian]] tower) will not cause them to relapse.&lt;br /&gt;
&lt;br /&gt;
Occasional or brief exposures to sunlight cannot prevent cave adaption, though it will still make them suffer; negative [[thoughts]] cannot be prevented in those who suffer cave adaptation, but can be treated with a really, really awesome dining room.&lt;br /&gt;
&lt;br /&gt;
If all else fails, simply give up on the outside world and have your dwarves spend the rest of your fortress's life lurking in the bottom of a dark cave gnawing on a cold [[plump helmet]].&lt;br /&gt;
&lt;br /&gt;
You can also cure cave adaptation by cheating, and just removing the tag from the dwarves' RAW files. Under &amp;quot;creature_standard.txt&amp;quot;, remove the [CAVE_ADAPT] line and save.&lt;br /&gt;
&lt;br /&gt;
== Proper Perspective ==&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
Dwarven philosophers have pointed out that this odd ''human'' labeling misconceives an advantage for a problem and that in fact &amp;quot;sun adaption&amp;quot; is rather something to worry about. Blinding and losing control over bowel movements is nothing but a strong and appropriate warning signal from exposing the so-amazingly-adapted dwarven eye to the piercing sunlight. More so, since there is no good reason for exposing oneself to the various uncontrollable surface dangers in the first place. Does not the best wood come from tower caps? How can one spend &amp;quot;too much&amp;quot; time underground? How is the dwarven adaption to its natural environment (which is, by the way, a birth gift, not acquired) objectionable? Is it the human eye that picks out the greatest gems from inconspicuous rock? Or, in the words of Zuglares: &amp;quot;Does even a human look into the sun?&amp;quot; Did not the great poet Uristophanes say &amp;quot;Is there ore?  Is there gem? Is there proper rock? Does the purple one spread its shield? What are you longing for, clouded mind?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Pragmatically put, dwarves belong inside, buildings belong inside, if it means showing traders our great halls, all the better. If one lusts after strange surface crops, there are other ways. A true dwarf strives for his own tree farm. The hunter's fate is that of a pitiful outcast, sacrificing his sanity to serve his home. Who misses the petty glowball when one can admire legendary halls and artwork? Give the surface what it deserves - your refuse.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Vomit]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>Calculator</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=%E2%98%BC&amp;diff=62088</id>
		<title>☼</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=%E2%98%BC&amp;diff=62088"/>
		<updated>2010-01-31T21:03:25Z</updated>

		<summary type="html">&lt;p&gt;Calculator: /* Money symbol redirects to currency */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Currency]]&lt;/div&gt;</summary>
		<author><name>Calculator</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Calculator&amp;diff=61980</id>
		<title>User:Calculator</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Calculator&amp;diff=61980"/>
		<updated>2010-01-30T01:26:48Z</updated>

		<summary type="html">&lt;p&gt;Calculator: starting Builds&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;My starting build:&lt;br /&gt;
&lt;br /&gt;
* [[Miner]]/[[Leader]]&lt;br /&gt;
* [[Miner]]/[[Mechanic]]&lt;br /&gt;
* [[Miner]]/[[Brewer]]&lt;br /&gt;
* [[Carpenter]]/[[Herbalist]]&lt;br /&gt;
* [[Woodcutter]]/[[Axedwarf]]&lt;br /&gt;
* [[Mason]]/[[Engraver]]&lt;br /&gt;
* [[Farmer]]/[[Cook]]&lt;/div&gt;</summary>
		<author><name>Calculator</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Decoration&amp;diff=61422</id>
		<title>40d Talk:Decoration</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Decoration&amp;diff=61422"/>
		<updated>2010-01-23T20:33:39Z</updated>

		<summary type="html">&lt;p&gt;Calculator: /* Base Item Material */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Disappearing Ecrusted Goods ==&lt;br /&gt;
&lt;br /&gt;
Would anyone know why the objects that I encrust with jems don't seem to turn up anywhere? The encruster just stands around with it for a while and then I can't find it anymore. [[User:Patarak|Patarak]] 05:20, 24 January 2008 (EST)&lt;br /&gt;
:Dwarf McShinyPants cancels encrust with antimatter: Giant Explosion.--[[User:Ikkonoishi|Ikkonoishi]] 12:53, 24 January 2008 (EST)&lt;br /&gt;
:maybe they r stuck in your workshop cos thers no room in/no fitting stockpile or no hauler available? use {{Key|t}} on the workshop to check its contents--[[User:Koltom|Koltom]] 16:48, 10 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Encrusting Ammo ==&lt;br /&gt;
&lt;br /&gt;
Is there really a point to it unless you're selling the ammo? I would expect it to increase damage or something, but that's just me. --[[User:Eurytus|Eurytus]] 23:39, 2 April 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Encrusing ammo only increases its value, and it is currently bugged so that encrusted ammo is much more valuable than it should be.  [[User:Bouchart|Bouchart]] 09:52, 13 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::As an example, a stack of 25 iron bolts encrusted with topazes are worth over 10000 dwarfbucks. --[[User:Doniazade|Doniazade]] 10:24, 27 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Multiple gem decorations? ==&lt;br /&gt;
&lt;br /&gt;
Can I decorate an item with more than one type of gem?  [[User:Gairabad|Gairabad]] 00:30, 18 December 2008 (EST)&lt;br /&gt;
:Yes.  Each gem type is a separate decoration. --[[User:Squirrelloid|Squirrelloid]] 01:17, 18 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Base Item Material ==&lt;br /&gt;
&lt;br /&gt;
Can I decorate an item made of &amp;lt;Material&amp;gt; with decorations made of &amp;lt;Same Material&amp;gt;? [[User:Rkyeun|Rkyeun]] 13:50, 18 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;Yes&amp;gt;.--[[User:Maximus|Maximus]] 13:53, 18 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I couldn't. I locked my metalcrafter in with steel bars and (+Steel Bolts [25]+) and he refused. Ditto with (Steel Chain Mail). --[[User:Calculator|Calculator]] 20:33, 23 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Types of decorations ==&lt;br /&gt;
&lt;br /&gt;
Does anyone know what all the possible types of decoration are?  I assume you couldn't have the same type of decoration twice (even if the material used is different) but is that really true?  How do multiple decorations of different quality affect the quality tag that shows up on the item?--[[User:Jpwrunyan|Jpwrunyan]] 01:15, 29 January 2009 (EST)&lt;br /&gt;
:From the value page: Decorations include &amp;quot;It is decorated with &amp;lt;material&amp;gt;&amp;quot;, &amp;quot;It is banded with &amp;lt;material&amp;gt;&amp;quot;, &amp;quot;It is adorned with hanging rings of &amp;lt;material&amp;gt;&amp;quot;, &amp;quot;This object menaces with spikes of &amp;lt;material&amp;gt;&amp;quot;, &amp;quot;On this object is an image of &amp;lt;description&amp;gt; in &amp;lt;material&amp;gt;&amp;quot;, &amp;quot;It is studded with &amp;lt;metal&amp;gt;&amp;quot;.--[[User:Dorten|Dorten]] 01:57, 3 February 2009 (EST)&lt;br /&gt;
::Thank you!--[[User:Jpwrunyan|Jpwrunyan]] 02:26, 4 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== sew image ==&lt;br /&gt;
&lt;br /&gt;
both clothiers and leatherworkers can sew images onto all the same materials.. as in, leatherworkers can sew on cloth and vice versa. bug? (v0.28.181.40d.)&lt;br /&gt;
:If I understand your question, the answer is No.  Why does this strike you as strange?  In real life you can have leather decorations on regular cloth.  You can also sow into (soft) leather.  Most leather jackets, for example, have a cloth liner.  Military clothes of any material will have insignia sewn on it.  You need to go clothes shopping some time!--[[User:Jpwrunyan|Jpwrunyan]] 05:41, 2 February 2009 (EST)&lt;br /&gt;
==Quality Question==&lt;br /&gt;
Anybody know if the decorations affect the damage done?  As in, which is better as a weapon:&amp;lt;br&amp;gt;&lt;br /&gt;
=(Sword)= &amp;lt;br&amp;gt;☼(Sword)☼ &amp;lt;br&amp;gt; or&amp;lt;br&amp;gt;-Sword-&amp;lt;br&amp;gt;--[[User:Kwieland|Kwieland]] 15:40, 12 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
: You are talking bout the Quality of an item, wich does affect its damage, this is about studing it, wich does not.[[User:Corhen|Corhen]] 06:02, 6 June 2009 (UTC)&lt;br /&gt;
::Decorations do not.  Decorations can have quality as well as the weapon - decorations are outside the double angle-brackets, the item quality is within them. So if you have *&amp;lt;&amp;lt;+steel battle axe+&amp;gt;&amp;gt;*, you have a +steel battle axe+ with *decorations* on it.  Weapon quality modifiers are under [[Weapon#Damage calculation]]. (And, looking at the main page, I can't believe that this basic concept is not explained.)  Parentheses indicate something that you brought with you, that you did not create (not part of &amp;quot;created wealth, not until decorated - then it all counts.)  --[[User:Albedo|Albedo]] 11:09, 6 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== decorating armor ==&lt;br /&gt;
&lt;br /&gt;
I posted this at the jeweler's workshop but will ask here as well.&lt;br /&gt;
Is there some trick to getting Armor decorated, particularly with gems?&lt;br /&gt;
I had my armor in an armor stockpile locked behind doors with my jeweler and his workshop but when I selected encrust finished goods, he didn't do anything.&lt;br /&gt;
Is it because the stockpile has to be a finished goods stockpile???  What gives?&lt;br /&gt;
--[[User:Jpwrunyan|Jpwrunyan]] 03:55, 26 July 2009 (UTC)&lt;br /&gt;
: Objects can be studded with various metals at a metalsmith's forge. Requires metalcrafting. This does not require fuel. '''Metal studs are the only way to decorate weapons and metal armor.''' So if it is metal armor... --[[User:Karl|Karl]] 07:03, 26 July 2009 (UTC)&lt;br /&gt;
::I don't mean to sound rude but can you tell how you verified that?  I haven't seen that about decorating armor until now.  And on the bay12 forum one poster talked explicitely about encrusting his armor with gems.  Was he just full of poo?--[[User:Jpwrunyan|Jpwrunyan]] 03:53, 13 August 2009 (UTC)&lt;br /&gt;
:::Was (s)he talking about an artifact? They can get all kinds of crazy... --[[User:Solarshado|Solarshado]] 21:05, 13 August 2009 (UTC)&lt;br /&gt;
:::Armor is not a finished good, not ammo, not furniture. How do you want to go about giving the order to deco armor with gems? Of course with modding you can make almost anything possible, like smelting cows..too many ppl on the forum get things wrong. Some even seem to take strange drugs, considering what they claim to remember. --[[User:Koltom|Koltom]] 14:49, 1 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Rings vs. spikes and so on ==&lt;br /&gt;
&lt;br /&gt;
The page says that the type of decoration doesn't affect the value, but I read a few weeks ago on the forum that each race (possibly civ, I forget) has preferences for decoration types. The poster discovered the effect when trading. I haven't tried it myself, but I do recall seeing something in one of the RAWs about it. --[[User:Solarshado|Solarshado]] 21:09, 13 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:They have a preference for certain decorations when making their items, not when buying/selling. The buying/selling preferences are only when traders ask for certain types of items based on what that race likes/needs. [[User:Shardok|Shardok]] 00:24, 14 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Can't Encrust with Stone? ==&lt;br /&gt;
&lt;br /&gt;
I have been playing around with encrusting/decorating more than I have during previous fortresses, and have noticed the lack of an option for encrusting/decorating with stone. I thought I might not have been looking hard enough and might find out how here, but this page doesn't mention the ability or the inability to do so. If it is the case that it is not possible, then it might be worth mentioning, as it seems feasible as a game feature outside of the flukes that sometimes happen with artifacts (for example, it is rather uncouth for a bed to be made out of leather, or a shoe to be made out of felsite, whereas decorating something with stone is less so).[[User:Urist Axebeard|Urist Axebeard]]&lt;/div&gt;</summary>
		<author><name>Calculator</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Ambush&amp;diff=61370</id>
		<title>40d Talk:Ambush</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Ambush&amp;diff=61370"/>
		<updated>2010-01-23T02:35:35Z</updated>

		<summary type="html">&lt;p&gt;Calculator: /* Suppositions on ambush spawning/spotting */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Yesterday, I had an ambush. My woodcutter was ambushed by a group of one goblin bowman and five swordsmen. They were invisible, until attacked him. I had never seen anything like this until 38a. Think, it's something new, should we add the article? What do you think?--[[User:Dorten|Dorten]] 23:23, 6 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
: yes definitely.  I have been ambushed 3 times already in one year.  These attacks seem to coincide with trading caravans. --[[User:Kingzilla|Kingzilla]] 23:28, 6 February 2008 (EST)&lt;br /&gt;
::Is this really new? I started with 38a, but from reading i never expected anything else than thieves and ambushes with every caravan.--[[User:Koltom|Koltom]] 23:17, 29 February 2008 (EST)&lt;br /&gt;
:::38a was the first time that caravans caused direct attacks. Previously the only worry was theives which could be easily defeated by recruits.--[[User:Kingzilla|Kingzilla]] 14:07, 10 March 2008 (EDT)&lt;br /&gt;
==Ambush messages==&lt;br /&gt;
In my experience with last version (38a) it showed 'Ambush, curse them' on kobold thieves, and 'Ambush!' on beforementioned goblins. This surely needs verification--[[User:Dorten|Dorten]] 01:10, 7 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I have:&amp;lt;br&amp;gt;&lt;br /&gt;
:38a&amp;lt;br&amp;gt;&lt;br /&gt;
:Kobold thieves (2): An ambush! curse them!&lt;br /&gt;
:Goblins:  An ambush! curse them!&lt;br /&gt;
&lt;br /&gt;
:38c &lt;br /&gt;
:Kobold thieves (2): Thief! protect the hoard from skulking filth! (the different message may be caused by increased wealth)&lt;br /&gt;
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:Goblins: An ambush! curse them!&lt;br /&gt;
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:You can read back the whole announcements log (page up key) if you have the patience ;) --[[User:Koltom|Koltom]] 23:17, 29 February 2008 (EST)&lt;br /&gt;
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Toady stated that the &amp;quot;Ambush!&amp;quot; message appearing for kobold thieves was a bug, and it has now been fixed. [[User:Furiousfish|Furiousfish]] 21:26, 6 March 2008 (EST)&lt;br /&gt;
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In a recent game (40d) I received &amp;quot;A dwarf has sprung from ambush!&amp;quot; when a dwarf-led squad of goblins ambushed one of my fisherdwarves.  [[User:dwarfsgalore|dwarfsgalore]] 12:12, 24 October 2008 (EST)&lt;br /&gt;
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== Enemy squad supposedly fleeing after the commander's death ==&lt;br /&gt;
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Well, in my case he got caged, does that count? The squad of the 5 remaining goblin bowmen, however did not retreat, and continued to advance until torn apart by dogs. Only 1, last(after the other 4 died) goblin started retreating. That was 38a. --[[User:Digger|Digger]] 05:07, 1 March 2008 (EST)&lt;br /&gt;
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:I just had my marksdwarves pump a goblin leader full of timber, and his squadmates just charged. --[[User:Shadow archmagi|Shadow archmagi]] 08:15, 1 March 2008 (EST)&lt;br /&gt;
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::Alright I'm killing that part then. It's obviously wrong now. --[[User:Digger|Digger]] 09:44, 1 March 2008 (EST)&lt;br /&gt;
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:::yep, just had an ambush too: leader dead, 1 unconscious, rest dead, and the last bowman was still charging.--[[User:Koltom|Koltom]] 11:49, 1 March 2008 (EST)&lt;br /&gt;
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::::In my experience, the rest of the squad will flee but only if they have not sighted a target first.  Once the goblin (or whatever) chooses someone to attack it will no longer flee but if the leader is killed (by a trap for example) before any squad members have sighted your dwarves, then they will flee.--[[User:dwarfsgalore|dwarfsgalore]] 5:35 11 October 2008 (PST)&lt;br /&gt;
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== weapon trap did not cause warning ==&lt;br /&gt;
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So i thought i had a squad of only 3 goblins, but it turned out a weapon trap had already finished of 2, but without giving the ambush-message. My cagetraps always gave the warning when they caught a goblin. Is this a known fact? how about other trap types? I think stone fall traps also triggered the warning before, but im not so sure anymore. --[[User:Koltom|Koltom]] 23:16, 11 March 2008 (EDT)&lt;br /&gt;
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== Suppositions on ambush spawning/spotting ==&lt;br /&gt;
So, it seems like the game generates (invisible) goblins to ambush you that actually move about the map, and are only revealed when spotted or when they attack.  They still interact normally with map features and objects that don't require awareness.&lt;br /&gt;
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There are times when you'll spot them from a different z-level.  However, my supposition is that ambushers only ever spawn on a z-level from which they can access an open level of your fortress, even if there exist z-levels from which they could rain ranged death down upon your dwarves the game won't spawn them there if that level has no (path traceable) access to your fortress.  Can anyone confirm?  (Note that forbidden doors block path tracing, and if the only access to a given z-level is through a forbidden door...)  &lt;br /&gt;
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My anecdotal evidence: Given traps on 2 z-levels, one of which I had locked (forbade) all doors access to, and to which i often had LoS by dwarves walking about on raised walkways, I only ever had goblin 'ambushers' walk into traps on the level that actually had an open entrance to the base.  (I was no longer actually being ambushed at that point, i just kept seeing corpses appear).&lt;br /&gt;
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Similarly, I think siege forces only spawn on levels where they can path into your base, but i won't swear to that.&lt;br /&gt;
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Possibly replace all instances of 'into your base' with 'to a dwarf'.  I am unable to differentiate these with the games i've played.&lt;br /&gt;
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Unrelatedly, I've also had a wild elephant spot a goblin thief for me before - can wild animals spot ambushers?&lt;br /&gt;
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--[[User:Squirrelloid|Squirrelloid]] 05:50, 18 April 2008 (EDT)&lt;br /&gt;
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:I can verify the part about &amp;quot;to a dwarf&amp;quot; as I've played several isolationist games where migrants are just left outside beyond a channel-trench or what not to fend for themselves, and often get ambushers and/or siegers that slaughter them and then have nothing else to do (until sappers are created by Toady anyways;) ) --[[User:N9103|Edward]] 16:10, 18 April 2008 (EDT)&lt;br /&gt;
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Ambushes do NOT have to be an enemy force; it's anybody using the ambusher skill.  After abandoning a propserous fortress and reclaiming it, I had several dwarves still there.  Periodically I'd get the ambush message; it was almost always a hunter stalking game. --[[User:Propatriamori|PropatriamorProxy-Connection: keep-alive&lt;br /&gt;
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I can say that wild animals do spot ambushers. I have had it happen twice to me on df_28_181_39f. [[User:Mission0|Mission0]] 09:01, 13 August 2008 (EDT)&lt;br /&gt;
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I think that which professions are in the ambush may be generated when it becomes visible, not when it enters the map. I had an ambush without any crossbow-goblins, savescummed to before it was discovered, and turned invaders off in init.txt. A bit later another ambush came, presumably because the goblins had already entered the map at the time of my last save. However, this squad did have a crossbow-goblin. --[[User:Calculator|Calculator]] 02:35, 23 January 2010 (UTC)&lt;br /&gt;
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== Updated &amp;quot;Tips&amp;quot; ==&lt;br /&gt;
I tried to update the &amp;quot;tips&amp;quot; portion to be more relevant to actual ambushes, rather than to sieges.  Hopefully I didn't do too bad a job, but I'm sure it still needs plenty of work. --[[User:LegacyCWAL|LegacyCWAL]] 16:25, 9 June 2008 (EDT)&lt;br /&gt;
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:Some of the tips are useful, but I have a couple of complaints. Firstly, War Dogs are not useless. You can chain them to important locations, and discover ambushes a lot sooner then normal. Secondly, moats do not work. If you have a moat, and there is no bridge, the invader AI will completely break, and they will just stand still for eternity. A one way entrance to your fortress filled with traps might be better, but I'm not sure if that's possible. Can anyone confirm if one way corridors are any way feasable? --[[User:AlexFili|AlexFili]] 04:25, 10 June 2008 (EDT)&lt;br /&gt;
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::This is the sort of thing I meant by &amp;quot;still needs plenty of work&amp;quot;...namely clarifications in this case.&lt;br /&gt;
::With War Dogs, I didn't mean that they were useless per se, and I actually do mention using them to detect ambushes earlier than normal.  However, in order to ''fight'', they have to get to the fight in the first place.  But if you're trying to cover something over a large area (such as a road you're building or a caravan route that goes to the far end of the map), you start to need a LOT of packs of dogs in various places to make sure that one is close enough.  So while you can use them just fine for spotting and for their usual base-defense duties, you need an insane number of dogs to include them in your anti-ambush reaction plans as ''combatants''.&lt;br /&gt;
::As for moats, yes, cutting off an area entirely will break the pathfinding AI, but that goes for ''any'' situation a moat is used.  What I meant by cutting off an area with moats is to use moats to cut off all access routes ''except the ones that go through your fortress''.  There's still a path to the area, but the only path involves going through your Main Entrance, and thus your Main Entrance's defenses.  In turn, the enemy can't use the access route as a &amp;quot;back door&amp;quot; because the moat is in the way. --[[User:LegacyCWAL|LegacyCWAL]] 21:34, 10 June 2008 (EDT)&lt;br /&gt;
:::Oh right, I guess that would work fairly well. A tip for noobs; If a goblin raid appears, draft the whole population into the military and station them in the deepest part of your fortress. This work's pretty well as an alternative to watching all of your peasants die. By the way, is there a way of stopping all my fortress guards from running straight into the battlefield and getting their butts kicked? Or should I just not appoint a Sheriff at all. Does it matter? --[[User:AlexFili|AlexFili]] 03:43, 11 June 2008 (EDT)&lt;br /&gt;
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::::It may be a coincidence, but keeping the &amp;quot;inhabited&amp;quot; area - and thus any guards - as far away from your main defenses as possible seems to be doing a good job of keeping my Fortress Guards away from the fray.  My living quarters, kitchens, workshops, etc. are seperated from my ''last'' line of defense by a fairly long corridor, and that is seperated from the very first line of defense by a LOT of trap-filled space to travel through.  So by the time the Guards would even notice that there's invaders to charge, the attackers have already spent five minutes being torn apart by Weapon Traps and Ballistae.  As for drafting everybody, that works as a last resort, but it would be best to try to design the fortress to keep that from becoming necessary in the first place (which, admittedly, is easier said than done). --[[User:LegacyCWAL|LegacyCWAL]] 19:17, 11 June 2008 (EDT)&lt;br /&gt;
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:::::One-Way corridors would solve this problem, because the invader AI would remain unbroken. The trouble is trying to keep your people from foolishly running into the fray. The only thing I can think of is this kind of setup;&lt;br /&gt;
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&amp;gt;[]**************....&lt;br /&gt;
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Where the stars represent a retractable bridge, the box represents a pressure plate, and the arrow means the stairway out of the pit below. Perhaps that could work? --[[User:AlexFili|AlexFili]] 04:19, 12 June 2008 (EDT)&lt;br /&gt;
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::::::If you could manage a one-way corridor, sure, it would keep your people from running into the fray.  It'd have to be a series of bridges/pressure plates/whatever though to try to make it work as one.  The way I've managed to keep my citizens out of the fray is when an enemy is detected, I use the &amp;quot;cancel everything outside and set &amp;quot;dwarves stay indoors&amp;quot;&amp;quot; method of keeping everybody inside, but I have a skylight a ways behind my defenses.  So they still go running to pick up the stuff and don't stop until they hit sunlight, but the skylight means that they hit sunlight and turn around before they get to the battlefield.  It's something like this:&lt;br /&gt;
::::::(Fortress) - (Skylight) - (Corridor Of Doom) - (Outside) --[[User:LegacyCWAL|LegacyCWAL]] 16:54, 12 June 2008 (EDT)&lt;br /&gt;
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== Kobold Ambush and Traps ==&lt;br /&gt;
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I have witnessed Kobold ambushers (4 swordsman and 1 spearmen) walk straight over weapon traps and stone-fall traps. I have also witnessed the ambushers *note, not the theives I watched it as it happened* picklock one of my locked doors to gain access into my fortress. I do not know if this applies to cage traps yet. Once this is confirmed by someone else it should be added to the page. [[User:Mission0|Mission0]] 09:21, 11 August 2008 (EDT)&lt;br /&gt;
:Heck, I've seen a &amp;lt;em&amp;gt;human&amp;lt;/em&amp;gt; ambusher walk through all my traps unscathed.  This was a goblin kidnappee I think, but why should he have trapavoid? --[[User:Corona688|Corona688]] 04:31, 18 May 2009 (UTC)&lt;br /&gt;
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== Elves leading Goblins? ==&lt;br /&gt;
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In the past few days (playing .40d), every Goblin ambush has included one Elf (presumably the leader). Is this a bug, or some freaky event caused by something within my game? --[[User:Nekojin|Nekojin]] 06:32, 13 September 2008 (EDT)&lt;br /&gt;
:Goblin snatchers kidnap kids and they become part of goblin society. Maybe they harass elven and human kids too? --[[User:Someone-else|Someone-else]] 11:10, 13 September 2008 (EDT)&lt;br /&gt;
::I have seen both humans and dwarves (!) leading squads of goblins.  With the dwarf-led squad I received a message &amp;quot;A Dwarf springs/has sprung from ambush!&amp;quot;--[[User:dwarfsgalore|dwarfsgalore]] 5:31, 10 October 2008 (PST)&lt;br /&gt;
:::I can verify this, I have three visible ambush parties on my map, 2 are lead by dwarves (1 hammerer, one spear-dwarf) and the other one is lead by a Human Lasher.--[[User:Alkyon|Alkyon]] 16:16, 5 November 2008 (EST)&lt;br /&gt;
::::I've had this happen to me, too.  Goblin-elves are some of the most butch yet most wimpy things I've ever seen.  Instead of turning their kills into armor or weapons, they turn them into...earrings.  And bracelets.  And crowns.  So much elf leather tackery on &amp;lt;em&amp;gt;one elf&amp;lt;/em&amp;gt; that it took three days to haul it all to the stockpile...  (What?  No leather more supple than Elf.  And Elf Bone Crowns are made of awesome.) --[[User:Corona688|Corona688]] 10:29, 10 December 2008 (EST)&lt;br /&gt;
:Thought game was broken when i saw the first dwarf ambush me :) . Had no babies snatched from me yet either. So could also be from an elven retreat conquered by goblins. This kind of thing will probably happen more often in the future. --[[User:Höhlenschreck|Höhlenschreck]] 22:50, 6 June 2009 (UTC)&lt;br /&gt;
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== Elves ambushing me ==&lt;br /&gt;
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I started a new fortress and after about a year i was actually ambushed by elves! I noticed that the wiki says that they dont ambush so i changed that. I was very surprised when it happened, and im not sure i could ahve fought them back if it wasnt for the fact that i had just reclaimed the fortress because of a fire imp accident --[[User:rock n rat|rock n rat]] 00:35, 19 September 2008 (EDT)&lt;br /&gt;
:That was technically an elven seige.--[[User:Zchris13|Zchris13]] 21:07, 21 May 2009 (UTC)&lt;br /&gt;
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== Ambush by Giant Cave Spiders ==&lt;br /&gt;
I just got ambushed by a [[giant cave spider]].  Just one, so far.  The message was unusual:  &amp;quot;An ambush!  Drive them out!&amp;quot;  But it remains to be see if it was just one or a &amp;lt;em&amp;gt;force&amp;lt;/em&amp;gt; of them, and so whether this information belongs on the cave spider or ambush page. --[[User:Corona688|Corona688]] 01:30, 21 May 2009 (UTC)&lt;br /&gt;
:OK.  It was not a 'wandering' spider after all, if such things even exist, but a map feature as usual which just entered my fort because its web was only &amp;lt;em&amp;gt;fifteen squares from my entrance&amp;lt;/em&amp;gt;, yikes!  So now we know the message a hidden giant cave spider makes when it finds a cage trap.  &amp;quot;Drive &amp;lt;em&amp;gt;them&amp;lt;/em&amp;gt; out&amp;quot;, that's interesting, seems to imply something more than solitary nearby spiders blundering in on on a lark... --[[User:Corona688|Corona688]] 17:13, 21 May 2009 (UTC)&lt;br /&gt;
::''&amp;quot;An ambush!  Drive them out!&amp;quot;'' is just a diff version of the generic message received when any &amp;quot;hidden&amp;quot; unit is revealed when they attack or are bumped into by another unit. That attack can be on a dwarf, a pet, or a wild animal - (and apparently also when encountering a cage trap?)  Hidden gobbo's and elves also sometimes trigger this message. GCS's do not &amp;quot;spawn&amp;quot; nor wander onto the map after play starts - what you have is what you have. (Altho' they are invisible until revealed as above, and it's rare but possible you'll find more.)--[[User:Albedo|Albedo]] 22:37, 21 May 2009 (UTC)&lt;br /&gt;
:::I also got the 'drive them out' message on reclaim, where one of the hostile madmen was still wandering around killing things.  Maybe the 'drive them out' message happens indoors, and 'curse them' outdoors? --[[User:Corona688|Corona688]] 17:02, 6 July 2009 (UTC)&lt;br /&gt;
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== Duration ==&lt;br /&gt;
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All right, so I've been ambushed. I've gotten all my dwarves inside my walls, except (ahem...) my miners who were doing a side job and have now been slaughtered by elite goblin crossbowmen or some such.&lt;br /&gt;
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How long are the ambushers going to hang around? Do I *have* to engage them or will they eventually wander off?&lt;br /&gt;
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This sorta belongs on the article if there is a definative answer.&lt;br /&gt;
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I'm guessing if they hang around and I keep all my drawbridges closed there won't be any successful caravan visits nor migrants coming my way![[User:GarrieIrons|GarrieIrons]] 10:13, 13 June 2009 (UTC)&lt;br /&gt;
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:Dunno if this is definative: they arrived early winter, left late winter after I had inflicted casualties mainly via stone &amp;amp; cage traps. Extending circuitous entrance now![[User:GarrieIrons|GarrieIrons]] 13:52, 13 June 2009 (UTC)&lt;br /&gt;
::Since a single casuality can be enough to make them retreat, not definitive. --[[User:Koltom|Koltom]] 12:18, 14 June 2009 (UTC)&lt;br /&gt;
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== Ambush Defences ==&lt;br /&gt;
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I have created a very viable defence system for both ambushes and sieges. I construct walls around my fortress in two manners, an inner and an outer ring.  I have taken a picture of the inner ring.&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Outpost-fence.jpg|Click on the picture for details.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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== Cages ==&lt;br /&gt;
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As far as I'm aware animals in cages do not detect ambushes. The game treats them as furniture, except it seems for the purposes of giving birth. Can anyone confirm? We should perhaps remove it from the page until then. [[User:Innominate|Innominate]]&lt;br /&gt;
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:Seconded. AFAIK, the only things animals in cages can do is give birth and be selected for slaughter. Dogs in cages can't even be trained. Oh, and creatures in cages can also be stripped naked. --[[User:RomeoFalling|RomeoFalling]] 23:27, 22 September 2009 (UTC)&lt;br /&gt;
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::AFAIK, animals can only give birth in cages if they were already pregnant when you caged them. And they can grow up to become adults. But to come back to the topic, yes, caged animals don't detect anything. --[[User:Pugi|Pugi]] 00:04, 23 September 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Calculator</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Fire_imp&amp;diff=61361</id>
		<title>40d Talk:Fire imp</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Fire_imp&amp;diff=61361"/>
		<updated>2010-01-23T00:07:43Z</updated>

		<summary type="html">&lt;p&gt;Calculator: /* verify? */&lt;/p&gt;
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&lt;div&gt;== Wrestling? ==&lt;br /&gt;
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I just had a mechanic get attacked by one. He moved into its tile (I assume to wrestle) and instantly died of heat. Should this be noted?--[[User:Shadow archmagi|Shadow archmagi]] 19:59, 28 February 2008 (EST)&lt;br /&gt;
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:That is the imp using his fireball attack on a stupid dwarf, so I guess it's already in the article --[[User:MagicGuigz|MagicGuigz]] 20:27, 3 October 2008 (EDT)&lt;br /&gt;
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::Just to verify, its very possible to wrestle imps and magmamen to death. I had to do this after embarking, I didn't realize the lava tube would be right next to my wagon and immediately fire imps attacked. I drafted all of my dwarves and wrestled all 3 of them to death, as well as the magma man who came out later. The only dwarf I lost (my woodcutter) was due to a stray fireball. [[User:Forsaken1111|Forsaken1111]] 22:43, 16 October 2008 (EDT)&lt;br /&gt;
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== Defensive Uses ==&lt;br /&gt;
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I'm currently exploring the defensive uses of fire imps after bagging a few in cage traps. They don't seem too keen on fireballing goblin attackers, which was my original plan (had them confined behind some fortifications, but they wouldn't fire on the goblins). Further experiments required, or can someone confirm that they won't attack anyone but my dwarves? --[[User:TangoThree|TangoThree]] 16:35, 31 March 2008 (EDT)&lt;br /&gt;
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::is it possible to tame fire imps with the dungeon master? [[User:Hoborobo|Hoborobo]] 14:12, 12 June 2008 (EDT)&lt;br /&gt;
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:::There is no PET_EXOTIC tag, so no.[[User:StrawberryBunny|StrawberryBunny]] 09:35, 8 August 2008 (EDT)&lt;br /&gt;
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::::Is there a safe way to move fire imp fat? If so, you could put it above your fortress entrance and drop it on invaders since it always burns. I really wish armor made from fire imp hide would protect from burning. [[User:Forsaken1111|Forsaken1111]] 22:45, 16 October 2008 (EDT)&lt;br /&gt;
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:Your fortress is probably long gone by now but for anybody else looking for an answer to the question, one solution would be to chain some pets behind doors connected to levers. If you open the doors, the fire imps will (probably) fire at the pets. Purportedly, this works with giant cave spiders, though some hold that the gcs needs to be able to path to its victim. [[User:CptFastbreak|CptFastbreak]] 11:57, 24 October 2008 (EDT)&lt;br /&gt;
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:Ok, now I did some experimenting. First, seven tiles is too short for a fire imp with the pressure plate right in front of the bridge, the bridge likely needs to be 10-12 tiles wide. But I also seriously doubt the feasibility of fire imps in defense. For one, it seems that fire imps will not shoot through fortifications, regardless if they can path beyond it. Using a moat made the imp fire a single shot, after that he sat quiet for maybe 2-3 game days, and only then he proceeded to attack the delicious puppy I had chained for him. Overall, I reckon the fire imp is too unreliable to be used in a defense situation. [[User:CptFastbreak|CptFastbreak]] 16:42, 24 October 2008 (EDT)&lt;br /&gt;
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== A vast understatement! ==&lt;br /&gt;
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&amp;quot;Fire imps are nasty little creatures that live in magma vents.&amp;quot;&lt;br /&gt;
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Nasty little creatures doesn't cut it.  Every time I settle on top of a volcano, an imp will surface, get pissed at anything, be it an immigrating dwarf or a muskox, and cause a wildfire!  The worst part is that there is no message for &amp;quot;The world is burning!&amp;quot; so I end up losing a dwarf or two before I notice it!&lt;br /&gt;
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I think the worst was I lost both of my initial miners because they decided to take a break in the path of the fire.  They got the hint when I gave the order &amp;quot;everyone inside&amp;quot; but it was too late, they burned up before they could make it back inside.&lt;br /&gt;
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That being said, I find some vertical nickel bars do wonders in securing my magma forges from imp tampering.  They're a definite &amp;quot;must bring&amp;quot; on any volcanic expedition.--[[User:Alkyon|Alkyon]] 23:02, 23 October 2008 (EDT)&lt;br /&gt;
(I didn't know to sign my posts when I wrote this, sorry.)&lt;br /&gt;
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:Actually I thought that the world burning problem (glitch?) is pretty awesome, except when it burns up your entire booze stock in one go--[[User:Jackrabbit|Jackrabbit]] 22:21, 23 October 2008 (EDT)&lt;br /&gt;
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::I do think the forest fires are cool too, but it would be nice if it had a warning, perhaps triggered by maybe an external growing past a certain size.  It's just the imps cause them every time I've turned my back on them.  Also, hunters and imps don't mix.--[[User:Alkyon|Alkyon]] 23:02, 23 October 2008 (EDT)&lt;br /&gt;
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== crush? ==&lt;br /&gt;
''WARNING: Fire imp fat never stops burning. It's also immune to fire damage. Therefore you must crush fire imp fat to stop it from burning.'' - How do you crush it? [[User:Random832|Random832]] 09:31, 24 October 2008 (EDT)&lt;br /&gt;
:Probably with a [[cave-in]].  You can manufacture these by building an up ramp and a support, with some floor constructions above it.  Link the support to a lever and throw the lever to cause the floor constructions to collapse.  You'll definitely want to set a restricted area in the 3x3 zone around the imp fat, plus maybe suspended wall sections (which keep dwarves from standing there when they try to build) to keep some idiot from accidentally setting himself ablaze, though. --[[User:ThunderClaw|ThunderClaw]] 10:53, 24 October 2008 (EDT)&lt;br /&gt;
:: Why not simply build a bridge? --[[User:MagicGuigz|MagicGuigz]] 11:28, 24 October 2008 (EDT)&lt;br /&gt;
:::Forces you to get closer to the fat itself, so it's more hazardous work.  You also can't apply multiple dwarves to the project, and it uses a similar amount of material. Definitely would work, though.  --[[User:ThunderClaw|ThunderClaw]] 11:34, 24 October 2008 (EDT)&lt;br /&gt;
::::A bridge wouldn't work - you can't build a bridge that's raised by default, so the dwarves have to move the fat out of the way, and thus are set on fire. Also the butcher's shop gets in the way too. --[[User:GreyMario|GreyMaria]] 14:30, 24 October 2008 (EDT)&lt;br /&gt;
:::::What happens if you flood the area with water? Just get a lot of steam? Maybe if you could find a way to move it, you could use fire imp fat to set up a steam bath for dwarves. --[[User:Forsaken1111|Forsaken1111]] 22:11, 2 November 2008 (EST)~&lt;br /&gt;
&lt;br /&gt;
== Do Imps, Magma Men and Fire Men respawn? ==&lt;br /&gt;
&lt;br /&gt;
Do they? or is just killing them once enough?&lt;br /&gt;
Incidentally, fire imps aren't all that tough. I had a mason (undrafted) dodge a fireball then wrestle one to death, THEN run away screaming. Unfortunately, dwarves tried to build floors next to a bridge, tossing half my party down the chute =/.&lt;br /&gt;
--[[User:Blargityblarg|Blargityblarg]]&lt;br /&gt;
&lt;br /&gt;
:I have never seen chasm/pit/magma creators respawn (40d).  I understand that in previous versions they did.--[[User:Kwieland|Kwieland]] 14:39, 7 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:No I have never seen any fire-x creature respawn, and this is quite sad especially if they are so vulnerable.  I wanted to make a &amp;quot;fire imp death chamber&amp;quot; for insolent nobles and when I went to investigate my magma pipe, all I saw were fire imp bones everywhere thanks to my insolent hunters (whom I will sacrifice now too). --[[User:Gamli|Gamli]]&lt;br /&gt;
&lt;br /&gt;
== verify? ==&lt;br /&gt;
 &amp;quot;When a fire imp [[corpse]] is [[butcher]]ed, clouds of &amp;quot;boiling fire imp fat&amp;quot; will briefly bubble &amp;lt;br /&amp;gt;out from the [[Butcher's shop]], which can ignite nearby items or [[cloth]]es (at least one butcher has perished to this fate&amp;quot;&lt;br /&gt;
&lt;br /&gt;
I just butchered 4 imp corpses with no sign of that. They were killed in battle - may this only apply to trap caught live butchered imps?&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;Fire imp fat never stops burning. It's also immune to fire damage. &amp;lt;br /&amp;gt;Therefore you must crush fire imp fat to stop it from burning.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
I also see no sign of that. I turned fat into tallow and put it on my food stockpile - no sign of fire or anything. --[[User:Koltom|Koltom]] 21:07, 3 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I can confirm the explosion from fat - it's random, from a small &amp;quot;pfft&amp;quot; to a massive fireball.  I strongly suspect that the fat rarely survives this (any more?), and is gone afterward.  I've butchered dozens of imps, all from combat, and every time I get ''some'' sort of effect, if only a small puff - the butcher has just enough time to run before the explosion, and I don't think(?) I've ever seen &amp;quot;Fire Imp fat&amp;quot; left over afterwards.--[[User:Albedo|Albedo]] 21:45, 3 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::&amp;lt;nowiki&amp;gt;*headesk* *headesk* *turns on temperature* *headesk*&amp;lt;/nowiki&amp;gt; --[[User:Koltom|Koltom]] 14:03, 4 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
I've seen fire imp fat behave in two ways - sometimes, the fire imp fat will instantly boil away in a red cloud and disappear, and sometimes it'll catch fire and cause horrendous amounts of smoke to emanate from the workshop. In my latest fortress, I managed to get the latter, but when I deconstructed the workshop (as a precursor to preparing a cave-in), the fat simply vanished into thin air. --[[User:Quietust|Quietust]] 15:07, 1 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Why their fat boils and stuff ==&lt;br /&gt;
&lt;br /&gt;
Finally figured out what I think is a solid theory.  I've tested it, and everything seems to mesh.  Wrestling a fire imp fresh out of the magma will set the wrestler's clothes on fire, ''without'' the imp ever breathing fire.  Butchering the same imp will result in a cloud of boiling imp fat (though I've yet to see injuries more severe than brown; my butcher rested in bed for literally about 5 real world seconds, then went right back to work).  Knocking the imp out on top of flammables can set them on fire, if it remains still long enough.  And the meat can set wooden barrels on fire when stored.  If the imp is allowed to run around for a season or two, however, it cools down enough to be handled safely (including the fat, which doesn't boil and can be rendered normally).  I'm not sure of the minimum time to reach a safe temperature.  I also believe it's possible for an imp to reach just the right temperature that the meat doesn't ''immediately'' set a barrel on fire, but transfers heat slowly until it appears to spontaneously combust.  This has been confirmed by heating iron weapons with magma briefly, then storing them in a wooden bin.  Varying temperature is also most likely why some fat boils, some burns, and some makes delicious ≡fire imp tallow roasts≡, though I didn't do enough testing to produce burning imp fat.&lt;br /&gt;
&lt;br /&gt;
Dwarf Fortress is insane.  --[[User:Arrkhal|Arrkhal]] 02:20, 4 January 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Calculator</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Assign_animal&amp;diff=61028</id>
		<title>40d Talk:Assign animal</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Assign_animal&amp;diff=61028"/>
		<updated>2010-01-17T01:15:08Z</updated>

		<summary type="html">&lt;p&gt;Calculator: /* Assigning to a Champion */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== War dogs in restraint ==&lt;br /&gt;
&lt;br /&gt;
A war dog in a restraint can still attack any thing within its limited range of movement, right?--[[User:Jpwrunyan|Jpwrunyan]] 03:07, 29 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Assigning to a Champion ==&lt;br /&gt;
&lt;br /&gt;
Is it not doable?  I couldn't access any controls to do so; it just says &amp;quot;The champion need not work&amp;quot; [[User:Rpglover64|Rpglover64]] 06:05, 20 February 2009 (EST)&lt;br /&gt;
:As far as I know, it can't be done =( --[[User:LegacyCWAL|LegacyCWAL]] 11:03, 20 February 2009 (EST)&lt;br /&gt;
:However, a champion can have dogs assigned if they were assigned before the dwarf became a champion. --[[User:Calculator|Calculator]] 01:15, 17 January 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Calculator</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Carpenter&amp;diff=60927</id>
		<title>40d Talk:Carpenter</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Carpenter&amp;diff=60927"/>
		<updated>2010-01-14T04:07:53Z</updated>

		<summary type="html">&lt;p&gt;Calculator: /* Blocks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;How do the wooden shields produced by a carpenter compare to standard metal shields?  [[User:Gairabad|Gairabad]] 20:11, 15 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
They're half as good as iron shields. The mod values are: Steel 133%, iron 100%, bronze 75%, copper 66%, anything else 50%. What 'half as good' means is unclear. They probably have the same block chance, but simply block less damage.--[[User:Navian|Navian]] 20:27, 15 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Blocks ==&lt;br /&gt;
&lt;br /&gt;
Can't find a mention of this anywhere.. Can wooden blocks, that can be made in the carpenter's workshop, be used for everything that you can use normal logs for? -- [[User:D64|D64]] 20:18, 14 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
As far as I know, yes.    --[[User:Sev|Sev]] 22:20, 14 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I believe [[block]]s may only be used for [[construction]]s (like walls and floors) and may not be made into beds or burned for fuel, etc. --[[User:Calculator|Calculator]] 04:07, 14 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Data like the Mason's page? ==&lt;br /&gt;
&lt;br /&gt;
I noticed that the Mason's page has a detailed explanation of what grants experience, is effected by quality, and other important info that regards to masons.  Since carpenters can also do a lot of the same tasks Mason's can, do you think we should try to get the same info for this page?[[User:Kenji 03|Kenji 03]] 17:44, 8 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[Mason|Mason's page]]&lt;br /&gt;
&amp;quot;We&amp;quot;?  As in &amp;quot;you&amp;quot;? Sure! &amp;quot;Should&amp;quot;?  Meh, it can't hurt, so... sure, why not?  If an edit adds to the factual information without being redundant (copying info found and better belonging elsewhere), it only improves the page and adds to the power of the wiki. --[[User:Albedo|Albedo]] 17:56, 9 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Just make sure not to just copy all the exp amounts explained in the Mason's page assuming that they're going to be the same. You'd need to actually find the experience amounts, because you never know when something could be different than expected.&lt;/div&gt;</summary>
		<author><name>Calculator</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Channel&amp;diff=60868</id>
		<title>40d Talk:Channel</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Channel&amp;diff=60868"/>
		<updated>2010-01-13T01:44:41Z</updated>

		<summary type="html">&lt;p&gt;Calculator: /* Poor Swimmers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Empty channels as moats==&lt;br /&gt;
Can land-bound enemies cross empty channels?  Or would an empty channel dug around your entire fort suffice to prevent intruders? [[User:Julius|Julius]] 19:53, 13 November 2007 (EST)&lt;br /&gt;
:Probably not... I'm assuming they'd just fall down a z-level, just like your dwarves do.--[[User:Tarsier|Tarsier]] 20:07, 13 November 2007 (EST)&lt;br /&gt;
:A channel with a constructed wall on the inner side is an ultimate defence against every non-flying creature. Without the wall enemy archers/crossbowmen can deal some damage.--[[User:Another|Another]] 07:10, 22 November 2007 (EST)&lt;br /&gt;
:: to my best knowledge no land-bound creature 1) can willingly enter or cross empty channels except via stairs 2) can get out of an empty channel except via a stair (haven't tested flooding-swimming-climbing out). So yes, an empty channel is a fine keep-out defense. --[[User:Koltom|Koltom]] 12:48, 21 February 2008 (EST)&lt;br /&gt;
:::A goblin archer just managed to get into my empty channel..he might have fallen in while fleeing in a &amp;quot;panic mode&amp;quot;. There also is a slim chance my bridge catapulted him in. Anyway, he is down there now quite a while and cant seem to get out. Lets see if he starves and dies. --[[User:Koltom|Koltom]] 13:01, 28 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Falling==&lt;br /&gt;
Can digging a channel, that has a solid floor below it, under a dwarf, that would result in the dwarf falling in, cause death or make the dwarf unable to operate?&lt;br /&gt;
:Don't see why not, the dwarf is falling so could get hurt (although death would be unlikely) and it's also possible any stone generated from the fall could land after, but I have no idea how that is worked out so that might not be true. --[[User:Shades|Shades]] 07:27, 22 November 2007 (EST)&lt;br /&gt;
::Happened to me more than once. --[[User:Jackard|Jackard]] 07:55, 22 November 2007 (EST)&lt;br /&gt;
:::What has happened more than once? Falling? Ya, I just asked because it is good to know and I have a big project involving digging through many levels of rock and channels are the most efficient way to do it. --[[User:Nerd10101|Nerd10101]] 01:04, 23 November 2007 (EST)&lt;br /&gt;
::::If you dig from the top to the bottom and plan everything out, you should not have a problem. --[[User:Eagle of Fire|Eagle of Fire]] 01:10, 23 November 2007 (EST)&lt;br /&gt;
:A one-layer fall has never caused serious damage on my fort. -- [[User:Zaratustra|Zaratustra]] 01:30, 23 November 2007 (EST)&lt;br /&gt;
::A dwarf that drops one z-level is not damaged, just temporarialy stunned. --[[User:GreyMario|GreyMario]] 02:35, 23 November 2007 (EST)&lt;br /&gt;
:::I got dwarves suffer very serious injuries from falling one Z in a chasm to the second level while fighting, though. --[[User:Eagle of Fire|Eagle of Fire]] 22:32, 23 November 2007 (EST)&lt;br /&gt;
::::Is it possible for a dwarf to get out of a channel if they fall in? - [[User:Znex|Znex]] 04:47, 1 January 2008 (EST)&lt;br /&gt;
:::::Other than creating stairs/ramps, I don't believe so. If they could, then channels/moats wouldn't be very effective in defense. --[[User:N9103|Edward]] 04:54, 1 January 2008 (EST)&lt;br /&gt;
::::::So...it could never get out? - [[User:Znex|Znex]] 05:23, 1 January 2008 (EST)&lt;br /&gt;
:::::::Channels now create a hole to the next Z level down. This mean that the dwarf would need some way to get up, like a stair or ramp. I am not sure if they could just swim to the surface and get up this way if the channel is full of water though. --[[User:Eagle of Fire|Eagle of Fire]] 05:39, 1 January 2008 (EST)&lt;br /&gt;
::::::::Stairs work fine, though.  Have another dwarf dig one beside the channel from above and hope the other dwarf doesn't drown before he/she can get to it.--[[User:Maximus|Maximus]] 13:34, 1 January 2008 (EST)&lt;br /&gt;
:::::::::Oh, but I haven't made a floodgate or anything yet. It's just the drain pipe. Besides, I already made stairs, but how do you get the dwarf to go up them? - [[User:Znex|Znex]] 17:05, 1 January 2008 (EST)&lt;br /&gt;
::::::::::Wait, never mind. I set a mining thing alongside the channel and the dwarf(since he was a miner) got out and started making it. Which would probably mean that the dwarf wasn't really down the channel at all, but rather on a piece of channel that hadn't been made yet. - [[User:Znex|Znex]] 17:10, 1 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Will dwarves dig out a floor on which another dwarf or pet is standing? I've never personally seen it happen. --[[User:Tachyon|Tachyon]] 14:28, 3 August 2008 (EDT)&lt;br /&gt;
:It was fixed a couple of versions back. --[[User:Juckto|Juckto]] 21:01, 3 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Andesite==&lt;br /&gt;
&lt;br /&gt;
This rock seems to block all of my buildings, doors and workshops especially. Have I just never noticed rock blocking things before now?&lt;br /&gt;
:An object wont block construction unless it is tasked for something already. Tasked means there is a job in the job queue that wants to do something with that particular object, so dwarves are not allowed to interact with it unless they are doing it for that particular job. Large stone stockpiles will leave a lot of rocks tasked (because stone hauling is slow), preventing dwarves from moving them out of the way to place doors and buildings. In the [[stone management]] article there are methods of dealing with the large amounts of stone your miners produce. [[User:VengefulDonut|VengefulDonut]] 11:20, 23 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== true to the task or just stone dumb? ==&lt;br /&gt;
One of my little fellas in all honesty tried to wade through a filled channel, to stockpile a leftover shale. Okay, there was a stair going down  to the channel level, and there was one going up on the other end near the pile and it ''was'' by far the shortest way. The best thing is, after a few tiles he decided to get scared and announced &amp;quot;cancel. dangerous terrain&amp;quot;. Not that that made him get out of the channel! I then drafted him to get him out..now i wonder, would the goblins take the same route into my fortress? ;) --[[User:Koltom|Koltom]] 20:29, 21 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Poor Swimmers ==&lt;br /&gt;
&lt;br /&gt;
Is there a benefit to filling moats with water? Unfilled moats apparently provide an unbeatable defense. However, if enemies charged into filled moats or something, that could definately provide a quick way to end sieges. --[[User:Shadow archmagi|Shadow archmagi]] 11:41, 28 February 2008 (EST)&lt;br /&gt;
: As far as is known, general pathfinding does not seem to take into account the ability of a [[animal|creature]] to swim if it does not naturally (e.g., [[carp]], which has special flags).  But it does take into account the existence of open space, like the kind that is one z-level above water; only flying [[animal|creatures]] can move through open space willingly, but you will find that drowning a [[animal|creature]] that can fly is exceedingly difficult.  The significant problem with [[moat]]s is the potential for them to [[temperate|freeze]] and create [[ice|walkable terrain]].&lt;br /&gt;
&lt;br /&gt;
: It might be possible to entice invaders (as well as your own [[dwarf|fools]]) to attempt to ford a filled [[moat]] by {{key|b}}uilding [[ramp]]s down into it, but they may also find that it is &amp;quot;dangerous terrain&amp;quot; and cancel the attempt. --[[User:FJH|FJH]] 19:09, 25 March 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Filling in Channels  ==&lt;br /&gt;
&lt;br /&gt;
It's not possible right now right?--[[User:Seaneat|Seaneat]] 05:52, 5 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:The closest you can come are:&lt;br /&gt;
:# Dwarven Cement Mixer: Fill channel with lava. Cover filled channel with water.&lt;br /&gt;
:# building a wall on the spot where you dug the channel out (fills in the gap and makes the level above walkable)&lt;br /&gt;
:# building a floor over the spot where you dug the channel out (leaves a tunnel but makes the level above walkable)&lt;br /&gt;
:In fact a channel 3 squares long (heck even 1 square long) can be used as a place to dump an infinite amount of anything solid - say, rock - just don't dump liquid in there because it can only go to 7 units deep of either magma or water (dunno what happens when you dump 100 blocks of water (AKA &amp;quot;ice&amp;quot;) in a channel and it melts...?)[[User:GarrieIrons|GarrieIrons]] 10:29, 5 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:A cave-in (requiring of course, that the channel was inside and below material) should create new undug tiles where they fall, if the cave-in consists of undug tiles. --[[User:N9103|Edward]] 13:35, 5 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Channeling vs. Mining ==&lt;br /&gt;
&lt;br /&gt;
I've noticed an odd behavior with regard to channeling water. It seems (and I'm doing some additional testing to confirm this) that Channeled streams don't allow for Fishing (the Zones menu shows zero fishable squares), but Mined streams do. I have no idea why this would be the case, but it's an observable phenomenon that I've had happen in Fortresses dating back almost a year ago. --[[User:Nekojin|Nekojin]] 14:34, 22 August 2008 (EDT)&lt;br /&gt;
:After doing some testing, it seems this may be just a temporary thing. The channeled area that was unfishable became fishable after the river froze and thawed. So perhaps it only lasts for one season or so. --[[User:Nekojin|Nekojin]] 12:59, 23 August 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Calculator</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Obsidian&amp;diff=60779</id>
		<title>40d:Obsidian</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Obsidian&amp;diff=60779"/>
		<updated>2010-01-10T18:09:27Z</updated>

		<summary type="html">&lt;p&gt;Calculator: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stone_layer|name=Obsidian|tile=▒|color=#888|basic_color=#888|color2=#CCC&lt;br /&gt;
|uses=&lt;br /&gt;
* [[Sword]]s&lt;br /&gt;
|properties=&lt;br /&gt;
* [[Economic stone]]&lt;br /&gt;
* [[Igneous extrusive layer]]&lt;br /&gt;
* [[Material value]] 3&lt;br /&gt;
|contains=&lt;br /&gt;
* [[Hematite]]&lt;br /&gt;
* [[Native gold]]&lt;br /&gt;
* [[Native copper]]&lt;br /&gt;
* [[Tetrahedrite]]&lt;br /&gt;
* [[Native aluminum]]&lt;br /&gt;
* [[Galena]]&lt;br /&gt;
* Brimstone&lt;br /&gt;
* Realgar&lt;br /&gt;
* Orpiment&lt;br /&gt;
* Stibnite&lt;br /&gt;
* Rutile&lt;br /&gt;
* Hornblende&lt;br /&gt;
* Alunite&lt;br /&gt;
* Microcline&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Obsidian.jpg|left|thumb|Obsidian]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''Obsidian''' is one of the types of [[stone]]* that forms entire [[stone#Stones forming entire layers |layer]]s.  Obsidian is typically present in large quantities on maps with [[magma pool]]s or [[magma pipe]]s.  It is always found surrounding these features, varying between 2-5 tiles thick, on every layer of the magma plus often above and below.  &amp;lt;br /&amp;gt;&lt;br /&gt;
:::::::::&amp;lt;sup&amp;gt;''(* technically volcanic glass in [[Acronyms|RL]].)''&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Obsidian is considered an [[economic stone]] and, with a [[material value]] of 3, is 50% more valuable than [[flux]] (material value 2) and triple the value of average [[stone]] (material value 1), yielding the highest-[[value]] stone [[furniture]] and [[finished goods]]. In order to use it for anything other than weapons, it needs to be turned on (to green) on the stone management portion of the [[Status|z-status screen]] via ({{key|z}}, {{key|stone}}).&lt;br /&gt;
&lt;br /&gt;
Obsidian is the only stone that can be used to make [[weapon|short swords]] (which also requires a [[wood]] log) at a [[craftsdwarf's workshop]] using the [[stonecrafter]] skill.  The [[damage]] of an obsidian weapon is the same as for a [[steel]] [[weapon]] of the same [[quality]].{{v|0.28.181.40d}}  &lt;br /&gt;
&lt;br /&gt;
====Other sources of obsidian====&lt;br /&gt;
Obsidian is produced whenever magma and water are mixed, and is done intentionally with dwarven [[obsidian farming]].  Also, [[goblin]] towers are made of obsidian and can be mined to produce large quantities of it.  Lastly, [[Magma man|Magma men]] become a single, usable obsidian stone when killed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Obsidian&amp;quot; is the also name of the twelfth month of the dwarven [[calendar]], covering late Winter.&lt;br /&gt;
&lt;br /&gt;
{{Rocks}}&lt;br /&gt;
[[Category:Stone]]&lt;br /&gt;
[[Category:Igneous Extrusive Stone Layers]]&lt;/div&gt;</summary>
		<author><name>Calculator</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:River&amp;diff=60458</id>
		<title>40d Talk:River</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:River&amp;diff=60458"/>
		<updated>2010-01-03T00:44:08Z</updated>

		<summary type="html">&lt;p&gt;Calculator: /* River Source tiles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I think the image should be edited... the light blue rivers are streams, not brooks. Brooks are actually invisible on the region map, only visible on local. Only a minor issue though, but it can cause confusion. [[User:Lightning4|Lightning4]] 16:49, 16 November 2007 (EST)&lt;br /&gt;
===River Mechanics===&lt;br /&gt;
I want to clean up the &amp;quot;other facts&amp;quot; section an make it a little more organized. I recently dammed a river to build the entrance to my fortress in the middle of the river, and discovered several things that the article didn't quite explain (I updated the language to clarify it, but it's still a little disorganized.)&lt;br /&gt;
Here are the important things:&lt;br /&gt;
*River source tiles function essentially like aquifer tiles. Further experimentation should try to see if they have a greater refill rate or not.&lt;br /&gt;
*Also like aquifer tiles, river source tiles cannot provide enough pressure to rise above the level they are on.&lt;br /&gt;
*A river, like an aquifer, can absorb an unlimited amount of water.&lt;br /&gt;
These three facts taken together lead to a significant exploit. If you build a solid wall of pumps pumping against the current, the river can actually be drained back into itself. I did this with a river in a sunken channel, so water draining off to the sides wasn't an issue, but the water drained back into the river within 6 tiles (on a 20 tile wide river.) It therefore follows that very short walls on both sides of the river could easily be built to contain the water until it drains back in on another map.&lt;br /&gt;
If you don't want to use this exploit, it takes a little more work, but you can use the same basic structure to divert the river into an aquifer if you have one.[[User:FlyingBishop|FlyingBishop]] 22:44, 15 October 2009 (UTC) &lt;br /&gt;
&lt;br /&gt;
===2967067655===&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;cave river&amp;quot; in seed 2967067655 is a short segment enclosed in solid rock, that comes from nowhere and &amp;quot;falls away&amp;quot; into open space at both ends - open space that doesn't extend to the level below. Is this typical of 0.27.169.33? If so, I'll have to put all my cave river plans off to a future version.  [[User:Kidinnu|Kidinnu]] 09:54, 14 November 2007 (EST)&lt;br /&gt;
:That sounds very strange. The cave rivers I've seen are sourced from a &amp;quot;mysterious area&amp;quot; and usually either continue off the map or fall off the bottom. They also tend to go through several lowerings of their elevation. Are you sure you fully explored it? [[User:VengefulDonut|VengefulDonut]] 10:03, 14 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I don't know where this should be mentioned, but there is a huge difference on my machine between FPS on maps with brooks and maps with rivers.  I've got a 3.4ghz and 2 gig ram, and my FPS on a map with a river drops to 15-20 right off the bat, where it stays in the high 50's until 30-40 dwarves with only a brook. -- unsigned, but written by Gotthard, according to page history.&lt;br /&gt;
&lt;br /&gt;
I added a bit about temporarily draining and permanently damming rivers and linked to a movie I recorded of doing just that. I think there are ways that would be easier on the dwarves and less micromanagey - one way, perhaps, may be to blast a 3-wide section of the river floor, instead of a 1-wide one, and then build floors in the middle column, and then build floodgates on top of those - that should keep the pesky backflow (which made installing the floodgates so arduous) from interfering with the damming. --[[User:SL|SL]] 00:28, 30 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;Cave river&amp;quot;?====&lt;br /&gt;
Is there anywhere in the game that these are called &amp;quot;cave rivers&amp;quot;?  Or is this purely from this discussion?--[[User:Albedo|Albedo]] 06:33, 30 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Draining brooks ==&lt;br /&gt;
&lt;br /&gt;
I made following experiment: &lt;br /&gt;
&lt;br /&gt;
*1. Built a bridge over brook, the brook flowed from left to right&lt;br /&gt;
*2. Built walls for the bridge&lt;br /&gt;
*3. channeled under right wall&lt;br /&gt;
*4. I then removed floors between walls of the bridge so that walls would fall in the brook&lt;br /&gt;
&lt;br /&gt;
Purpose of this experiment was to drain the river. I made two walls to see what happens when I drop wall on the brook tile, and when I drop walls on brook tile that has been dug out. I was expecting to see my left wall intact on the brook, like if I had built the wall right on top of brook tile. And to see my right wall intact at the bottom of the brook where I had channeled out the brook. &lt;br /&gt;
&lt;br /&gt;
Setting, before removing any parts of the bridge. &lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
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|}&lt;br /&gt;
&lt;br /&gt;
Both walls fell to the bottom of brook and fell apart into blocks I had used to build the walls. This wasn't such a terrible surprise to me. What was a surprise was that the walls which had fell through walkable brook tiles had &amp;quot;broken&amp;quot; the brook. The game now seems to handle those tiles like they were ending the brook. Water pours in from both ends and simply disappears.&lt;br /&gt;
&lt;br /&gt;
Basically this could be used to create more tiles for water to pour out of map...&lt;br /&gt;
&lt;br /&gt;
--[[User:Athan|Athan]] 13:17, 15 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Unfound Underwater River ==&lt;br /&gt;
&lt;br /&gt;
on my old fortress i used to have alot of 'Deceased' creatures like snakemen and lizardmen popping up on the Creatures Menu. Why are they popping up when i can't see the underground river? &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Hoborobo|Hoborobo]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:It's an exploit (I think), wait a season then zoom to a body part of these dead creatures and dig to that location to uncover it. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:LrZeph|LrZeph]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Specific Location ==&lt;br /&gt;
&lt;br /&gt;
It seems like cave rivers (the tiles that actually have water) are only found 1 z-level below the base of a mountain. Is this true? If it is it might be helpful to add that to the page... &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Xonara|Xonara]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Doesn't look like it.  My cave river is 19 z-levels above &amp;quot;ground zero&amp;quot;.--[[User:Maximus|Maximus]] 03:14, 25 October 2008 (EDT)&lt;br /&gt;
::Oh OK, thanks. --[[User:Xonara|Xonara]] 03:56, 25 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== River Source tiles ==&lt;br /&gt;
&lt;br /&gt;
On my map a four tile wide river starts at the north edge of the map, winds around then branches into about six one tile wide fingers.  The flow is from the fingers out to the north edge.  At the tip of each finger is a tile marked &amp;quot;River Source&amp;quot;.  Some of these are above ground and some are just inside the mountain, one z-level from the surface.&amp;lt;br&amp;gt;&lt;br /&gt;
The source looks something like this, I've shortend it a bit, with the water flowing up.&lt;br /&gt;
  RRRR                   R   River&lt;br /&gt;
  RRRR                   S   River Source&lt;br /&gt;
  RRRR&lt;br /&gt;
  RRRRR&lt;br /&gt;
   RRRRRR&lt;br /&gt;
   RRRRRRRR&lt;br /&gt;
   RRRRRRRRRR&lt;br /&gt;
   RR RRRRRRRRR&lt;br /&gt;
   RR RR RRRRRRRR&lt;br /&gt;
   RR RR   RRRRRR&lt;br /&gt;
   RR  RR   RRR RRR&lt;br /&gt;
   RRR  RRR  RR   RRR&lt;br /&gt;
   R R  R R  R R    RRR&lt;br /&gt;
   R S  R R  S S      RRRS&lt;br /&gt;
   S    S R&lt;br /&gt;
          S&lt;br /&gt;
I haven't seen mention of these River Source tiles before.  I mention it because the article says &amp;quot;rivers presumably contain an unlimited amount of water and cannot be drained.&amp;quot;  Well, now we have a source for all that water.  I'm going to dam each of the river sources, should be easier to dam each of the single tile fingers then the river itself, gaining full control over the river.  Then I can close off all but one to see what the rate of flow is.  I count eight source tiles feeding my four tile wide river.&amp;lt;br&amp;gt;&lt;br /&gt;
--[[User:Schwern|Schwern]] 04:03, 14 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Depends on how much drain you put on the system. Merely falling off the map edge a few dozen tiles away is probably something that a single water source tile can handle. River source tiles do not appear under that name but are on all maps with a river: a row at the side of the map from which the water flows. They also work a lot like aquifer tiles. --[[User:Savok|Savok]] 09:50, 14 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:River Source tiles also appear for brooks --[[User:Calculator|Calculator]]&lt;br /&gt;
&lt;br /&gt;
== River Sinks ==&lt;br /&gt;
I'd like to redirect my river out a different side of the map...  Since it's on a plateau I can easily redirect it to the valley on one edge of a map, but is it confirmed that water reaching the edge of the map will spread off of it?  And, if so, how do I efficiently get that water right to the very edge, given that I can't channel (or, I assume build walls) on the last row at the edge of the map?  Similarly, I assume I can't channel through the lowest level of the map to make my own chasm, right?  Thanks! [[User:Freshyq314|Freshyq314]] 20:52, 28 January 2009 (EST)&lt;br /&gt;
:It is possible to carve fortifications in the map edge.  Do this after digging a new river bed, and voila. You directed the river.--[[User:Zchris13|Zchris13]] 01:07, 16 October 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Redirecting brooks and rivers ==&lt;br /&gt;
I am currently experimenting with ways to redirect a brook. Using screw pumps turned out to be unfeasible. I'm going with the &amp;quot;punch a hole in the bottom of the river&amp;quot; method. I intend to do this in two places at the same time, just in case water would flow backwards up the river to &amp;quot;water&amp;quot; my tiles. Now, using the &amp;quot;Underground Room&amp;quot; method works well (but takes a lot of digging and timing) because when the room is full, the water will fill up to the next Z-level and start flowing again on its own. The alternative is to use an &amp;quot;infinite outlet&amp;quot; way, like a chasm or fortifications at the edge of the map - but I guess a problem might be creating new floors in the river to replace the ones destroyed. My current bet is to build 4 raisable bridges at the Z-level below the &amp;quot;hole punch&amp;quot; point, surrounding it, and a channel to a chasm. When work is done, raise the bridges, create a nice little reservoir, and the river flows again. [[Special:Contributions/158.143.137.8|158.143.137.8]] 21:58, 15 November 2009 (UTC)&lt;br /&gt;
:Disaster strikes! - firstly, when trying this, make sure that the construction to punch a hole in the brook does not land close to one of the damming bridges on the level below, or the bridge gets destroyed. Secondly, even when the artificial reservoir is filled to 7/7, it does NOT cause the water to rise to the level above and the river to flow again! I am currently experimenting with building floors to replace the holes in the river...[[Special:Contributions/158.143.137.20|158.143.137.20]] 19:23, 17 November 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Calculator</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DAS&amp;diff=60345</id>
		<title>DAS</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DAS&amp;diff=60345"/>
		<updated>2009-12-31T22:41:57Z</updated>

		<summary type="html">&lt;p&gt;Calculator: Redirected page to Dwarven atom smasher&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Dwarven atom smasher]]&lt;/div&gt;</summary>
		<author><name>Calculator</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Modification:Chaos_Reigns&amp;diff=60234</id>
		<title>Modification:Chaos Reigns</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Modification:Chaos_Reigns&amp;diff=60234"/>
		<updated>2009-12-29T00:31:47Z</updated>

		<summary type="html">&lt;p&gt;Calculator: /* Vampires */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{mod}}&lt;br /&gt;
&lt;br /&gt;
Chaos Reigns (0.94b) is a modification by Deathbane, and can be found on the [http://www.bay12games.com/forum/index.php?topic=23878.0 forum], featuring 13 civilizations, all of which are playable (many by default!) It also introduces a slew of new mega-beasts (Like the Steel Colossus), new metals (such as Mithril), new stones (woadstone), civilization-unique trap components(such as magical wards for Wizards), and much more!&lt;br /&gt;
&lt;br /&gt;
The difficulty has in many ways been increased, and in others reduced. For example plump helmets grow rate has been drasticly reduced (to 600), and the introduction of multiple new trap_avoid threats, and metals like Keen, an alloy of steel and impure mithril, which many of your enemies have access to. On the other hand, a military outfitted with Keen goes through goblins, orcs (Note: Not orc mod-based), and many other more primitive civs.&lt;br /&gt;
&lt;br /&gt;
The below information is taken from the forum post, observation, and the RAWs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
&lt;br /&gt;
Set 80 years after the Armok's fell bastions were cast from the world by the allied powers mon¡an•va (The Watchers), Oram is once again beset&lt;br /&gt;
by War and Strife. Although 'The Enemy' has been removed from this sphere and locked into Empyreon, many of his most foul&lt;br /&gt;
servants escaped destruction, and the many tainted creations that once served him still wander the face of Oram.&lt;br /&gt;
&lt;br /&gt;
The war of the greater powers had far reaching effects - the destruction of the star jewel and the age of darkness led to periods&lt;br /&gt;
in Orams history where once allies turned amongst themselves. The greatest of these events, the Kin-slaying, led to the fragmentation of the once mighty elvish race, and the hatred and conflicting  lies spread by Armoks servants about the destruction of the star jewel led many of the once allied peoples - Humans, Wizards, Dwarves, Elves - to break oaths of allegiance and wage bitter wars.&lt;br /&gt;
&lt;br /&gt;
The aftermath of this period is obvious - None of the once great peoples trust each other no longer, and open war is once again&lt;br /&gt;
threatening to further diminish the strength of the once allied kingdoms.&lt;br /&gt;
&lt;br /&gt;
However, it is not just these races that have suffered. The entombing of Armok into Empyreon destroyed much of the kingdom built by&lt;br /&gt;
the Mother of the Night, a mon¡an•va that had governed the benign creatures in the catacombs beneath the world. Having already suffered from many of their kind being took captive and twisted into cruel, evil forms by Armok, and the infiltration of his many evils that dwelt beneath the earth, such as the much feared race of spiders, many of the under dwellers were killed as ethereal fire ripped the deep places of Oram apart. The Mother of the Night herself was slain in the crossfire in the last great battle. Those that survived, have in the current age, with the exception of the Kobolds and creatures such as batmen, have succumbed to Armoks poison, twisted beyond recognition from their original forms. Many more pursue their own agendas, bitter at the world of light and Armoks Hell that has taken so much from them.&lt;br /&gt;
&lt;br /&gt;
Armoks forces themselves have not escaped the confusion following the entombing of their lord, and the replacement of the star jewel by the new vessels of light - the moon and sun in the Age of Strife.&lt;br /&gt;
Cut off from their master, many of his once most trusted followers - Demons and the dreaded Vampires - pursue their own ends.&lt;br /&gt;
Even the most loyal of his forces, such as Chosen warriors wage wars on once former allies, led by dark powers that seek to surmount Armok and take his place&lt;br /&gt;
as the new lord of the fates of Oram.&lt;br /&gt;
&lt;br /&gt;
As the survivors from the Age of Strife begin to rebuild their civilizations, only one thing is clear.&lt;br /&gt;
&lt;br /&gt;
In this age, there is no peace, no respite. Only a unending fight for the survival of Oram.&lt;br /&gt;
&lt;br /&gt;
== New From Vanilla ==&lt;br /&gt;
The following features have been added, or changed.&lt;br /&gt;
=== Races ===&lt;br /&gt;
Races added or changed from Vanilla&lt;br /&gt;
==== Wizards ====&lt;br /&gt;
Men and women gifted with an unnatural attunement to the spheres of magic, some believe by The Watchers to combat the new threat from Armok. Even though the relatively new order managed to destroy the Order of the Forked Serpent, they were exiled due to the accusation that all magic power was derived from Armok, and not The Watchers as was originally thought. In the Ages between the Age of Strife and The Age of Myth, the Wizard order has grown from a collection of like minded exiles into a kingdom of its own, creating an army of gifted men and women that strive to hold Armoks tide of darkness back.&lt;br /&gt;
&lt;br /&gt;
*Most weapons are magic staffs, ranging in damage!&lt;br /&gt;
*Have no conventional melee weapons, although staff can be used in close combat, and they make, distribute and use enchanted weapons.&lt;br /&gt;
*Has no 'hard' armor, only soft armor. They also employ the use of magical items to shield them from attacks, rings that can bend sword blades and divert incoming projectiles.&lt;br /&gt;
*Has magical unarmed attacks, and can throw fireballs limited distances, even when unarmed.&lt;br /&gt;
*Weak stature means they are slower and more vunerable to melee attacks&lt;br /&gt;
*Have religion based on regional powers, with appropriate religion spheres&lt;br /&gt;
*Have unique trap components&lt;br /&gt;
&lt;br /&gt;
==== 'Eastern' humans ====&lt;br /&gt;
(A.K.A. Suku Humans)&lt;br /&gt;
Men allied for most of the ages with the elves, and for the most part have avoided the fall of their race to Armok.&lt;br /&gt;
How long they can avoid being drawn into the conflict is a matter is just that - a matter of when rather than if.&lt;br /&gt;
&lt;br /&gt;
*Are faster, more agile but slightly weaker than normal humans due to their training style and affiliation with the elves.&lt;br /&gt;
*Weapons either do more damage and are heavier, or less damage, lighter but with higher critical hit.&lt;br /&gt;
*Have a pantheon religion, restricted to represent their belief systems.&lt;br /&gt;
&lt;br /&gt;
==== Orcs ====&lt;br /&gt;
Creatures not seen before the fall of the Star-jewel, the method of their creation by Armok is unknown. Vast numbers of them were&lt;br /&gt;
bred during the age of darkness following its destruction, and many survived the fate of destruction and entombment. They continue&lt;br /&gt;
the will of Armok, being much more loyal than the original armok foot-soldier, the goblin.&lt;br /&gt;
&lt;br /&gt;
*Tower above men and are powerful in close combat.&lt;br /&gt;
*Will not flee battles&lt;br /&gt;
*Armed and armoured like goblins. Game will generate a random number of Orc/Goblin civilizations&lt;br /&gt;
*Are lead by a champion of Armok&lt;br /&gt;
*Have unique trap components&lt;br /&gt;
&lt;br /&gt;
==== Chosen Warrior ====&lt;br /&gt;
Men fallen to Armok during the Age of Strife, and mutated horribly by his dark powers. They are the most dreaded&lt;br /&gt;
of Armoks foot troops, being the best armed and armoured, and trained by a life of savagery to believe that only the spilling of blood in Armoks name is the destiny of them and their kin. They show no remorse or fear, and are so filled with the remnants of Armoks spirits that blows that would kill most men are simply shrugged off without notice.&lt;br /&gt;
&lt;br /&gt;
*Wield weapons that do incredible amounts of damage, and wear armour that can turn even a deathblow into only a fleshwound.&lt;br /&gt;
*Have no ranged weapons beneath siege engine size - such weapons are not for Armoks chosen.&lt;br /&gt;
*Fanatical and crazed, and will fight to the death.&lt;br /&gt;
*Are lead by a champion of Armok&lt;br /&gt;
*Can enter martial trance, fuelled by Armoks dark energies.&lt;br /&gt;
*Have unique trap components&lt;br /&gt;
&lt;br /&gt;
==== Dark Elves ====&lt;br /&gt;
Elves that assented to the kinslaying the Age of Strife, and therefore doomed their souls for eternity. The&lt;br /&gt;
curse of spilling their owns race blood was harsh, forcing the perpetrators to slowly degenerate from what they once were to creatures&lt;br /&gt;
ruled by vampyric urges and lusts, their every waking hour directed only in the perfection of cruelty, torture and blood spilling.&lt;br /&gt;
&lt;br /&gt;
Godless and Abandoned, the Dark Elves show an alarming cohesion. What new dark powers command them only they themselves know - it is unknown if they are directed by old allies of Armok, or never before encountered mon¡an•va or fimean•va is unknown &lt;br /&gt;
&lt;br /&gt;
*Are armed with vicious weapons that are designed to cause the maximum amount of pain to their enemies, and kill them through blood-loss and poison rather than a swift end. Although  more damaging, this means that the weapons often stick into opponents. Their weapons are also heavier than those of high elves, having lost most of the finesse of craft they once possessed.&lt;br /&gt;
**However, their equipment is still lighter than that of human manuafacture.&lt;br /&gt;
*Armour provides the same level of protection as human armour, but is lighter in construction.&lt;br /&gt;
*Their darkbows are of more use in close combat, sporting blades from the upper and lower limbs of the weapon. The ammo these weapons fire are also prone to becoming stuck in their targets.&lt;br /&gt;
*Their curse to Armok, combined with an elves natural atunement, has allowed some amongst them to wield powerful, dark magic with which to unleash death upon their enemies.&lt;br /&gt;
*Can enter martial trance.&lt;br /&gt;
*Worships evil gods, mon¡an•va or fimean•va attempting to fill the vacuum of power left by Armok&lt;br /&gt;
*Unlike normal elves, dark elves are mortal - although showing no signs of aging, they are a forsaken race, and are doomed to leave the mortal plane.&lt;br /&gt;
*Have unique trap components&lt;br /&gt;
&lt;br /&gt;
==== Sorcerers of Armok ====&lt;br /&gt;
When men were first granted the gifts of magic, to command the force of the magical spheres to standards even the elves did not have, their were those who used it for their own gain. These men easily succumbed to the temptations of Armok, and when they learned that through Armok, they could achieve power and immortality beyond their comprehension, The Order of the Forked Serpent was founded to overthrow those in power. The destruction of the Order, and the dispersion of its members led to the exiling of all the practitioners of magic within the human kingdoms, a pyrrhic victory for the enemies of Armok.&lt;br /&gt;
&lt;br /&gt;
The survivors of the Order of the Forked Serpent have rebanded under new names and monikers, and continue to work on their masterpiece - the release of Armok from Empyreon.&lt;br /&gt;
&lt;br /&gt;
*Most weapons are magic staffs, ranging in damage! Being few in number and far older than the Wizards, they have mastered the use of magic, and have access to the most powerful staffs.&lt;br /&gt;
*Have no conventional melee weapons, although staff can be used in close combat, and they use possessed weapons.&lt;br /&gt;
*Have no 'hard' armour, only soft armour. They also employ the use of magical items to shield them from attacks, rings that can bend sword blades and divert incoming projectiles.&lt;br /&gt;
*Have magical unarmed attacks, and can throw fireballs limited distances, even when unarmed.&lt;br /&gt;
*Unlike 'normal' wizards, sorcerers are maintained by the powers of Armok, and have none of the physical weaknesses of wizards, and seem to feel no pain, or show any signs of fear.&lt;br /&gt;
*Are lead by a champion of Armok&lt;br /&gt;
*Have unique trap components&lt;br /&gt;
&lt;br /&gt;
==== Vampires ====&lt;br /&gt;
During the Age of Darkness, Armok came across those creatures that would become to be known as humans still awaiting to awake by the command of The Sleeper. By his foul methods, Armok awakened these creatures and deceived them, telling them that he was their creator. His chosen children became the creatures mortals and Elves now name Vampires, deadly creatures of the night that maintain their existence by the consumption of blood. In the Age of Darkness, until Armoks entombment, their numbers grew great and the first awakened, named Nosferatu in their own foul language went forth and propagated their species in the darkness, preying on any human and elf alike. When the Sun were fixed in the Skies above the lower sphere, the vampires, long having fallen to Armok and never seeing the light of the Star-crystal, were burned and consumed by its rays, and could scarce endure its gaze for long at first, and thus the reign of terror they had caused ceased. It was long ere before they could stand even in moonlight, and after the emtombment, what was left of the vampire race was confined to raiding settlements in the night just to survive. In the Age of Myth, as Armoks power began to return, they took up residence once again in their tower of old assigned to them by the dark powers.&lt;br /&gt;
&lt;br /&gt;
*Immortal race exceedingly dangerous in unarmed close combat&lt;br /&gt;
*Undead, with only the removal of the head or destruction of the heart killing them utterly. They are also supernaturally energetic, being able to cover ground at great speed and do not tire in combat.&lt;br /&gt;
*Vampires do not bleed, do not tire, and have no need for normal sustainance.&lt;br /&gt;
*Whilst they use all human weapons, and armour similar to that of the dark elves, they also have ancient weapons that have seen use since the Age Of Darkness. These blades are un-naturally sharp, and have higher damage and lower stick chance than normal weapons of the same type.&lt;br /&gt;
*Are lead by a champion of Armok&lt;br /&gt;
*Have unique trap components&lt;br /&gt;
&lt;br /&gt;
==== Goblins ====&lt;br /&gt;
Survivors of the original armies of Armok during the War of Jewelled Star, and the War of Night, now playable to allow&lt;br /&gt;
for the satisfaction of human town slaughtering the good old fashioned way, with Armokian steel!&lt;br /&gt;
&lt;br /&gt;
Mostly unchanged from the the dwarf fortress version.&lt;br /&gt;
&lt;br /&gt;
==== Kobolds ====&lt;br /&gt;
Remnants of the once great civilization that dwelt beneath the worlds surface, before the entombment of Armok in his realm&lt;br /&gt;
of Empyreon, the kobolds of the known ages are mere shadows of what they once were.&lt;br /&gt;
&lt;br /&gt;
*Mostly unchanged from the the dwarf fortress version.&lt;br /&gt;
*changed to have most professions and have had some changes to their relationships.&lt;br /&gt;
&lt;br /&gt;
==== High Elves ====&lt;br /&gt;
Those who survived the kin-slaying of the elves, although vastly diminished in power, continue their struggle against Armok.&lt;br /&gt;
&lt;br /&gt;
- Live in cities and have new weapons and armour (Usually made of Keen), tougher, more militaristic, but fewer in number than Wood elves.&lt;br /&gt;
&lt;br /&gt;
==== Wood Elves ====&lt;br /&gt;
After the kin-slaying, many elves forsook the war against Armok, which they saw as being unwinnable without the direct influence of The Watchers. Believing themselves cursed and at fault for the destruction of many things in the lower sphere, they now try to safeguard the life of the world against either of the warring factions. They despise Armok, but equally those who oppose him at the cost of the other creatures and spirits that walk the wilds.&lt;br /&gt;
&lt;br /&gt;
*Default elves, pretty unchanged from the normal dwarf fortress type. However, their natural affinity has drawn Nature spirits, lower lesser watchers, to guide them in protection of the forests, and have manifested themselves as great, animated trees which protect the territories of the wood elves.&lt;br /&gt;
&lt;br /&gt;
*They also no longer consume the flesh of the dead, like in the default dwarf fortress.&lt;br /&gt;
&lt;br /&gt;
==== Dwarves ====&lt;br /&gt;
*New weapons and Armour, that provide slightly more protection and damage, but are slightly heavier than the standard equipment. Also, they have been granted a unique weapon, known as a thunderhammer, which is a powerful dwarf constructed war hammer that competes, damage wise, with some of the two handed weapons they are unable to wield.&lt;br /&gt;
&lt;br /&gt;
*Have a new unique trap component, giant hammers.&lt;br /&gt;
*ALL dwarven embarks have access to Keen, and make their weapons and armor out of it, drastically increasing price of weapons.&lt;br /&gt;
&lt;br /&gt;
==== Humans ====&lt;br /&gt;
(AKA Stauros Humans)&lt;br /&gt;
* Have a king, like the old version, and may also have mayors as well as milatary leaders.&lt;br /&gt;
&lt;br /&gt;
=== Creatures ===&lt;br /&gt;
==== Changed ====&lt;br /&gt;
*Body (thanks to deon for the core of the system)&lt;br /&gt;
**Totally new body structure and system! More joints to snap, separation of organs etc (90% done!) Special body system for certain creatures, such as vampires.&lt;br /&gt;
***Some creatures still use old body tokens and not the new body system. Fish and other creatures are also not included in the body system update&lt;br /&gt;
*Many megabeasts have been buffed, and colossus's and titans given the ability to use weapons.&lt;br /&gt;
*Many power creatures and demons now use weapons which they will drop on death as a reward.&lt;br /&gt;
*Most megabeasts now drop rewards for killing them, that fits into the backstory.&lt;br /&gt;
*Evil creatures, like goblins and vampires, that are mainly nocturnal have been given cave adaption to represent their hatred of the sun.&lt;br /&gt;
===== Megabeasts =====&lt;br /&gt;
*Giant Cave Spiders&lt;br /&gt;
**now mountable&lt;br /&gt;
**have recieved a upgrade to 8EYES, rather than 2EYES&lt;br /&gt;
**Cut down in number&lt;br /&gt;
&lt;br /&gt;
*Dragons&lt;br /&gt;
**now mountable&lt;br /&gt;
**been made fliers, and have received 2 wings.&lt;br /&gt;
**Can learn, can speak!&lt;br /&gt;
**Have had more armor added to them!&lt;br /&gt;
&lt;br /&gt;
===== Fanciful =====&lt;br /&gt;
*Hydra&lt;br /&gt;
**New body structure - can survive more than one head decapitation&lt;br /&gt;
**More armour&lt;br /&gt;
&lt;br /&gt;
*Ettin&lt;br /&gt;
**New body structure - can survive more than one head decapitation&lt;br /&gt;
&lt;br /&gt;
===== Power Creatures =====&lt;br /&gt;
*Spirit of Fire&lt;br /&gt;
**Should appear more, and are now a [POWER]&lt;br /&gt;
&lt;br /&gt;
*Demons&lt;br /&gt;
**Changed body structure&lt;br /&gt;
**Frog demons and normal demons now use weapons&lt;br /&gt;
&lt;br /&gt;
===== Misc Creatures =====&lt;br /&gt;
*Giant Eagle&lt;br /&gt;
**Changed to use a bodygloss : TALON&lt;br /&gt;
&lt;br /&gt;
*Giant bats&lt;br /&gt;
**Now have a blood suck ability!&lt;br /&gt;
&lt;br /&gt;
*Satyrs&lt;br /&gt;
**now NATURAL&lt;br /&gt;
&lt;br /&gt;
*Unicorns&lt;br /&gt;
**now NATURAL&lt;br /&gt;
&lt;br /&gt;
*Other various creatures in standard and sub changed to be trainable and mountable.&lt;br /&gt;
*Numerous tag changes, too many to list to already existing creatures, mostly just fixing things i thought were missing.&lt;br /&gt;
&lt;br /&gt;
==== New ====&lt;br /&gt;
Creatures completely new from Vanilla.&lt;br /&gt;
===== Power Creatures =====&lt;br /&gt;
*Demon Prince - A servant of Armok, who is deemed worthy enough, unites his spirit and a demons to attain almost godlike power, to further Armoks cause.&lt;br /&gt;
*Wraith-King - A creature whose mortal soul has been devoured or enslaved to Armok becomes a wraith. The most powerful of these soul thralls eventually find service as one of Armoks most fearsome enemies.&lt;br /&gt;
*Forest Spirit - A lesser watcher who serves the forests of world, taking the physical form of a giant treant. They guard the enclaves of their most loyal servants, the wood elves.&lt;br /&gt;
*Possessed Sorceror - A Sorceror of Armok who has attained the highest of Daemonic Magik, and has managed to combine their soul with that of a demon. They have immense magical powers.&lt;br /&gt;
*Nosferatu - One of the original sires of all vampire kind, these ancient beings are supernaturally powerful and deadly, even more so than that of their lesser kind.&lt;br /&gt;
*Spirits Of Fire - Lesser demons of Armok that survived the cataclysm. Many have taken control of the remnants of Armoks forces.&lt;br /&gt;
*Blood Dragon - Dragons that entered a pact with Armok, and helped destroyed the Star Jewel and the rest of their race. They are mutated to extreme levels by this demonic influence, sporting 3 heads. Many rogue elements of Armok flock to these creatures.&lt;br /&gt;
&lt;br /&gt;
===== Megabeasts =====&lt;br /&gt;
*Black Dragon - 1st generation dragons, rendered insane by the Star jewels demise. Lingering in shadows, they have lost the ability to fly but have grown in size and their blood itself has turned into a potent poison.&lt;br /&gt;
*Lesser Dragon - 2nd generation dragons, born after the Starjweles demise, and therefore lacking the majority of its powers it granted to their kin. Cannot fly, or breathe fire and is smaller!&lt;br /&gt;
*Steel Colossus - A colossus, one of the old races. This one however, is made of steel rather than bronze. Armed with a deadly, giant weapon.&lt;br /&gt;
*Insane Wizard War Titan - Giant machines once made to serve the wizards to combat the giant creatures engineered by Armok. With the controlling star-jewel destroyed, they now wander the land, mindlessly killing all in their way.&lt;br /&gt;
*Roc - giant mythical birds, fathers of the lesser creature, the giant eagle. Forced out of their homes by the destruction of their homes in the cataclysm of Armoks downfall, the survivors now take up life in the new world.&lt;br /&gt;
&lt;br /&gt;
===== Fanciful Creatures =====&lt;br /&gt;
*Chimera - Corpses said to be in close proximity to demonic influence or a collection undead spirit can be warped and molded into these horrific creatures.&lt;br /&gt;
*Centaur - A noble creature, older even than the elves.&lt;br /&gt;
*Griffon - Another survivor from an age past, griffons are one of the few creatures of the first age to still survive in any number.&lt;br /&gt;
*Gorgon - Humans who have unwittingly become hosts to one of the many lesser demonic spirits of the world. They can drain blood and have the ability to petrify all who look upon them'&lt;br /&gt;
*Basilisk  - A giant lizard from one of the first ages. It has the ability to petrify all who look directly into its eyes&lt;br /&gt;
&lt;br /&gt;
===== Misc Critters =====&lt;br /&gt;
*Sirens - A Vile relative of the harpy. It can permanently hypnotize an enemy with its song, before devouring them.&lt;br /&gt;
*Shades - In the age of darkness, many spirits could not ascend to the higher planes. These spirits formed roving bands of shades, with only revenge on their minds.&lt;br /&gt;
*Wraiths - A wraith is a spirit without substance, a blank negative energy. how wraiths are created is not known, but they are highly dangerous.&lt;br /&gt;
*Giant Lizards - A giant lizard, common in the savage areas of the world.&lt;br /&gt;
*Giant Snakes - Giant serpents, whos speedy ambush can take many by surprise. Highly venomous.&lt;br /&gt;
*Squigs - bizarre creatures,related to fungi, who are domesticated by cave dwelling species much like cows are by the overland species. Can give a nasty bite.&lt;br /&gt;
*Giant Hunting Spiders - lesser relatives of the giant cave spider. Luckily, they still show an aversion to light. They cannot spin webs, and their poison is not as strong.&lt;br /&gt;
*Giant Magma Spiders - A powerful creature of Armok. Although rarely encountered, the giant magma spider is one of the deadliest 'natural' creatures known to civilization. Can breathe fire.&lt;br /&gt;
*Scarab Swarms (Flying and non flying) - Vicious, evil beetles capable of swarming any creature like land piranhas, ripping its flesh from its bones it seconds.&lt;br /&gt;
*Giant Scarabs - Giant versions of its smaller cousins. Thankfully, these do not come in large swarms.&lt;br /&gt;
*Vampire bats - Vicious swarms of bats with a difference - they prefer sentient flesh to fruit!&lt;br /&gt;
*Sorcerors (wilderness, not affiliated with faction) - Rogue sorcerers, cast out by whatever group they belonged to.&lt;br /&gt;
*Feral Orcs - Fragments of Armoks Army that have not heeded any call of servitude.&lt;br /&gt;
*Feral Goblins - Fragments of Armoks Army that have not heeded any call of servitude.&lt;br /&gt;
*Nightstalkers - Fearsome crossbreeds that escaped Armoks halls - a cross between the dreaded spider and Armoks own tentacle demons. They have the added ability of being nigh invisible until they strike.&lt;br /&gt;
*Swans, Geese and their giant variants. - Self explanatory. Used by good races like high elves and wood elves as a means of transport for the nobles amongst them.&lt;br /&gt;
*Fire drakes - Relatives of dragons, who not having the level of sentience of their larger relatives, have not beeen affected by the fall of the star jewel. They live in the desert areas of the world, where they are a top natural predator.&lt;br /&gt;
*Rock and Gem Men - Relatives of the Iron Men. Their origins are unknown.&lt;br /&gt;
*Evil treants - Treants which have succumbed to evil forces.&lt;br /&gt;
*Dryads and Evil Dryads - lesser tree spirits, related to treants and their tainted brethren.&lt;br /&gt;
*Swamp Trolls - Trolls that have escaped Armoks servitude, and have adapted to their new habits. Their wide diet leads them to have a highly corrosive acid in their stomachs, which they can use as a powerful projectile weapon.&lt;br /&gt;
*Mountain Trolls - The most ancient of trolls eventually became mountain trolls, and lay dormant in the mountains until the end of the age of strife. These creatures are much larger than normal by almost a third, and have skin as hard as rock. Semimegabeast.&lt;br /&gt;
*Palemen - Vicious demons, whose origins are lost to time. They have powerful psychic and close combat abilities. Common in bedtime stories across Oram, where they are infamous for the luring of children into their dens before consuming them. (base donated by hishan, modified by Deathbane)&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
*Tortureboxes&lt;br /&gt;
*Severed Heads&lt;br /&gt;
*Skeletons&lt;br /&gt;
*Other types of toy axe&lt;br /&gt;
*Wizard books and crystals for wizards&lt;br /&gt;
*Toy swords for eastern human civilization&lt;br /&gt;
&lt;br /&gt;
=== Plants ===&lt;br /&gt;
*Plump helmets now take 2x as long to grow, and gives 3, not found in dry areas.&lt;br /&gt;
&lt;br /&gt;
3 Evil plants - Blood Reed, Blood Grass and Blood Orchids&lt;br /&gt;
1 Good plant - Star Orchid&lt;br /&gt;
1 New tree - Barrel Cactus&lt;br /&gt;
&lt;br /&gt;
Blood Reed - Dry biomes. Millable into Blood Reed Dye, and brew-able into Blood Spirits.&lt;br /&gt;
Blood Grass - Wet biomes. Millable into Blood Grass Dye, and brew-able into Blood Beer.&lt;br /&gt;
Blood Orchids - Wet biomes. Millable into Blood Orchid Dye, and brew-able into Blood Essence.&lt;br /&gt;
Star Orchid - Wet Biomes. Millable into Star Dye, and brew-able into Star Wine.&lt;br /&gt;
&lt;br /&gt;
=== Materials ===&lt;br /&gt;
==== Stone ====&lt;br /&gt;
*Woadstone - The death of the star jewel and the intense rain of material lead to the concentration of much of the star jewels power being locked away. Some of this material contains high pockets of mana, and formed powerful crystal deposits named woadstone, due to the first discovery of the blue crystal seemingly the colorr of woad. It is a tightly controlled secret what each crystal does - although their are 5 known types of woadstone.&lt;br /&gt;
**Purple Woadstone - Lethal. Combusts when exposed to air in its raw state, unmined is safe.&lt;br /&gt;
**Red Woadstone - Appears from the raws to be lethal.&lt;br /&gt;
**Green Woadstone - Used in the production of Wraithbone, Jadeiron, and Jadebronze.&lt;br /&gt;
**Blue Woadstone - Produces 6 units of fuel per processed stone.&lt;br /&gt;
**White woadstone - (Doesn't appear to be in game)&lt;br /&gt;
*Anthracite - Produces 4 units of fuel when processed.&lt;br /&gt;
&lt;br /&gt;
==== Gems ====&lt;br /&gt;
*Dragonstone - Found in diamond clusters (Super valuable, not as much as star shard)&lt;br /&gt;
*Starshard -Found in diamond clusters (Super valuable)&lt;br /&gt;
&lt;br /&gt;
==== Metals ====&lt;br /&gt;
*Mithril - DEEP material&lt;br /&gt;
*Impure mithril - mithril that has been contaminated by surrounding rock.&lt;br /&gt;
*Keen - an alloy of impure mithril and Steel&lt;br /&gt;
*Jadebronze and Jadeiron - elemnts combined with magical woadstone to improve their effectiveness!&lt;br /&gt;
*Wraithbone - A metal made by enchanting the bones of the dead with magical woadstone, the result is a macabre metal that is stronger than bronze, but less than iron.&lt;br /&gt;
*Dragonsteel- A mythical metal even rarer than mithril or adamantine. It is the result of the compressed soul of a dragon, and can only be obtained by killing the creature.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
When playing fortress mode, it's recommended (unofficially) to disable playing as civs you aren't interested in playing at the time, as they will send 'hamlet liason's, among other things, rather than merchants guild representatives. Additionally, it's thought that they will not siege you.&amp;lt;sup&amp;gt;(Need to check)&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''This page was made without permission of the mod's creator. If you made Chaos Reigns and would like for this page to be removed, please do so rather than get miffed. Otherwise, give this mod a shot, definitely adds a bit of flavor.''&lt;/div&gt;</summary>
		<author><name>Calculator</name></author>
	</entry>
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