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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Corhen</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Corhen"/>
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	<updated>2026-04-07T07:09:07Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Corhen&amp;diff=62898</id>
		<title>User talk:Corhen</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Corhen&amp;diff=62898"/>
		<updated>2010-02-09T18:09:53Z</updated>

		<summary type="html">&lt;p&gt;Corhen: Blanked the page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Corhen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Philosopher&amp;diff=62897</id>
		<title>40d:Philosopher</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Philosopher&amp;diff=62897"/>
		<updated>2010-02-09T18:09:09Z</updated>

		<summary type="html">&lt;p&gt;Corhen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Noble&lt;br /&gt;
| noble= Philosopher&lt;br /&gt;
| arrival=&lt;br /&gt;
* 100 population&lt;br /&gt;
| function=&lt;br /&gt;
* Thinking&lt;br /&gt;
* Looking Pretty&lt;br /&gt;
* Eating&lt;br /&gt;
* Goblin Bait&lt;br /&gt;
* &amp;lt;s&amp;gt;Drinking heavily&amp;lt;/s&amp;gt; &amp;lt;&amp;lt;Philosophising&amp;gt;&amp;gt;&lt;br /&gt;
* (ie, absolutely nothing, other than wasting your food supply)&lt;br /&gt;
}}&lt;br /&gt;
'''The philosopher''' was a [[noble]] who arrives via [[immigration]], with the message &amp;quot;wise X has arrived.&amp;quot; The condition for his arrival was 100 Dwarves.&lt;br /&gt;
&lt;br /&gt;
With 40d he has been removed. [http://www.bay12games.com/forum/index.php?topic=30026.msg1019841#msg1019841]&lt;br /&gt;
&lt;br /&gt;
The philosopher has no worldly needs and makes no mandates, but also appears to perform no useful function.  What do you expect from someone that spends all of his time thinking?&lt;br /&gt;
&lt;br /&gt;
While he has no formal requirements, he will, like any other dwarf, get unhappy thoughts from sleeping on the floor or without a 'proper' room; and he will not rent or claim a room himself, so it is advisable to assign at least some form of bedroom to him.&lt;br /&gt;
&lt;br /&gt;
He has been known to do &amp;quot;all dwarf&amp;quot; tasks such as de-constructing walls and even trading at the depot, much like a child.  Like other [[Noble|nobles]], he will [[Dwarven economy|change the prices of goods]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Nobles]]&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>Corhen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Trance&amp;diff=50701</id>
		<title>Trance</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Trance&amp;diff=50701"/>
		<updated>2009-09-05T07:42:19Z</updated>

		<summary type="html">&lt;p&gt;Corhen: Redirected page to Martial trance&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#redirect [[Martial trance]]&lt;/div&gt;</summary>
		<author><name>Corhen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Controls&amp;diff=11447</id>
		<title>40d Talk:Controls</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Controls&amp;diff=11447"/>
		<updated>2009-09-05T04:58:30Z</updated>

		<summary type="html">&lt;p&gt;Corhen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I'm not sure why we have unused keys at all in this list, but I preserved them from the original author and gave them a bit of formatting to make them less visible ([[:Template:unusedkey]] if you want to change the colour from #aaa). --[[User:JT|JT]] 19:59, 31 October 2007 (EDT)&lt;br /&gt;
:: I just found it easier to keep the long key lists in A-Z order if I wrote all the letters first and then the assignments, and made it easier to spot if I missed any keys. Feel free to remove them if you want. --[[User:SupSuper|SupSuper]] 12:42, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Might it be a good idea to link this from the main page? I played the previous DF, but it still took a few minutes to figure out all the controls - I pity any new players who try it, and many basic controls (like moving through Z-levels) aren't easily discovered.&lt;br /&gt;
:: It's linked from [[Important advice]] --[[User:SupSuper|SupSuper]] 13:50, 13 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
===Weird Keyboards===&lt;br /&gt;
&lt;br /&gt;
I play on my French laptop, which has an AZERTY keyboard and no keypad. Some of the controls seem to be hardcoded expecting a QWERTY keyboard (or keypad). If someone has the same problem and found a workaround, please post your config file, thanks. --[[User:Senso|Senso]] 11:22, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
I found the keybinding suggestions[http://archive.dwarffortresswiki.net/index.php/Key_Bindings] on the old wiki to be incredibly helpful for a laptop keyboard.  Should this information be placed here? --[[User:Mechturk|Mechturk]] 17:09, 4 November 2007 (EST)&lt;br /&gt;
:: Linked on the first paragraph --[[User:SupSuper|SupSuper]] 13:50, 13 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Layout==&lt;br /&gt;
&lt;br /&gt;
The layout is incoherent for keys that have subcommands. Compare {{key|V}} and {{key|M}}. --[[User:Mizipzor|Mizipzor]] 15:14, 1 November 2007 (EDT)&lt;br /&gt;
:: This is because {{key|V}} leads a screen where you can use the subkeys as many times as you want, while {{key|M}}{{key|g}} is a combination that leads to a separate screen (you can't do {{key|M}}{{key|g}}{{key|g}}{{key|g}}...). I suspect I'll eventually move them to their own wiki page about the spectacular 3D view. :D --[[User:SupSuper|SupSuper]] 13:50, 13 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Full Screen ==&lt;br /&gt;
&lt;br /&gt;
Can anyone tell me what the key combo I accidentally pressed to make the program go full screen, and why it isn't listed in the Controls? &amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:Markham|Markham]] ([[User talk:Markham|talk]]•[[Special:Contributions/Markham|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
:It would seem pressing F11 does it, and I'm not sure why it's not in the article. Infact, there aren't any F keys listed. I'll go ahead and add what's in the default keybindings on the F keys. --[[User:N9103|Edward]] 10:49, 18 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Controls Guide ==&lt;br /&gt;
&lt;br /&gt;
I started a noob-friendly version of this page at [[Controls guide]]. I grouped the commands by function, to make it easier to learn. Let me know what you think of it so far. If there's a positive response on the discussion page, I'm going to link it from an FAQ or a beginner's guide page.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Titles ==&lt;br /&gt;
I just began playing DF last week, and since then some of my soldiers have racked up a considerable amount of kills. The most aggressive two have 19 and 20 goblins to their names. With those kills come some pretty long titles. So long, in fact, that when I click on View this unit, their title just kind of scrolls off screen and I can't see the whole thing. Is there any way to see what their title are besides having the get killed by another one of my dwarfs?&lt;br /&gt;
&lt;br /&gt;
Thanks&lt;br /&gt;
[[User:Revan|Revan]] 10:55, 16 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::If they have kids or spouses, their full (translated) names will be displayed on the thoughts screen. That's the only way I know of (just started too)[[User:Heartofgoldfish|Heartofgoldfish]] 19:10, 21 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
Pushing Tab should change the sidebar size, which may make it possible to see the entire name.  Try using the [v]iew creature, [p]references, [z]thoughts menu.--[[User:Zchris13|Zchris13]] 19:35, 21 February 2009 (EST)&lt;br /&gt;
:: Thanks to both of you! Both ways work perfectly. --[[User:Revan|Revan]] 22:37, 24 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Naming ==&lt;br /&gt;
there is a command Shift N command to name things, dont know how it works, Dont know how to read it, came here looking for advice, only to find its not listed!! [[User:Corhen|Corhen]] 04:58, 5 September 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Corhen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Item_quality&amp;diff=32293</id>
		<title>40d:Item quality</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Item_quality&amp;diff=32293"/>
		<updated>2009-09-01T21:33:43Z</updated>

		<summary type="html">&lt;p&gt;Corhen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''Also see [[Item designations]].''&lt;br /&gt;
&lt;br /&gt;
All items in the game have a [[item value|base value]], which is multiplied by what [[material value|material]] the item is made of and by the item's '''quality'''.  [[Decoration]]s (such as bone, gems, and studding) further increase the value.&lt;br /&gt;
&lt;br /&gt;
Item quality can have an effect on an item's properties, especially [[armor]] and [[weapons]].&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
== Quality grades ==&lt;br /&gt;
&lt;br /&gt;
All crafted items ([[furniture]], [[armor]], [[bolts]], etc.) &amp;amp;ndash; but not intermediate materials ([[bars]], [[blocks]], etc. except [[cloth]], which does have quality levels) &amp;amp;ndash; are bracketed by characters that show the quality of their craftsdwarfship. Dyeing also has a quality level, as does Decorating/Encrusting (with gems, leathers, cloth, etc). Prepared foods have quality levels. Alcohol has a hidden quality rating that controls the amount of happiness a dwarf gets from drinking it. It is not yet known whether the damage or destruction of masterful alcohol can cause tantrums.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! style=&amp;quot;padding-right: 35px;&amp;quot; | '''Designation''' || style=&amp;quot;text-align: left;&amp;quot; | '''Description''' || style=&amp;quot;padding-right: 20px; padding-left: 15px; text-align: center;&amp;quot; | '''Value &amp;lt;br&amp;gt;Modifier''' || style=&amp;quot;text-align: center;&amp;quot; | '''&amp;amp;nbsp;Damage / To-Hit /&amp;lt;br&amp;gt;Armor Modifier'''&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Item Name || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;mdash;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;1&amp;amp;nbsp; || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;1.0&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| -Item Name- || Well-crafted || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;2&amp;amp;nbsp; || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;1.2&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| +Item Name+ || Finely-crafted || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;3&amp;amp;nbsp; || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;1.4&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| *Item Name* || Superior quality || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;4&amp;amp;nbsp; || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;1.6&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| ≡Item Name≡ || Exceptional || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;5&amp;amp;nbsp; || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;1.8&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| ☼Item Name☼ || Masterful || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;12&amp;amp;nbsp; || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;2.0&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| ''Unique name'' || Artifact || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;120&amp;amp;nbsp; || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;2.0?*&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:''(* An analysis of game memory indicates a base multiplier of 2.0, however observational reports (and some other elements of the game code) imply that the multiplier might be (significantly?) higher.  As it stands, it's not perfectly clear - more research is needed.)''&lt;br /&gt;
&lt;br /&gt;
====Masterpiece====&lt;br /&gt;
A '''masterpiece''' is more than the highest normal quality and value - it is an artistic expression that is of great importance to the dwarf who created it.&lt;br /&gt;
&lt;br /&gt;
When a masterful quality item is created, the game will announce, &amp;quot;&amp;lt;dwarf&amp;gt; has created a masterpiece!&amp;quot;  The loss, destruction or theft of such a masterpiece will cause the dwarf that created it a ''very'' unhappy thought. [[Trading]] a masterpiece item to merchants is always safe. Masterpiece meals can be eaten safely, although allowing the food to rot will provoke the same response as theft or destruction. Using masterpiece bolts will not cause a tantrum, even if the bolts break - however, ''losing'' a bolt, even one left on the battlefield, will. So if a kobold or wild animal steals a used masterpiece bolt which was lying around, or misses its target and falls into the [[chasm]] or is melted by &amp;quot;the impertinent [[magma]]&amp;quot;, this also counts as defacement, and the maker's mood will decrease (but not as much as might be - see below). &lt;br /&gt;
&lt;br /&gt;
The magnitude of the unhappy thought is equal to 1000 divided by the number of masterworks the dwarf has created{{verify}}.  So an engraver with hundreds of masterwork images on the walls of the fortress or a bonecarver with several dozen masterpiece bone bolts will be merely irked by the destruction of one of their many masterworks, while a dwarf who has only made a single masterwork item would be deeply and significantly affected.&lt;br /&gt;
&lt;br /&gt;
Since [[legendary]] dwarves are most likely to be the ones creating masterpieces, keeping these creations safe should be high priority; [[tantrum]]ing legendary dwarves can be very difficult to subdue.&lt;br /&gt;
&lt;br /&gt;
====Artifacts====&lt;br /&gt;
[[Artifact]] items have a unique name instead of bracketing symbols and are worth 120x base value. Artifacts, like masterpiece items, will cause a significant mood drop in the creator when destroyed or stolen.  According to inspections of the memory values, it seems that artifacts have the same quality value as masterpiece items.  It is unclear if this is true for weapons/armor or not - opinions differ as to whether artifact weapons and armor have a 2.0 multiplier or something higher; nothing has been found in the game code to support such, but observation suggests otherwise.&lt;br /&gt;
&lt;br /&gt;
== Skill and quality levels ==&lt;br /&gt;
&lt;br /&gt;
Tradesdwarves of different [[skill]] levels will produce items of differing quality. &amp;quot;Dabbling&amp;quot; dwarves never (without applicable preference) produce anything above a basic quality item, [[legendary]] dwarves usually produce Exceptional items, and the best legendary dwarves produce Masterful items approximately 27% of the time.&lt;br /&gt;
&lt;br /&gt;
Preferences for particular materials and objects make a considerable difference. Although the exact adjustment is unknown, preliminary testing indicates that they can boost effective skill (not quality) by one to three levels (if the craftdwarf likes the item type, subtype and material).&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; valign=&amp;quot;bottom&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Chance for  !!No quality!!Well-crafted!!Finely-crafted!!Superior quality!!Exceptional!!Masterful!!Average [[Value]] Multiplier!!Jump in Average Value&lt;br /&gt;
|-&lt;br /&gt;
|Dabbling|| 100.0%      || || || || || ||1.000||&lt;br /&gt;
|-&lt;br /&gt;
|Novice|| 63.0% || 31.4%        || 5.2% || 0.38%    || 0.01%    || 0.000089%    ||1.430||0.430&lt;br /&gt;
|-&lt;br /&gt;
|No|| 36.4%     || 44.1%        || 16.7%        || 2.6% || 0.16%    || 0.0028%    ||1.860||0.430&lt;br /&gt;
|-&lt;br /&gt;
|Competent|| 18.3%      || 43.8%        || 29.4%        || 7.7% || 0.79%    || 0.022%    ||2.291||0.431&lt;br /&gt;
|-&lt;br /&gt;
|Skilled|| 6.7% || 35.6%        || 39.4%        || 15.8%        || 2.4% || 0.091%    ||2.725||0.434&lt;br /&gt;
|-&lt;br /&gt;
|Proficient|| || 23.3%  || 44.4%        || 26.4%        || 5.6% || 0.28%    ||3.167||0.441&lt;br /&gt;
|-&lt;br /&gt;
|Talented|| || 15.5%    || 41.5%        || 33.3%        || 9.2% || 0.58%    ||3.415||0.248&lt;br /&gt;
|-&lt;br /&gt;
|Adept|| || 9.4%        || 36.3%        || 39.2%        || 14.0%        || 1.1% ||3.674||0.259&lt;br /&gt;
|-&lt;br /&gt;
|Expert|| || 5.0%       || 29.7%        || 43.5%        || 20.0%        || 1.8% ||3.949||0.275&lt;br /&gt;
|-&lt;br /&gt;
|Professional|| || 1.9% || 22.2%        || 45.8%        || 27.2%        || 2.9% ||4.245||0.296&lt;br /&gt;
|-&lt;br /&gt;
|Accomplished|| || || 14.4%     || 45.6%        || 35.6%        || 4.4% ||4.567||0.322&lt;br /&gt;
|-&lt;br /&gt;
|Great|| || || 10.2%    || 42.4%        || 41.4%        || 5.9% ||4.785||0.218&lt;br /&gt;
|-&lt;br /&gt;
|Master|| || || 6.7%    || 38.2%        || 47.4%        || 7.7% ||5.021||0.236&lt;br /&gt;
|-&lt;br /&gt;
|High Master|| || || 3.9%      || 33.0%        || 53.3%        || 9.8% ||5.276||0.255&lt;br /&gt;
|-&lt;br /&gt;
|Grand Master|| || || 1.6%     || 26.9%        || 59.2%        || 12.2%        ||5.552||0.276&lt;br /&gt;
|-&lt;br /&gt;
|Legendary|| || || || 20.0%     || 65.0%        || 15.0%        ||5.850||0.298&lt;br /&gt;
|-&lt;br /&gt;
|Legendary+1|| || || || 15.7%   || 67.2%        || 17.1%        ||6.037||0.187&lt;br /&gt;
|-&lt;br /&gt;
|Legendary+2|| || || || 11.6%   || 69.1%        || 19.3%        ||6.233||0.195&lt;br /&gt;
|-&lt;br /&gt;
|Legendary+3|| || || || 7.6%    || 70.8%        || 21.6%        ||6.436||0.203&lt;br /&gt;
|-&lt;br /&gt;
|Legendary+4|| || || || 3.7%    || 72.2%        || 24.1%        ||6.647||0.211&lt;br /&gt;
|-&lt;br /&gt;
|Legendary+5|| || || || || 73.3%        || 26.7%        ||6.867||0.219&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The above table is based on the formula discovered by [[User:0x517A5D|0x517A5D]]:&lt;br /&gt;
&lt;br /&gt;
First, a skill level is computed, directly related to the dabbling...legendary indicators and likes of the particular crafter. No skill or dabbling is 0, legendary is 15. It is capped at 20.&lt;br /&gt;
&lt;br /&gt;
Item quality is set to 0.&lt;br /&gt;
&lt;br /&gt;
Then dice are rolled. Each roll is independent; all rolls are made even if a previous roll fails.&lt;br /&gt;
&lt;br /&gt;
* If d5 &amp;lt; skill level, quality is bumped.&lt;br /&gt;
* If d10 &amp;lt; skill level, quality is bumped.&lt;br /&gt;
* If d15 &amp;lt; skill level, quality is bumped.&lt;br /&gt;
* If d20 &amp;lt; skill level, quality is bumped.&lt;br /&gt;
* If d25 &amp;lt; skill level and d3 == 1, quality is bumped.&lt;br /&gt;
This gives the 6 quality levels (0 to 5).&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Here is 0x517A5D's disassembly and analysis, up-to-date as of version .40d9:&lt;br /&gt;
&lt;br /&gt;
; ---------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
loc_6FCB92:&lt;br /&gt;
                push    eax&lt;br /&gt;
                call    get_dorf_level_in_a_skill&lt;br /&gt;
                mov     ebx, eax&lt;br /&gt;
&lt;br /&gt;
loc_6FCB9A:&lt;br /&gt;
                cmp     ebx, 20&lt;br /&gt;
                mov     [edi+7Ah], bx   ; Save the creator's true skill level.&lt;br /&gt;
                                        ; EDI points to the item being created.&lt;br /&gt;
&lt;br /&gt;
                jle     short loc_6FCBA8&lt;br /&gt;
                mov     ebx, 20         ; EBX is a value in the range of [0..20],&lt;br /&gt;
                                        ; and is the (capped) skill level of the&lt;br /&gt;
                                        ; creator, possibly adjusted for material&lt;br /&gt;
                                        ; preferences, I didn't check.&lt;br /&gt;
&lt;br /&gt;
; We roll a d5 and compare the result with the creator's skill level.&lt;br /&gt;
; (Technically, we compare d5 - 1 against skill_level - 1.)&lt;br /&gt;
&lt;br /&gt;
loc_6FCBA8:                             ; field 78h is quality.&lt;br /&gt;
                xor     eax, eax&lt;br /&gt;
&lt;br /&gt;
                mov     [edi+78h], ax   ; Init item quality to 0&lt;br /&gt;
&lt;br /&gt;
                call    mt_engine       ; Get a random number (returned in EAX).&lt;br /&gt;
&lt;br /&gt;
                mov     ecx, eax        ; This mess is a division by 5,&lt;br /&gt;
                mov     eax, 3          ; retaining the modulus.&lt;br /&gt;
                mul     ecx             ; It's done this way in the hope&lt;br /&gt;
                mov     eax, ecx        ; that three multiplies is less&lt;br /&gt;
                sub     eax, edx        ; expensive than a single divide.&lt;br /&gt;
                shr     eax, 1          ; This technique is called&lt;br /&gt;
                add     eax, edx        ; &amp;quot;multiplying by the reciprocal.&amp;quot;&lt;br /&gt;
                shr     eax, 1Eh&lt;br /&gt;
                imul    eax, 80000001h&lt;br /&gt;
                add     ecx, eax&lt;br /&gt;
                mov     eax, 4FFFFFFFh&lt;br /&gt;
                mul     ecx&lt;br /&gt;
                shr     edx, 1Bh        ; now EDX is in the range [0..4]&lt;br /&gt;
                                        ; i.e. d5 - 1&lt;br /&gt;
&lt;br /&gt;
                cmp     edx, ebx        ; Compare the &amp;quot;die roll&amp;quot; against the&lt;br /&gt;
                                        ; 0-based skill level (still in EBX).&lt;br /&gt;
                jge     short loc_6FCBE1&lt;br /&gt;
                add     [edi+78h], bp   ; If the random number was less than&lt;br /&gt;
                                        ; the skill level,&lt;br /&gt;
                                        ; add 1 to the quality level.&lt;br /&gt;
                                        ; (BP is known to be 1, and&lt;br /&gt;
                                        ; item quality is known to be 0.)&lt;br /&gt;
&lt;br /&gt;
; Now we roll a d10 and compare.  It's important to note that the roll&lt;br /&gt;
; of the d10 is independent, not conditional, of the roll of the d5.&lt;br /&gt;
&lt;br /&gt;
loc_6FCBE1:                             ; Random number&lt;br /&gt;
                call    mt_engine&lt;br /&gt;
                mov     ecx, eax        ; Modulus&lt;br /&gt;
                mov     eax, 3&lt;br /&gt;
                mul     ecx&lt;br /&gt;
                mov     eax, ecx&lt;br /&gt;
                sub     eax, edx&lt;br /&gt;
                shr     eax, 1&lt;br /&gt;
                add     eax, edx&lt;br /&gt;
                shr     eax, 1Eh&lt;br /&gt;
                imul    eax, 80000001h&lt;br /&gt;
                add     ecx, eax&lt;br /&gt;
                mov     eax, 4FFFFFFFh&lt;br /&gt;
                mul     ecx&lt;br /&gt;
                shr     edx, 1Ah        ; now EDX is in the range [0..9]&lt;br /&gt;
                                        ; i.e. d10 - 1&lt;br /&gt;
                cmp     edx, ebx        ; Compare&lt;br /&gt;
                jge     short loc_6FCC14&lt;br /&gt;
                add     [edi+78h], bp   ; If d10 &amp;lt; skill, bump quality.&lt;br /&gt;
&lt;br /&gt;
loc_6FCC14:                             ; Same thing for a d15.&lt;br /&gt;
                call    mt_engine&lt;br /&gt;
                mov     ecx, eax&lt;br /&gt;
                mov     eax, 3&lt;br /&gt;
                mul     ecx&lt;br /&gt;
                mov     eax, ecx&lt;br /&gt;
                sub     eax, edx&lt;br /&gt;
                shr     eax, 1&lt;br /&gt;
                add     eax, edx&lt;br /&gt;
                shr     eax, 1Eh&lt;br /&gt;
                imul    eax, 80000001h&lt;br /&gt;
                add     ecx, eax&lt;br /&gt;
                mov     eax, 0EFFFFFF3h&lt;br /&gt;
                mul     ecx&lt;br /&gt;
                shr     edx, 1Bh&lt;br /&gt;
                cmp     edx, ebx&lt;br /&gt;
                jge     short loc_6FCC47&lt;br /&gt;
                add     [edi+78h], bp   ; If d15 &amp;lt; skill, bump quality.&lt;br /&gt;
&lt;br /&gt;
loc_6FCC47:                             ; Same thing for a d20.&lt;br /&gt;
                call    mt_engine&lt;br /&gt;
                mov     ecx, eax&lt;br /&gt;
                mov     eax, 3&lt;br /&gt;
                mul     ecx&lt;br /&gt;
                mov     eax, ecx&lt;br /&gt;
                sub     eax, edx&lt;br /&gt;
                shr     eax, 1&lt;br /&gt;
                add     eax, edx&lt;br /&gt;
                shr     eax, 1Eh&lt;br /&gt;
                imul    eax, 80000001h&lt;br /&gt;
                add     ecx, eax&lt;br /&gt;
                mov     eax, 3FFFFFE3h&lt;br /&gt;
                mul     ecx&lt;br /&gt;
                sub     ecx, edx&lt;br /&gt;
                shr     ecx, 1&lt;br /&gt;
                add     ecx, edx&lt;br /&gt;
                shr     ecx, 1Ah&lt;br /&gt;
                cmp     ecx, ebx&lt;br /&gt;
                jge     short loc_6FCC80&lt;br /&gt;
                add     [edi+78h], bp   ; If d20 &amp;lt; skill. bump quality.&lt;br /&gt;
&lt;br /&gt;
loc_6FCC80:                             ; Now we roll a d25&lt;br /&gt;
                call    mt_engine&lt;br /&gt;
                mov     ecx, eax&lt;br /&gt;
                mov     eax, 3&lt;br /&gt;
                mul     ecx&lt;br /&gt;
                mov     eax, ecx&lt;br /&gt;
                sub     eax, edx&lt;br /&gt;
                shr     eax, 1&lt;br /&gt;
                add     eax, edx&lt;br /&gt;
                shr     eax, 1Eh&lt;br /&gt;
                imul    eax, 80000001h&lt;br /&gt;
                add     ecx, eax&lt;br /&gt;
                mov     eax, 0C7FFFFFDh&lt;br /&gt;
                mul     ecx&lt;br /&gt;
                shr     edx, 1Ah&lt;br /&gt;
                cmp     edx, ebx        ; Compare against skill,&lt;br /&gt;
                jge     short loc_6FCCE2&lt;br /&gt;
                call    mt_engine       ; AND roll a d3&lt;br /&gt;
                mov     ecx, eax&lt;br /&gt;
                mov     eax, 3&lt;br /&gt;
                mul     ecx&lt;br /&gt;
                mov     eax, ecx&lt;br /&gt;
                sub     eax, edx&lt;br /&gt;
                shr     eax, 1&lt;br /&gt;
                add     eax, edx&lt;br /&gt;
                shr     eax, 1Eh&lt;br /&gt;
                imul    eax, 80000001h&lt;br /&gt;
                add     ecx, eax&lt;br /&gt;
                mov     eax, 0BFFFFFFFh&lt;br /&gt;
                mul     ecx&lt;br /&gt;
                shr     edx, 1Dh&lt;br /&gt;
                test    edx, edx        ; The d3 result must be 1.&lt;br /&gt;
                                        ; (Technically, d3-1 is tested against 0.)&lt;br /&gt;
                jnz     short loc_6FCCE2&lt;br /&gt;
                add     [edi+78h], bp   ; If d25 &amp;lt; skill AND d3 = 1, bump&lt;br /&gt;
&lt;br /&gt;
loc_6FCCE2:&lt;br /&gt;
                cmp     word ptr [edi+78h], 5&lt;br /&gt;
                jnz     loc_6FCE28&lt;br /&gt;
                lea     ecx, [esp+40h+var_2C]&lt;br /&gt;
                call    ds:??0?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@QAE@XZ&lt;br /&gt;
                lea     ecx, [esp-14h+arg_24]&lt;br /&gt;
                push    ecx&lt;br /&gt;
                mov     ecx, esi&lt;br /&gt;
                mov     [esp-10h+arg_4C], 0&lt;br /&gt;
                call    get_dorf_name&lt;br /&gt;
                add     esp, 4&lt;br /&gt;
                push    offset aHasCreatedAMasterpiece ; &amp;quot; has created a masterpiece!&amp;quot;&lt;br /&gt;
                lea     ecx, [esp-10h+arg_24]&lt;br /&gt;
                call    ds:??Y?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@QAEAAV01@PBD@Z&lt;br /&gt;
                cmp     [esp-18h+arg_40], 10h&lt;br /&gt;
                mov     ecx, [esp-18h+arg_2C]&lt;br /&gt;
                jnb     short loc_6FCD2C&lt;br /&gt;
                lea     ecx, [esp-18h+arg_2C]&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
According to inspections of the memory values, it seems that artifacts have a quality of 5.&lt;br /&gt;
&lt;br /&gt;
== Effect of quality on weapon skill {{ver|0.23.130.23a}} ==&lt;br /&gt;
&lt;br /&gt;
To quote Toady:&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 50em; padding: 0.5em; margin-bottom: 1em; border: 1px solid #ccc; background: #eee;&amp;quot;&amp;gt;&lt;br /&gt;
The quality of any weapon, including crossbows used as launchers, affects the skill of the shooter. I think this even leads to obscene things like master crossbows + master bolts causing recruits to shoot like legends. In general, if the quality Q is from 0 to 5, the skill is modified according to&lt;br /&gt;
&lt;br /&gt;
Skill&amp;lt;sub&amp;gt;new&amp;lt;/sub&amp;gt; = Skill&amp;lt;sub&amp;gt;original&amp;lt;/sub&amp;gt; &amp;amp;times; (1.0 + 0.2 &amp;amp;times; Q) + Q&lt;br /&gt;
&lt;br /&gt;
This is pretty extreme and will probably be reduced for all weapons.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
while equipped with a single masterpiece weapon, dwarves have skill increase to Accomplished, not Legendary. Still, the bonus is way too high. See this chart for the exact levels:&lt;br /&gt;
&lt;br /&gt;
Note: This chart is out of date/wrong due to the facts that the integer that represents a specific skill level is not known, how the formula rounds is not known, and the fact that higher legendaries exist is known.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; valign=&amp;quot;bottom&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Result for  !!Well-crafted!!Finely-crafted!!Superior quality!!Exceptional!!Masterful&lt;br /&gt;
|-&lt;br /&gt;
|Dabbling    ||No label    ||Skilled       ||Talented        ||Expert     ||Accomplished&lt;br /&gt;
|-&lt;br /&gt;
|Novice      ||Competent   ||Proficient    ||Expert          ||Accomplished||Master&lt;br /&gt;
|-&lt;br /&gt;
|No label    ||Skilled     ||Adept         ||Professional    ||Master     ||Grand Master&lt;br /&gt;
|-&lt;br /&gt;
|Competent   ||Talented    ||Expert        ||Great           ||High Master||Legendary&lt;br /&gt;
|-&lt;br /&gt;
|Skilled     ||Adept       ||Accomplished  ||Master          ||Legendary  ||Legendary&lt;br /&gt;
|-&lt;br /&gt;
|Proficient  ||Expert      ||Great         ||Grand Master    ||Legendary  ||Legendary&lt;br /&gt;
|-&lt;br /&gt;
|Talented    ||Professional||Master        ||Legendary       ||Legendary  ||Legendary&lt;br /&gt;
|-&lt;br /&gt;
|Adept       ||Accomplished||Grand Master  ||Legendary       ||Legendary  ||Legendary&lt;br /&gt;
|-&lt;br /&gt;
|Expert      ||Master      ||Legendary     ||Legendary       ||Legendary  ||Legendary&lt;br /&gt;
|-&lt;br /&gt;
|Professional||High Master ||Legendary     ||Legendary       ||Legendary  ||Legendary&lt;br /&gt;
|-&lt;br /&gt;
|Accomplished||Grand Master||Legendary     ||Legendary       ||Legendary  ||Legendary&lt;br /&gt;
|-&lt;br /&gt;
|Great and better||Legendary||Legendary    ||Legendary       ||Legendary  ||Legendary&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If this is true, then it would be possible to:&lt;br /&gt;
&lt;br /&gt;
# Train a couple dozen skilled miners&lt;br /&gt;
# Give them exceptional picks&lt;br /&gt;
# Draft them and give them decent armor&lt;br /&gt;
# Kill a goblin siege with a couple dozen legendary speardwarves (picks = 70% damage spears) as long as there are no enemy champions to destroy your armour/shield/wrestling inept speardwarves&lt;br /&gt;
&lt;br /&gt;
[[Category:Items|*Quality]]&lt;/div&gt;</summary>
		<author><name>Corhen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Undead&amp;diff=32011</id>
		<title>40d:Undead</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Undead&amp;diff=32011"/>
		<updated>2009-07-17T05:22:20Z</updated>

		<summary type="html">&lt;p&gt;Corhen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;All [[animal]]s can be encountered in skeletal or zombie varieties when visiting a [[haunted]], [[sinister]] or [[terrifying]] [[biome]].  The type of '''undead''' animal is the same as the animals which would be found in a normal biome of the same type, and they are encountered in the same size groups. As of .39c, both [[megabeast]]s and [[semi-megabeast]]s can be also be undead.&lt;br /&gt;
&lt;br /&gt;
Undead are highly aggressive and will attack and chase any living creature that approaches them.  Zombie animals move slowly, so [[dwarves]] can usually outrun them.  Skeletal animals, however, are both strong and extremely fast, making them very dangerous.&lt;br /&gt;
&lt;br /&gt;
[[Image:Undead_Fish.png|frame|Undead fish traversing dry land to attack an adventurer.]]&lt;br /&gt;
&lt;br /&gt;
Undead creatures do not need to breathe, and all can swim in [[water]] and walk on land, including normally aquatic creatures such as [[carp]], sharks and even [[whale]]s. While this is only a minor nuisance most of the time, groups of undead [[carp]] can pose a serious threat to even a well trained squad. The average dwarf can easily run away from zombie carp, but skeletal carp are a vile force of darkness which should be feared by anyone who confronts them.&lt;br /&gt;
&lt;br /&gt;
All undead gain the [[BUILDINGDESTROYER]] tag at value 1, allowing them to deconstruct doors, hatches, statues and such.  &lt;br /&gt;
&lt;br /&gt;
Zombies start with brown and grey [[wound]]s to several of their organs; skeletons start with grey (missing) wound status on all their organs.  Both types appear to be immune to critical hits against organs, making crits with [[Weapon#Damage_calculation|piercing]] weapons meaningless, although they can still be dismembered by an axe or knocked across the screen with a hammer.&lt;br /&gt;
&lt;br /&gt;
When defeated, a zombie leaves a rotten [[corpse]] which should be disposed of to avoid [[miasma]].  It will eventually rot completely to leave a pile of [[bone]]s.  Skeletal creatures leave a [[skull]] and [[bone]]s, which can be used immediately by a [[bone carver]].&lt;br /&gt;
&lt;br /&gt;
Undead [[trees]] show on the map as {{DFtext|Dead Highwood}}, but an undead {{DFtext|Dead Highwood Sapling}} will still mature into a full grown tree.  After cutting down, the [[log]]s are indistinguishable from those cut from a living tree. Undead [[shrub]]s and grass are useless, though these tainted lands contain a mix of living and dead plants.&lt;br /&gt;
&lt;br /&gt;
Beware undead [[giant eagle]]s, as [[bolt]]s have little effect upon them, and [[dwarves]] have trouble attacking them in melee. If you find skeletal whales or other exceptionally large creatures... run and lock your fort down.&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Creatures]]&lt;/div&gt;</summary>
		<author><name>Corhen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=3dwarf&amp;diff=49953</id>
		<title>3dwarf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=3dwarf&amp;diff=49953"/>
		<updated>2009-07-06T19:42:14Z</updated>

		<summary type="html">&lt;p&gt;Corhen: Redirected page to Utilities#3Dwarf Visualizer&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Utilities#3Dwarf Visualizer]]&lt;/div&gt;</summary>
		<author><name>Corhen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Children&amp;diff=23974</id>
		<title>40d Talk:Children</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Children&amp;diff=23974"/>
		<updated>2009-06-12T01:30:29Z</updated>

		<summary type="html">&lt;p&gt;Corhen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dwarves will get married? I thought only immigrants could be married, when the arive at the fort?&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Doler 12|Doler 12]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Dunno about that! but I did rewrite the article. Hope the formal wikipedia style isn't too far out of whack here, [[User talk:GarrieIrons|slap me]] if I need it.[[User:GarrieIrons|GarrieIrons]] 06:19, 5 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Dwarves can get married at any point, if they like each other enough. Does anyone know if dwarves will ever not 'forgo any formal arrangements'? Someone better than me should write a marriage page. --[[User:Niaba|Niaba]] 12:27, 12 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::see [[Marriage]] [[User:Twiggie|Twiggie]] 13:16, 16 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== out of date ==&lt;br /&gt;
&lt;br /&gt;
relationships and marriage has been added recently, so this ought to updated to reflect the new, less mysterious process.&lt;br /&gt;
&lt;br /&gt;
== How many children again? ==&lt;br /&gt;
Hmmm 25 children and only 10 dwarves... Maybe unleashing that dragon was a bad idea.&lt;br /&gt;
:You think that's bad? 241 dwarves, 70 children.  I'm making an entire village outside for all of them... when you hit the pop cap, they keep having babies (until 100 if the init.txt is unedited), but you get no actual labor from migrants.  It's getting exceptionally annoying in here... 12 years in game, and only 2 children have graduated to peasants. --Gotthard 12:11, 26 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== kids and alcohol ==&lt;br /&gt;
&lt;br /&gt;
gotta love em when they lift up the whole 56 weight barrel... and thats from as young at two as well ^_^ [[User:Twiggie|Twiggie]] 08:53, 18 April 2008 (EDT)&lt;br /&gt;
:The newborns in my fortress &amp;quot;need alcohol to get through the working day&amp;quot;. Must come from their mum the Mayor being still on active duty and having one baby per year every year of the fortress so far. Kinda sucks that my most reliable means of &amp;quot;alcohol production&amp;quot; so far is trading in &amp;quot;narrow giant cave spider silk socks (600)&amp;quot; for sly grog!09:07, 29 June 2008 (EDT)&lt;br /&gt;
::Actually the quote from the (I guess toddler) is &amp;quot;She needs alcohol to get through the working day and has gone without a drink for far, far too long&amp;quot;![[User:GarrieIrons|GarrieIrons]] 09:09, 29 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==child abuse?==&lt;br /&gt;
&lt;br /&gt;
my child has a broken upper leg... idk how it happened :( my guess is  one of its parents hit it really hard, or one of them sat/laid on top of it in bed - that family often has all four of them in the same bed. [[User:Twiggie|Twiggie]] 08:48, 19 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;:(&amp;lt;/nowiki&amp;gt; nobody wanted to feed the kid, or bring it water, so it went melancholy within a year. [[User:Twiggie|Twiggie]] 10:15, 19 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Noble children don't become nobles right? ==&lt;br /&gt;
&lt;br /&gt;
I was amazed a noble gave birth. I want princesses and princes, even though they will have beards.--[[User:Seaneat|Seaneat]] 21:17, 2 July 2008 (EDT)&lt;br /&gt;
:I've not seen it personally, but the exact opposite is said to be the case. Due to a dwarf's value being set in an economy by how much work they do and their children's value supposedly being a function of both their parent's until they come of age, Noble children end up being paupers since their parents don't need to do any work/get stuff for free for merely being nobles. --[[User:Kyace|Kyace]] 07:05, 3 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Happy to be free ==&lt;br /&gt;
&lt;br /&gt;
I recently had a kidnapper make off with a baby (despite the only entrance to my fort being cage-trapped - NB. it is not safe for baby-carrying women to be Mechanics!), and the child in question currently has a single thought: &amp;quot;She is happy to be free.&amp;quot;. Free from the oppressive shackles of dwarven society, I guess. Perhaps the goblins make more toys than I do! --[[User:Raumkraut|Raumkraut]] 15:22, 13 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Maybe it's just a &amp;quot;joke&amp;quot; from Toady. Or maybe the baby manage to escape the goblin's lair, but it seems strange in the current version (38c).&lt;br /&gt;
&lt;br /&gt;
:: I just had one kidnapped and was expecting the parents to get a negative thought. (didn't see one) And I also saw the happy to be free bit under the child. When i zoomed to it though it showed the spot where the kidnapping took place. Probably a bug.--[[User:Silver|Silver]] 15:41, 7 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I actually believe this is a way to stabilize the child's mood so it doesn't abruptly throw a tantrum when kidnapped and break something.  Happy to be free is an outstandingly powerful happy thought (+1000 where ecstatic is +50), usually used to give people a break from unhappy prisoners getting out of jail.  By tacking on happy to be free, Toady is essentially locking in the child's mood so it behaves predictably helplessly when kidnapped. --[[User:ThunderClaw|ThunderClaw]] 17:20, 30 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I noticed the &amp;quot;happy to be free&amp;quot; thought in a baby that was actually freed after its kidnapper was taken down by dogs.  (It happened automatically once the bag was dropped.)  Maybe generating the happy thought before it gets out of the bag is just a bug.--[[User:Maximus|Maximus]] 18:09, 30 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Child production ==&lt;br /&gt;
&lt;br /&gt;
Hmm, seems that idle dwarves gave birth to more baby than others. I've got a nervous system-injured dwarf that do nothing else that wander in the meeting hall, and she have 4 children. It should be related to the relationships, because this dwarf is competent in all the the relationship skills... anyone can confirm ? (sorry for my imperfect english) [[User:Timst|Timst]] 10:12, 14 July 2008 (EDT)&lt;br /&gt;
:I also have a nervous system-injured dwarf wounded from sparring who's beginning to have children.  She's the only one so far with the injury or children. --[[User:FloodSpectre|FloodSpectre]] 17:28, 24 August 2008 (EDT)&lt;br /&gt;
:My duchess has had 6 children so far, and she sits around all day whining for more platinum items.  My legendary siege builder had no children until she hit legendary (and now does nothing) and started to have kids.  However, I have had kinds from my 2 miners (whi NEVER stop mining) but they seem to stick at one until it gets to child status, and then have another. --Gotthard 12:13, 26 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Triplets... ==&lt;br /&gt;
&lt;br /&gt;
Small fortress, 50 dwarves and suddenly &amp;quot;Tirist Dwarfeddwarves has given birth to triplets&amp;quot;... Of course it was military dwarfess... The article page says nothing about huge dwarven litters. --[[User:Someone-else|Someone-else]] 11:19, 24 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Unusual Family Structures ==&lt;br /&gt;
&lt;br /&gt;
Playing in Adventure mode, I asked a child about his family. He told me about his grandmother, who moved to some city in some year, and later slew a wolf. Then the child added, &amp;quot;She is also my aunt.&amp;quot; o.O --[[User:RomeoFalling|RomeoFalling]] 16:04, 26 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Children strenght ? ==&lt;br /&gt;
&lt;br /&gt;
Are children -not only dwarves but all creatures- weaker than the adults ? It seem logical, but I've never read anything about it. [[User:Timst|Timst]] 04:23, 30 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:The only way I can think to test it is to have your dwarves haul some heavy things (&amp;gt;2000Γ) to the depot and see if the children do it slower than the adults.  My bet would be no, though if not, Toady's bound to fix it sooner or later.--[[User:Maximus|Maximus]] 18:17, 30 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Well, by strenght, I also meant damage resistance and etc... eg ; is a puppy less resistant than a dog ? Is a young giant eagle less deadly than a full-grown one ? [[User:Timst|Timst]] 18:27, 30 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::(jarred memory) Oh yes -- children are about 2/3s the size of adults (going by how much meat you get from butchering them), and size is a big factor in combat.  So, yes, children are weaker.--[[User:Maximus|Maximus]] 13:15, 2 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I don't think there is much difference, my chilren at 'superdwarvenly tough' seem to take as many iron bolts to die a their older relatives.  I've had a couple of my children (of which I have 90+) fight off Goblins in hand-to-hand combat, but they won't engage unless they are caught.  Frankly, overall children will end up BEING stronger, stat wise, due to talking all the time, compared with older folk who have jobs, but that is not inherent to children themselves. --Gotthard 22:57, 2 November 2008 (EST)&lt;br /&gt;
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== &amp;quot;abandoned&amp;quot; baby ==&lt;br /&gt;
&lt;br /&gt;
Can a baby die of starvation/thirst if the mother is injured and unable to retrieve them? [[User:Random832|Random832]] 17:02, 30 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I don't believe babies receive food or drink at all (this leads to the &amp;quot;has not had a drink in far too long&amp;quot; message by the end of their infancy).  It's possible that would change when the baby is not carried by the mother, but frankly, I'd be surprised.--[[User:Maximus|Maximus]] 18:14, 30 October 2008 (EDT)&lt;br /&gt;
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== No Profession? ==&lt;br /&gt;
&lt;br /&gt;
One of my children finally grew up to be a real, manly, dwarf farmer. Except that, despite having proficient skill in growing, he is considered a peasant. [[User:Milskidasith|Milskidasith]] 14:13, 11 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Hm.  I remember in older versions my harvesting children, upon reaching adulthood, became farmers.  Does he have Proficient or higher [[broker skills]]?  Once his farming skill exceeds them, his profession ought to change.--[[User:Maximus|Maximus]] 14:37, 11 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::His highest broker skill is competent intimidation. [[User:Milskidasith|Milskidasith]] 14:59, 11 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Confirmation, I have a peasant former-child who has novice grower and has not become a farmer.  He has higher social skills of course, but that never interfered with the promotion of regular peasants to other professions afaik. --[[User:Squirrelloid|Squirrelloid]] 10:58, 4 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Update: said peasant became a grower when his Siege Operating reached novice... despite them both being the same level...  I don't get it... --[[User:Squirrelloid|Squirrelloid]] 12:33, 4 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:If you use Dwarf Manager to set a fast-levelling labour on a child, like Pump Operating, you can actually end up with a Legendary Pump Operator &amp;quot;peasant&amp;quot; who still has the peasant cyan colour and even flashes appropriately.  My theory is that the game recalculates the appropriate label for a dwarf each time they gain a level in any skill, just in case it's changed.  Hence, getting any further skills of any sort will readjust them appropriately. &amp;amp;mdash;&amp;amp;nbsp;[[User:Wisq|Wisq]]&amp;amp;nbsp;([[User talk:Wisq|talk]]) 04:27, 9 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== The bones of the young ==&lt;br /&gt;
&lt;br /&gt;
How many bones do you get from a dwarven baby? This seems odd and I find no page for the &amp;quot;baby&amp;quot; dwarf here on the wiki so.. it's like this:&lt;br /&gt;
&lt;br /&gt;
The baby and her mother were attacked by goblins. An arrow tore the babys hand clean off and then they killed the mother and the child. I always (f)orbid the dwarves from touching the corpses after they're buried since I suspect they will steal the bones and make bolts out of them. Now I noticed that for some reason in the baby grave there is 1 skull and 2 bones. Does the body give 1 bone and the hand 1? Or does the body give 2 and they never retrieved the hand?&lt;br /&gt;
Is this all a bug? [[User:Aspgren|Aspgren]] 03:48, 23 December 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:The current understanding is that young creatures have 2/3s the size (and therefore bones) of adults.  Babies might be distinct from children, however -- 1/3 size?  That would make dwarven babies size 2, 'cause adult dwarves are size 6.--[[User:Maximus|Maximus]] 22:25, 22 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::That makes sense. Thanks! - [[User:Aspgren|Aspgren]] 06:48, 23 December 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:As for forbidding the corpses, I don't believe this is necessary.  Dwarves will only make bolts and totems and stuff out of &amp;quot;refuse&amp;quot; bones, whereas dwarves and pets are considered &amp;quot;graveyard&amp;quot; (or coffin) bones and will not be used. &amp;amp;mdash;&amp;amp;nbsp;[[User:Wisq|Wisq]]&amp;amp;nbsp;([[User talk:Wisq|talk]]) 04:24, 9 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Birthdays? ==&lt;br /&gt;
&lt;br /&gt;
Is there any way to determine the birth date of a Dwarf, short of writing it down manually when a child is born?  The information must be stored by the game, since infants do become children and then adults. I've been unable to find anything more specific that the relationship tags (''younger'' brother, ''oldest'' daughter, etc.), which are pretty vague.&lt;br /&gt;
&lt;br /&gt;
And are children more likely to organize parties near their birthday?  --[[User:Oddrune|Oddrune]] 15:30, 5 February 2009 (EST)&lt;br /&gt;
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&lt;br /&gt;
== Nudists ==&lt;br /&gt;
&lt;br /&gt;
I took a look at the children in my fort and noticed that they are all '''NAKED'''.&amp;lt;br /&amp;gt;&lt;br /&gt;
Perhaps it should be added to the article? The only things the children had in their inventory was mud, vomit and blood splatter. Which I guess means they hang around the barracks alot.  --[[User:Aspgren|Aspgren]] 00:05, 8 February 2009 (CET)&lt;br /&gt;
&lt;br /&gt;
== Can't change parent's jobs ==&lt;br /&gt;
&lt;br /&gt;
When there's a dwarf you want to change a job on, but she's carrying a baby, you can't access her v-&amp;gt;p menu.The baby's v-&amp;gt;p menu takes precendence. Is this an oversight? [[User:Blargityblarg|Blargityblarg]] 09:24, 15 May 2009 (UTC)&lt;br /&gt;
:Press v again, this should switch to the mother instead of her baby. When there are multiple creatures layered on top of each other, pressing v should switch between them. Unless you are doing that and it is happening as you described. The Dwarfmanager utility can help you out here if you want to use it. --[[User:Smjjames|Smjjames]] 12:18, 15 May 2009 (UTC)&lt;br /&gt;
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&lt;br /&gt;
== What the heck, children can be assigned jobs? ==&lt;br /&gt;
I don't know whether this is a fluke or what, but after using Dwarf Manager to assign all dwarves the masonry task to quickly complete something and after I did that, I noticed that two of the kids were working in the masonry shop. If you don't believe me, look at the screenshot. No idea if this is a bug/exploit or what. I'm not planning on keeping the jobs there on the kids once that quick project is done. I checked again after that workshop task was done and they apparently will do a workshop task but not the construct wall/floor. It most likely has to do with the coding that allow them to use a workshop when in a mood.&lt;br /&gt;
[IMG]http://img.photobucket.com/albums/v214/smjjames/Untitled-6.png[/IMG]&lt;br /&gt;
&lt;br /&gt;
I don't know how to get images up here properly though.--[[User:Smjjames|Smjjames]] 23:34, 15 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:In my experience, children are basically just dwarves with their labour screen disabled and most of their labours disabled as well.  So yes, you can make them do all kinds of things: Hauling, fishing, working in workshops, etc.  Personally, I order them to do nothing but work the pumps until adulthood, so they'll be ready for speedy hauling duty by the time they grow up.&lt;br /&gt;
&lt;br /&gt;
:Dwarf Manager is a memory hacking tool, and should be treated as such &amp;amp;mdash; i.e. while most of what it does is provide shortcuts to things you could do in-game, it's not going to prevent you from doing certain things that would indeed be considered cheating.  You can set labours on pretty much anything friendly: Children, babies, nobles, heroes/champions (not that they'll do anything since you can't undraft them), etc.  It simply doesn't discriminate between what you should and shouldn't be able to tweak. &amp;amp;mdash;&amp;amp;nbsp;[[User:Wisq|Wisq]]&amp;amp;nbsp;([[User talk:Wisq|talk]]) 04:32, 9 June 2009 (UTC)&lt;br /&gt;
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&lt;br /&gt;
== babies can swim? ==&lt;br /&gt;
i had a babie fall into some water, (well, the parents swam off without it), it will be find, drown for 1 second, be winded for a second, and then be fine again... [[User:Corhen|Corhen]] 01:30, 12 June 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Corhen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Well&amp;diff=6384</id>
		<title>40d Talk:Well</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Well&amp;diff=6384"/>
		<updated>2009-06-10T02:33:32Z</updated>

		<summary type="html">&lt;p&gt;Corhen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Where can these be constructed? only near an aquifer?--[[User:Alc|Alc]] 14:16, 30 October 2007 (EDT)&lt;br /&gt;
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Open space probably refers to just that - a dug-out space below it that leads to water. Will have to test, though. --[[User:Tracker|Tracker]] 15:54, 30 October 2007 (EDT)&lt;br /&gt;
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Does it need to be a channel all the way down, on all levels below the well, or can you have normal floor below it all the way down to water?  Can you put one well directly above another well, and have them both work (if there's water below)?  --[[User:Sowelu|Sowelu]] 15:56, 30 October 2007 (EDT)&lt;br /&gt;
: yes.no.no.--[[User:Koltom|Koltom]] 12:27, 1 March 2008 (EST)&lt;br /&gt;
:: I've built a well directly above another one, both are stated as &amp;quot;Active&amp;quot; --[[User:ConstantA|ConstantA]] 01:36, 14 April 2008 (EDT)&lt;br /&gt;
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Has it been verified that you need water down there? --[[User:Mitchy|Mitchy]] 11:22, 8 November 2007 (EST)&lt;br /&gt;
:yes.--[[User:Koltom|Koltom]] 12:27, 1 March 2008 (EST)&lt;br /&gt;
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&lt;br /&gt;
Does anyone know if it is okay to have a well like this?&amp;lt;br /&amp;gt;&lt;br /&gt;
(side view)&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
_W_ &lt;br /&gt;
| |    &amp;lt;-- Empty space between water and well&lt;br /&gt;
|~|    &amp;lt;-- Water down here&lt;br /&gt;
---&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
--[[User:Delton|Delton]] 16:07, 14 November 2007 (EST)&lt;br /&gt;
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Confirmed that the above is a functional well.&lt;br /&gt;
--[[User:Delton|Delton]] 07:52, 19 November 2007 (EST)&lt;br /&gt;
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&lt;br /&gt;
==Potential Problem==&lt;br /&gt;
As of v0.27.176.38a, when using an artificaly created well (by designating a 'Pond' zone and having dwarves fill it), it is posible that dwarves will take water from the well in order to fill the pond which feeds the well, acomplishing nothing. To correct this, examine the items contained in the well by pressing 't', then forbid the bucket and rope contained in the well. This will stop dwarves from taking water from the well and allow you to fill it. You can then reclaim the bucket and rope to make the well usable again.&lt;br /&gt;
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Should this be in the article?&lt;br /&gt;
&lt;br /&gt;
[[User:Duo|Duo]] March 11th 2008&lt;br /&gt;
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== Flooding? ==&lt;br /&gt;
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Gah! Why do my wells keep flooding? How can I prevent this? [[User:Runspotrun|Runspotrun]] 06:08, 26 November 2007 (EST)&lt;br /&gt;
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-- Well ... if you did it like I did [http://www.vaevictus.net/images/bucket_full.png (lol)], you lost to backpressure.  i filled from a reservoir that was taller than my well floor. (and it was attached to a brook. :) I'm working on using a floodgate and pressure plate to regulate water levels. [[User:Vaevictus|Vaevictus]] 11:30, 20 December 2007 (EST)&lt;br /&gt;
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== Fair Warning ==&lt;br /&gt;
&lt;br /&gt;
Whatever you do, don't let a barracks area overlap any of your wells. Military dwarves can and will fall in if they're sparring next to it. Ah well, I didn't want that full set of bismuth bronze armor anyway.  -- [[User:Vanst|Vanst]] 08:39, 26 December 2007 (EST)&lt;br /&gt;
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== Grates and Buckets ==&lt;br /&gt;
&lt;br /&gt;
Buckets don't pass through grates, in the well construct. That means a well with a grate halfway will become dry. I had 2/7 water above the grate (and 5 levels of 7/7 water under it), but it was not enough. [[User:Wlievens|Wlievens]] 07:24, 23 January 2008 (EST)&lt;br /&gt;
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== flood? ==&lt;br /&gt;
&lt;br /&gt;
I have a &amp;lt;s&amp;gt;lake&amp;lt;/s&amp;gt; murky pool outside(reaching down one more z level). On the same level i want to construct a well inside. can i just build a channel, thus tap the lake on the lower z level and then build a well on top of the end of the channel? or do i need one more level free space? If i can, will the water flood my outpost or will it stop on floor level? would it help if i tapped the lake one more level down? --[[User:Koltom|Koltom]] 17:12, 8 February 2008 (EST)&lt;br /&gt;
:So long as the well is at or above the level of the pond you will have no problem. --[[User:Ikkonoishi|Ikkonoishi]] 23:11, 11 February 2008 (EST)&lt;br /&gt;
:: It worked fine. Now however the murky pool is dry, so i built a new one tapping the river. ;) --[[User:Koltom|Koltom]] 13:53, 22 February 2008 (EST)&lt;br /&gt;
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== Using Buckets? ==&lt;br /&gt;
I'm having a hard time getting my dwarfs to use their new well. I...&lt;br /&gt;
* Dug a Channel with water beneath it.&lt;br /&gt;
* Designated a drinking zone beside it.&lt;br /&gt;
** The dwarfs now drink from the channel.&lt;br /&gt;
** Loo{{k|k}}ing at the space they're drinking from says Open Space&lt;br /&gt;
* Created Blocks, Bucket, Rope&lt;br /&gt;
* {{k|b}}uild we{{k|l}}l over the water beside the drinking designation.&lt;br /&gt;
&lt;br /&gt;
Now what happened was I got a massive flood of messages saying something like &amp;quot;XXX Cancelled Drinking: No Bucket at well&amp;quot;  &lt;br /&gt;
&lt;br /&gt;
So I went and built another Bucket, and now I have 2 buckets sitting in my finished goods stockpile, and nobody who's willing to drink from the well.  How do I instruct the lazy dwarves to go and get the bucket and use it with the well? &lt;br /&gt;
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[[User:Zeidrich|Zeidrich]] 15:15, 29 February 2008 (EST)&lt;br /&gt;
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: Why do you need them to use the well? As far as I know, the only time having a well is useful is when the injured need water. Even then, I strongly suspect that people can just drink from the river. --[[User:Shadow archmagi|Shadow archmagi]] 16:02, 29 February 2008 (EST)&lt;br /&gt;
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:: Well, I want them to use a well because I built it!  It looks prettier than drinking out of the stream.  I'm pretty sure they get bad thoughts when they drink directly out of the stream.  In this particular circumstance I was short on brewable supplies and I had a bunch of thirsty dwarves.  Regardless of whether or not I should necessarily be using a well, I would like know ''how'' to use it.-- [[User:Zeidrich|Zeidrich]] 18:37, 29 February 2008 (EST)&lt;br /&gt;
:::Well, I believe that the well is *'''built'''* with a bucket, since you require one for construction. If it's really not there for whatever reason, then you may want to rebuild the well(and make sure that furniture hauling orders are ON), and if that doesn't fix it, then i think this is a bug and should be reported to the Toady One, along with the save. --[[User:Digger|Digger]] 05:22, 1 March 2008 (EST)&lt;br /&gt;
::::Yes, the bucket for 'normal' drinking is built into the well. U only need extra buckets to fill a pond or give water to a resting dwarf. Check with the q-menu if the well is even finished.--[[User:Koltom|Koltom]] 12:27, 1 March 2008 (EST)&lt;br /&gt;
:::::Nope, not a bug.  I figured out what it was.  Apparantly my architect was far too busy tilling soil and hauling rocks to go and gather the rope and the bucket and connect them to the well.  So while I had all of the materials, and the well looked complete, it was actually waiting for construction.  I think I was just confused by the message as my dwarves were trying to drink from it before it was ready.  [[User:Zeidrich|Zeidrich]] 11:54, 3 March 2008 (EST)&lt;br /&gt;
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== Another Fair Warning ==&lt;br /&gt;
Dwarves don't even need to spar to fall into wells, they will generally not avoid walking over a well tile. This will result in the warning &amp;quot;X cancels...dangerous terrain&amp;quot; followed by dropping in anyway. The last bloody fool who dropped in seems to have been gobbling away at his food while walking, down the shaft among his gear i found 1 dwarven sugar roast. I mean, i know my sugar roast is delicious, but can you please sit down first like any goodmannered dwarf? How will I ever clean up that bloody mess you left in our water supply? --[[User:Koltom|Koltom]] 22:24, 13 March 2008 (EDT)&lt;br /&gt;
:Might be a good idea to designate the well's square a restricted traffic area and the eight squares around it low traffic. This should make aimless wanderers step around it instead of going WHEE! Animals don't respect traffic though, so maybe there will still be dogs and cats in the well. [[User:Rkyeun|Rkyeun]] 09:32, 17 July 2008 (EDT)&lt;br /&gt;
::One can fix the problem of well-diving dwarves by building a staircase adjacent to the well for them to climb out of... as long as your well isn't deep enough that they are stunned by the fall, or you have running water that sweeps them away.--[[User:Zipdog|Zipdog]] 20:58, 19 April 2009 (UTC)&lt;br /&gt;
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== 1x1 Well ==&lt;br /&gt;
Does anyone have a good plan for digging a deep, unconnected 1x1 well?  I'm currently thinking about trying something like this design, side view:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  _W_ &lt;br /&gt;
  | |     &amp;lt;-- Empty space between water and well&lt;br /&gt;
  | |     &amp;lt;-- Empty space between water and well&lt;br /&gt;
  | |     &amp;lt;-- Empty space between water and well&lt;br /&gt;
 |   |    &amp;lt;-- Opening room&lt;br /&gt;
 |~~~|    &amp;lt;-- Water down here&lt;br /&gt;
  ---&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It would be built like below, with a level pulled to knockout the support.  Would the center collapse leaving a nice shaft?&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  _ _ &lt;br /&gt;
  |r|     &amp;lt;-- Ramp down&lt;br /&gt;
  |r|     &amp;lt;-- Ramp down&lt;br /&gt;
  |r|     &amp;lt;-- Ramp down&lt;br /&gt;
 | X |    &amp;lt;-- stairwelldown&lt;br /&gt;
 | S |    &amp;lt;-- Support.  Water will be down here, but starts out dry?&lt;br /&gt;
  ---&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
[[User:Tulthix|Tulthix]] 12:49, 20 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It won't fall down as the ramps still have support from the adjacent stone/walls. I've been trying to figure out how to make a 1x1 shaft too but haven't had much luck. When getting the dwarves to build ramps on top of each other they do build a shaft downwards but after a certain depth the pathfinding seems to get confused and they stop. [[User:Yvain|Yvain]] 02:36, 21 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I was able to accomplish this by digging out a side-wall and re-building the wall after deconstructing a staircase down the shaft one tile at a time. If you want it to look pretty the 1x1 shaft going down should have nice stone smoothing on as well (and it covers up the &amp;quot;filled in wall&amp;quot; seam. Alternate methods: sacrificial dwarf can pull it off (he will rot away at the bottom of your water tank) and a utilitarian &amp;quot;escape hatch&amp;quot; out the bottom of the tank. I like putting in an escape hatch at the bottom, connected to a lever, with a grate and outflow underneath so I can retrieve that adamantium armor that falls down there. (when I don't build in an escape stairway anyway). [[User:Weasello|Weasello]] 10:34, 21 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I recently discovered a handy method for digging single-tile vertical shafts clean. Dig out the shaft by making it a tall stairwell. After it's dug out, channel out the stairs at the top. Your miner will stand one level underneath it and destroy the stairs from below. After that's gone, repeat this level by level, until you're at the bottom, where you can destroy the stairway going up with d &amp;gt; z. This also allows for you to smooth the walls of the shaft, or replace the dirt walls with constructed stone ones before you take out the stairs. [[User:Vanguard|Vanguard]] 16:49, 25 February 2009 (EST)&lt;br /&gt;
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==Salt Water==&lt;br /&gt;
&lt;br /&gt;
I've had a map with only salt water and an injured dwarf.  Nobody could give him water because it was all salty.  But I built a well over the water and dwarves brought the injured dwarf water.  This happen to anyone else? --[[User:Bouchart|Bouchart]] 12:29, 14 April 2008 (EDT)&lt;br /&gt;
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==FAQ==&lt;br /&gt;
&amp;quot;How deep can a well be?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This was added to the Water FAQ. I thought it better to put here, and the answer can be put on the Well page if/when it's discovered; as opposed to creating an entire new FAQ page. --[[User:Juckto|Juckto]] 06:04, 3 May 2008 (EDT)&lt;br /&gt;
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:At this time (33g) I believe there's no limit to how far from water a well can be, as long as all tiles between are open space.&lt;br /&gt;
:I've got a particularly vertical map (something on the order of 50+/- levels!) so I'll give this some testing later and update this (within a week hopefully) if my tests conflict with my opinion that there's no limit. --[[User:N9103|Edward]] 21:59, 3 May 2008 (EDT)&lt;br /&gt;
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== Smoothing walls for a well ==&lt;br /&gt;
&lt;br /&gt;
Does smoothing the walls of a place to be filled with water prevent stagnant water?&lt;br /&gt;
:Makes no difference. [[User:Rkyeun|Rkyeun]] 09:32, 17 July 2008 (EDT)&lt;br /&gt;
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::Doesn't matter. Dwarves will still drink stagnant water from ponds. --[[User:Stinhad Limarezum|Stinhad Limarezum]] 14:05, 9 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Monsters and wells ==&lt;br /&gt;
Way back in the 2D days, monsters would sometimes come out of wells.  Does this ever happen in DF3D?  Now that there's a real Z-axis, I imagine that monsters aren't just randomly generated like they used to be... but I do wonder whether tapping an underground river might cause something unpleasant to ride the bucket upward.  I'm playing on a map with an underground river and a chasm, and I'm wondering how careful I need to be with my wells.  --[[User:Ookpik|Ookpik]] 05:45, 5 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
IIRC monsters can't pass through grates - so instead of putting the well directly over the river, make an artificial stream with both ends blocked from the river by a grate. [[User:Random832|Random832]] 01:33, 13 October 2008 (EDT)&lt;br /&gt;
:I've never managed to make a grate block any water creature.  I've had perch and lampreys pass through grates and pumps to end up in my meeting area.  I wonder if bars would work better...  [[User:Corona688|Corona688]] 02:30, 13 October 2008 (EDT)&lt;br /&gt;
::Grates/bars don't block vermin-class critters, which most fish are. [[User:HeWhoIsPale|HeWhoIsPale]] 09:11, 13 October 2008 (EDT)&lt;br /&gt;
::Right, but those can't attack you. It will (should) block carp. [[User:Random832|Random832]] 15:54, 13 October 2008 (EDT)&lt;br /&gt;
::Can vermin pass through fortifications? [[User:Random832|Random832]] 15:55, 13 October 2008 (EDT)&lt;br /&gt;
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== Zone only drinking ==&lt;br /&gt;
&lt;br /&gt;
Will a dwarf still drink from a well if zone only drinking is set? --[[User:Groveller|Groveller]] 02:14, 1 September 2008 (EDT)&lt;br /&gt;
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== Wells periodically and mysteriously destroyed ==&lt;br /&gt;
&lt;br /&gt;
I don't know what's going on with my above ground wells, but it seems I have to rebuild them about once every year or so. My dwarves are a happy bunch so there have been no tantrums and no bouts of vandalism or building destruction are recorded in my justice screen. I tried setting the area immediately around the wells as low traffic and the well itself as restricted traffic, but they still vanish, leaving one of their parts in the river-fed pool underneath. Could it have something to do with the fact that my fisherdwarves sometimes fish from the wells? Or is there a minor amount of seasonal flooding that I can not see but will destroy the wells? [[User:Lungfish|Lungfish]] 15:17, 30 December 2008 (EST)&lt;br /&gt;
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:Does it freeze? I had to re-build my outside well once every year in the spring until I moved it indoors. So, in my experience, only if it freezes, otherwise I don't know. The reason the part is there is because it drops onto the ice, which then melts. One more question, is it in a brook, river, or pond?--[[User:Destor|Destor]] 15:35, 30 December 2008 (EST)&lt;br /&gt;
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::I think it is a regular, yearly, occurrence. I don't think it's a problem of freezing though, since I've never seen any ice and no one has ever walked over my moat. One thing that might be a clue: I built a well on the next Z level up from one of the wells that gets destroyed every year, and it's survived, so I think it is flooding or something like that. Also, I'm pretty sure the only ground-level well I have that isn't fed by my river has avoided destruction. But if flooding is the cause, I should see more water tiles, right? Oh well. [[User:Lungfish|Lungfish]] 06:35, 2 January 2009 (EST)&lt;br /&gt;
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:::Mystery solved. At the very end of winter all the surface water DID freeze, but for such a short time that I thought it was just the game glitching out for a second. I guess everything makes sense now. I hope I can serve as a warning to future generations. [[User:Lungfish|Lungfish]] 01:22, 3 January 2009 (EST)&lt;br /&gt;
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== Dwarves refuse to use my well ==&lt;br /&gt;
i have an &amp;quot;Active&amp;quot; well, that my dwarves seem not to like. i am always getting complaints that i dont have a well, but some dwarves drink out of it!&lt;br /&gt;
any ideas whats wrong? [[User:Corhen|Corhen]] 02:33, 10 June 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Corhen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:How_to_safely_start_fortress_mode&amp;diff=44937</id>
		<title>40d:How to safely start fortress mode</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:How_to_safely_start_fortress_mode&amp;diff=44937"/>
		<updated>2009-06-09T02:38:38Z</updated>

		<summary type="html">&lt;p&gt;Corhen: /* Starting equipment */&lt;/p&gt;
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&lt;div&gt;==Dwarf goods==&lt;br /&gt;
This section explains the relative importance of various goods in the early and late game.&lt;br /&gt;
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===Starting equipment===&lt;br /&gt;
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:''See also: [[Starting builds]]''&lt;br /&gt;
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You should not start without an ample supply of [[food]] and [[drink]].  [[Booze]] should be brought in larger quantities than [[food]], since it is easier to produce food (it does not necessarily need to be stored in barrels), and dwarves drink twice as often as they eat.  Approximately 60 drink and 20-30 food is a safe startup supply.&lt;br /&gt;
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Every five units of food or drink (rounded up) will come in its own barrel, included for free.  (This does not include seeds.)  Different types of food will be stored in separate barrels, meaning that you can get a free barrel for each new food you buy.  A single unit of each of the cheap (2☼) meats is recommended, and for whatever other food and drink you buy, try to have the quantity end in 1 or 6 (11, 16, 21, etc.) to get an extra barrel.&lt;br /&gt;
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It is recommended to bring an equal amount of each type of [[alcohol]] (wine, rum, ale, and beer) to avoid dwarves getting &amp;quot;[[thought|tired of the same old booze lately]]&amp;quot;.  If bringing meat, [[turtle]] is recommended, as it leaves behind one [[bone]] and one [[shell]] when consumed, which can be turned into [[bolt]]s, [[crossbow]]s [[armor]], and other goods.&lt;br /&gt;
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You might also consider bringing [[plump helmet]]s; when [[still|brewed]], each unit of plant turns into five units of alcohol and one to two seeds.  This approach requires that you be able to cut down trees to make barrels shortly after your arrival (required for brewing), although you can also free up all those &amp;quot;free&amp;quot; barrels you brought by [[kitchen|cooking]] the food and drink in them into [[prepared meal]]s.&lt;br /&gt;
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[[Farming]] is the most dependable method of food production, so you should bring some [[seed]]s on embark.  If you plan to make large farms from the get-go, you should bring 50 seeds or more.  Brewing, [[farmer's workshop|processing]], and [[milling]] plants all produce seeds; if you process your plants as you go along, your seed stockpiles will grow exponentially.  &lt;br /&gt;
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Plump helmets are the most useful crop, as they grow quickly, in any season, and are edible raw, making them the staple of the dwarven diet.  But it is recommended you also bring at least five each of [[pig tail]], [[cave wheat]], and [[sweet pod]] seeds -- their respective crops can all be brewed, giving your dwarves access to a variety of alcohols, which makes them happy.  All alcohol can also be turned into food via cooking, making them all viable food crops.  Pig tails can additionally be turned into [[cloth]], from which you can make [[bag]]s, which are critical to several industries, or [[rope]]s, which are good for corrals.  Bringing a few [[dimple cup]] spawn also allows you to start a [[dye|dyeing]] industry at any point, and [[rock nuts]] grow into [[quarry bush]]es, allowing for even greater variety in the dwarven diet.&lt;br /&gt;
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Bring one copper [[pick]] for each miner you have and one steel [[battle axe]] for every [[woodcutter]] you have.  They're gonna be no good without their tools.&lt;br /&gt;
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Whether or not to bring an [[anvil]] to start out with is a pretty contentious issue.  It's largely up to your playstyle, and the conditions surrounding the site you come up with.  Generally, if you are settling an area that is very mountainous with lots of ore around and some [[magma]] to make production easy, you are definitely going to want to bring an anvil.  If not, you may end up not using a forge for many seasons, so you can comfortably purchase one from the dwarven caravan before it's needed.&lt;br /&gt;
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Bringing [[wood]] in your starting wagon is more important the less heavily forested your surroundings are.  Even sparsely-wooded areas will provide enough wood to fuel your initial fortress, but woodcutting will take time.  Another consideration is that if you make enough room to bring 30 logs or so, you will probably be able to sidestep having a dedicated [[woodcutter]] entirely, which will free up the 300 points you would have spent on a steel [[battle axe]] for other purposes.  It is your call.&lt;br /&gt;
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If you do bring an anvil and want to be really crafty with your points, don't bring any axes -- instead, forge them on-site.  If you don't bring any wood, you'll need to first deconstruct the [[wagon]] ({{k|t}}-{{k|x}}: Remove Building), which will produce three logs.  Build a [[wood furnace]], [[smelter]], and [[forge]], and turn two of the logs into [[charcoal]].  Scan the mountain's edge for exposed veins of [[ore]] and have your miners dig out a few tiles.  Smelt one piece of ore (either [[copper]] or [[iron]] will do), then forge the resulting bar into an axe.  Chop down more wood, make more charcoal, and repeat the process until you have as many axes as you want.&lt;br /&gt;
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Always make room for at least two [[dog]]s.  Always.  Dogs are a critical part of any fortress and bringing a breeding pair to start out with will help a lot.  Bringing more than two will greatly speed the breeding process (10 dogs can turn into 50 within a few years), and are a very effective early defense.  &lt;br /&gt;
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Build a [[kennel]] and train the dogs as early as possible; war dogs are far more effective in combat than regular dogs.  War dogs will follow their trainers around, so have dwarves with high-risk jobs train them (such as woodcutters or wood haulers, who encounter a lot of wildlife).  A stream of dogs criss-crossing the outdoors is also a very effective early warning system and first line of defense against ambushers and other dangerous creatures.&lt;br /&gt;
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Buy regular dogs at the start, not war dogs or puppies.  Untrained dogs cost half as much and are trivial to train.  Puppies cannot breed or be trained until they grow up.&lt;br /&gt;
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Beasts of burden are expensive and probably not worth the expense at the start.  Immigrants will routinely bring their own to your fortress, often completing a mating pair for the two animals you automatically begin with.  You'll be overrun with them soon enough.  Cram them all into a [[cage]] to control their population and reduce their impact on your game speed.&lt;br /&gt;
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===Advanced goods===&lt;br /&gt;
This section covers advanced goods for the betterment of one's own fortress.  Trade goods are covered below, in Dwarven economics.&lt;br /&gt;
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[[Statue]]s are one of the better ways to easily increase fortress wealth and improve the mood of the dwarves in the area.  It's possible to make a metal [[statue]] from the ore of the metal if you turn off economic restrictions on the stone, which not only saves you time in operating the [[smelter]] and the [[fuel]] in the process, but it also allows you to triple the production potential from a single vein.  Statues require 3 bars to make from metal, but only 1 stone to make from ore.  Plus, it's easier to train up a high-skill mason to do the job than to train a high-skill metal crafter.  Turning off restrictions on economic stone will allow you to make a metal ANYTHING from that ore stone, but statues get the highest multiplier, so they are best used there unless you are trying to impress a noble with a small room.&lt;br /&gt;
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[[Stone]], as a whole, should be used for everything you can possibly use it for.  It's plentiful and it's easy to use.&lt;br /&gt;
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[[Metal]] is required for the dwarven [[justice]] system, since cages tend to leave dwarves very unhappy and liable to head right back into jail again, and strong dwarves can tear [[rope]] apart.  Metal [[chain]]s are the best way to handle Justice, since the dwarf is active to sleep in an adjacent bed, admire nearby engravings and decorations, and do other things that rehabilitate him from crime.&lt;br /&gt;
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[[Cloth]] is better than [[leather]] for making clothing for your dwarves.  Cloth can be dyed, which increases its value and impressiveness, and it weighs significantly less, which is an important consideration for soldiers wearing heavy plate mail or haulers that are not strong.&lt;br /&gt;
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[[Leather]] is fantastic for accessible armor.  It requires nothing but a tanned hide and a leather works.  To boot, masterwork leather armor is as strong as iron, letting you compete on level ground with goblins sporting iron equipment if you do not have access to metal, but do have a legendary leatherworker.  Excess leather armor can always be sold as a trade good, so there's no excuse not to make a big surplus of it.  A full suit of leather armor is a helm, armor (breastplate), leggings, high boots, and shield.&lt;br /&gt;
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[[Shell]] can make cheap gauntlets using the [[bone carver]] skill, which can complete a suit of armor for people wearing leather (there are no handguards for leather wearers).  It's also commonly requested by [[strange mood]]s and is difficult to make quickly, so it's best to keep a stockpile.  If you have a large surplus, it's fantastic for decoration.&lt;br /&gt;
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[[Bone]] is the best material to make [[bolt]]s out of.  It's easy to get a hold of, requires no expensive materials, and does fine damage.  A masterwork bone bolt hurts just as much as an iron bolt.&lt;br /&gt;
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[[Glass]] is outstanding if you have sand and magma.  A powered magma glass furnace with a steady supply of sand can essentially make rough gems, furniture, and cages out of nothing.  Plus, green glass has a basic value of 2, the same [[flux]] stone.  If you have no magma, though, feeding a full-scale glass industry is too expensive to consider, [[fuel]]-wise.&lt;br /&gt;
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==Dwarf jobs==&lt;br /&gt;
This section encompasses advice for working your dwarves for the betterment of your personal fortress; the merits of various economic professions like craftsdwarves will be covered later.&lt;br /&gt;
===Fortress startup===&lt;br /&gt;
The critical jobs in a fortress are [[miner]], [[grower]], [[mason]], and [[carpenter]].  Your first 7 dwarves should always include someone who is proficient at these 4 jobs.  The other skills you assign can be whatever you prefer or is most appropriate for your situation, though don't be afraid to double up on these base skills.  2 miners and 2 growers can make the early game much easier.  Military skills can be critical in harsh starting locations.  [[Cook]] and [[Brewer]] are only mildly less critical, as good food and drink gives essentially free happy thoughts, and trained kitchen/still staff produce much faster. [[Mechanic]] is useful if you intend to use mechanisms as trade goods.  Taking a proficient [[armorsmith]], [[weaponsmith]], or [[siege engineer]] from the start can save a lot of material and time, and could be worthwhile.  [[Woodcutter]] is also a common, popular choice, especially since it can be cut with [[axedwarf]] for some extra security early on.  [[Herbalist]] can help you get away with bringing less food so you can instead get more durable commodities like picks, armor, or even dogs.  [[Herbalist]] will also help you harvest the local seeds so you can get above-ground crops going quickly.  Once the earth is struck, you should build a mason's and carpenter's workshop and have them start churning out things like doors, tables, chairs, and beds as quickly as they possibly can; your fledgling fortress will need lots and lots of basic commodities.&lt;br /&gt;
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===Advanced jobs===&lt;br /&gt;
These are jobs that are important building blocks to your finished civilization, but are better handled by immigrants.&lt;br /&gt;
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[[Fishing]] is one of the better industries to found with your first wave of immigrants.  The most useful 'fish' to capture is the [[turtle]], which spawns as vermin in any still pool of water, including flooded cisterns inside your fortress.  Turtle production provides [[bone]]s and [[shell]], which are common requests in [[strange mood]]s, and also provide an alternate food source for your dwarves in case your farms fail for whatever reason.  To boot, fisherdwarves require no special equipment and can just jump right to work.  Fishing should not, however, be relied on as the primary food source for any fortress in the long term; it is far less efficient than farming, and sources of fish can become temporarily exhausted at inopportune times.&lt;br /&gt;
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[[Hunting]] is good for many of the same reasons.  Animal kills produce meat, bones, skin, and fat.  The meat is directly edible, even without cooking; the bones can be used to create [[bolt]]s, [[armor]], and [[craft]]s; the skin can be [[tanner's shop|tanned]] into [[leather]]; and the fat can be rendered into tallow at the [[kitchen]], which can then be turned into more food in the form of [[prepared meal]]s.  Leather is outstandingly useful as cheap armor for your military and bags.  Animal [[skull]]s are also useful for making the [[totem]] trade good, but that is a separate consideration.  &lt;br /&gt;
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Hunters will require weapons to be most effective.  Build a [[Bowyer's Workshop]] to construct a bone or wood crossbow, and a [[Craftsdwarf's Workshop]] to stamp out bolts.  This will require either [[bone carving]] or [[woodcrafting]], depending on if you use bone or wood bolts.  Bone carvers tend to be fairly common in immigrant waves, but a hunter can handle most animals even with normal-quality bolts.  Also be sure to have a [[tanner]] designated so you can process the hides, and a [[leatherworker]] designated who can construct some leather armor for your hunter as you get some hides to use.&lt;br /&gt;
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[[Siege operator]]s are important for the long-term survival of your fortress.  Siege engines the only safe way to deal with the biggest threats you will face, like [[megabeasts]] and goblins riding [[beak dog]]s as cavalry.  They take a long time to train, so you need to plan well ahead.  Designate some early and have them start training on throwaway catapults as soon as you can spare the labor.&lt;br /&gt;
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Your standing [[military]] should also be a consideration from your first immigrant wave.  Consider starting a [[cross-training]] program to get the flabby, untrained Peasants that immigrate into shape for military service.&lt;br /&gt;
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The [[cloth]] industry is also a good one to establish if you get things like weavers and clothiers with your first immigrant wave.  The cloth industry lets you create ropes (critical for building [[well]]s) and bags in the short term, and good finished clothing in the longer term to keep your dwarves happier.  [[Pig tail]]s will provide an easy early cloth supply if you bring some seeds along when you embark.&lt;br /&gt;
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Using the cloth industry, it is worth it to mass produce some ropes and honeycomb a large (5x5 or larger) room with them, then assign many beasts of burden to them.  This works as a corral, keeping the animals contained and not clogging up traffic while at the same time allowing them to breed to become an emergency supply of food.  For performance considerations, it's highly suggested you cage newborn animals in any cage you have available, to keep them from eating up CPU by wandering aimlessly around the fortress.  This goes double for [[cat]]s, who randomly adopt dwarves and become unkillable.&lt;br /&gt;
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==Dwarf happiness and domestics==&lt;br /&gt;
This section will cover how to keep your dwarves happy and satisfied in the early and late games.&lt;br /&gt;
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===Fortress startup===&lt;br /&gt;
Early fortresses are usually pretty placid.  There are not that many unhappy thoughts to go around, so dwarves generally do not get too angry at anything.  However, it will certainly not remain that way, so you should plan for the eventual 200 mark from the get-go.  A legendary dining room is a great place to start.  Something as simple as a 5x5 room with a few very impressive things in the middle (such as an expensive [[statue]] or a furniture artifact) will induce the 'legendary dining room' happy thought in dwarves even without engraving (though smoothing doesn't hurt).  Dwarves get harder and harder to impress as the game goes on, though, so be certain to engrave it once your engravers are legendary or close to it.&lt;br /&gt;
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A legendary dining room is usually all the more you need to keep the peace in the early going.  One powerful happy thought without many things to dampen the mood will keep everyone smiling wide.&lt;br /&gt;
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Early on, you should plan ahead for the late game, though.  Figure out where your heavy traffic areas are going to be, and make the hallway at least 3 squares wide.  Cramped hallways slow down dwarves and make unhappy thoughts more likely after the economy activates.  Designate a large (5x5 minimum) barracks and line only 2 sides with beds.  Peasants will no longer use undesignated 'hospital beds' for sleeping after the economy activates, but at the same time, sparring soldiers will be hurt and accidentally killed much more often in very crowded barrack rooms.  You need to provide large tracts empty space to keep sparring non-lethal. Plus, huge barracks are more impressive, which is another easy happy thought.&lt;br /&gt;
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Plan an apartment complex from the get-go.  Private bedrooms are a huge part of the late game, and will help keep everyone peaceful until the late game arrives, so there's no reason not to do it.  The [[bedroom design]] article can help you more.  Resist the urge to smooth and engrave EVERY apartment you make.  When the economy activates, a bunch of people living above their means are going to get evicted, and they're going to need affordable housing to move into.&lt;br /&gt;
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In other considerations, cats are almost certain to come to your fortress with immigrants, even if you didn't start with them.  Since they arrive as pets, keeping them from breeding is impossible.  &lt;br /&gt;
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===Advanced domestics===&lt;br /&gt;
Happiness becomes one of your primary considerations when lots of dwarves are around and the economy has activated.  The economy brings about a whole new truckload of possible unhappy thoughts in addition to the ones you've already been dealing with, so you need to use everything in your power to combat them.  A [[cross-training]] program becomes a serious benefit here, since legendary dwarves are exempt from the economy and continue living large without any interferance from the nobles.&lt;br /&gt;
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Private bedrooms are key.  In addition to the happy thought that dwarves get from sleeping in a place that's theirs, having their own place with their own chest and cabinet will stave off unhappy thoughts they get from not having a place to store their acquisitions.  You may also consider installing a table and chair in each bedroom; happy thoughts on par with or better than 'legendary dining room' are gained from eating at a high-quality table that the dwarf owns.  Be sure that you have a lot of affordable housing; 300☼ is all the more most joe-dwarves with steady work can afford before they are evicted.&lt;br /&gt;
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A high-quality recreational pursuit is very important.  The easiest is probably a statue garden.  Mine or import a chunk of native platinum or native aluminum (native aluminum is better for importing), and build a private mason's workshop for your best mason.  Move the ore to a stockpile right outside the mason's workshop and provide enough doors to lock the mason in.  Order a stone statue built and wait for your mason to respond.  Your mason will bring an ordinary stone to the workshop.  Once he is in the workshop, pause, lock the doors, and lift the restrictions on the platinum/aluminum nuggets as an economic stone.  Order a few more statues built until your mason makes a statue with the ore.  You now have an extremely high value platinum/aluminum statue (worth about 3000☼).  Place the statue in its own room and flank it with the plain rock statues that your mason made.  Then, make a sculpture garden room centered on the platinum/aluminum statue.  Your dwarves will now come in to admire the 'completely sublime, tastefully arranged Statue', which can take them from unhappy to ecstatic in one fell swoop.&lt;br /&gt;
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Another thing you may consider is getting your dwarves pets.  Assigning trained war [[dog]]s to peasants makes the peasant adopt them as a pet, which not only makes them more safe from goblin attacks while they are milling about outside, it also gives them an instant happy thought if they ever become unhappy ('comforted by a beloved pet recently').  The downside, of course, is that if the war dog ever has to lay down its life for its master, the dwarf will become very upset, and doubly upset if you don't have the tombs to lay the pet to rest.&lt;br /&gt;
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Making catacombs is another good way to provide some stability to your fortress.  Unlike bedrooms, dwarves do not have to pay for thier own tombs, and get a yearly happy thought from them that lasts almost a whole season.  Catacombs are also fairly easy to furnish, requiring little more than coffins and engravings.  Some [[statues]] can also be good if you are going that route.  Be sure to allot some coffins for pet burial, too; dwarves are just as upset about their pets dying as they are about their friends.  It's best not to compound the problem by letting pets rot.&lt;br /&gt;
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[[Cave adaptation]] creates some powerful unhappy feelings (as powerful as the thought from a legendary dining room).  Unfortunately, making a greenhouse that is indoors and lighted will NOT fight cave adaptation.  Your only bet is to make a walled-in meeting hall on the surface, preferably above the ground z level so attacking goblins have no chance of getting in.  Decorate it lavishly so your dwarves have something to counteract the unhappy thoughts in a controlled manner.  Do NOT, under any circumstances, make your main meeting hall indoor/lighted/aboveground by making its roof a bunch of Floor constructions.  This will make that area forbidden when &amp;quot;Dwarves stay indoors&amp;quot; is on and make controlling your civilians during a siege much harder.&lt;br /&gt;
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Keep people busy.  Not having enough work to do will induce an unhappy thought, and idlers will make friends very quickly.  An unhappy dwarf that tantrums will spread his unhappiness to all his friends when he is imprisoned or killed, and that is how death spirals start.  You should never have more than 5-10 people idle at any one time (for hauling duties).&lt;br /&gt;
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Nobles need their own quarter away from everything because they get the unhappy thoughts about their 'lessers' pretentious lodgings'.  Integrating them into normal society is too much of a pain to bother with.  Plus making a designated noble's quarter means they're easier to kill if the need arises.  As far as can be determined right now, the Tax Collector, Hammerer, and Dungeon Master all consider themselves fairly equal, while the Baron/Count/Duke and consorts consider themselves a step up, with the King/Queen and consort a step above that.  Build four 3x3 rooms for each low rung noble (bedroom, office, dining room, tomb), 7 slightly larger (3x4, 4x4, your call) rooms for the second rung (2 bedrooms, 2 dining rooms, 2 tombs, 1 office.  The consort does not require an office), and 7 still larger rooms for the king/queen and consort (again, 2 bedrooms, 2 dining rooms, 2 tombs, 1 office).  Turn off all engravers except for your one best one for engraving; engravings are extremely variable in impressiveness so you need to keep the worker constant and count on the fact that the rooms are larger to keep the net wealth from engravings from varying too much.  Finally, if you really want to keep your nobles stupidly happy, dig out a 1x2 area near their bed, smooth it, and place an Aluminum or Platinum statue next to a stone statue (import aluminum from the dwarven caravan if you can't find any.  It's only about 250 for some nuggets and it's much lighter than platinum).  Make sure the statues are a part of the bedroom.  The noble will now admire his 'own completely sublime tastefully arranged statue' every time he wakes up, for a massive mood spike that can take a dwarf from unhappy to ecstatic.&lt;br /&gt;
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==Dwarven economics==&lt;br /&gt;
This topic encompasses effective trading.&lt;br /&gt;
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===Fortress startup===&lt;br /&gt;
Your first year in the fortress is likely to be really sparse on trading.  You won't have much to trade, and the dwarven caravan doesn't know your requests, so it's unlikely to be terribly helpful, anyway.  &lt;br /&gt;
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[[Prepared meal]]s are the trade good of choice for many fortresses: a tall stack of high-quality roasts can be worth 5,000☼ or more, depending on your cook's skill.  Don't trade away meals unless you have a substantial food surplus, however; no amount of trade goods is worth a fortress of hungry dwarves.  (Trading prepared meals in exchange for a larger quantity of cheaper foods is just fine, though.)&lt;br /&gt;
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After your first immigrant wave arrives, you can concentrate on some specific trade goods.  Stonecrafters are best for this, as they can produce crafts, mugs, and toys very quickly with the spare stone lying around.&lt;br /&gt;
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There are a few things you should almost always be maxing out your requests for:&lt;br /&gt;
* Wood.  Whether it be above-ground logs from the human caravan or tower-cap logs from the dwarven caravan, they will happily bring anywhere from 20 to 40 logs per visit and sell them for a mere 6☼ apiece.  The less you have to touch your own trees, the better you will be able to react to a sudden demand for wood, and not chopping down trees keeps the [[elves]] from whining too much.&lt;br /&gt;
* Barrels.  Again to decrease your demand for domestic wood.  You need barrels to store food and booze, and you can get a 10 or so normal-quality barrels per caravan for 20☼ apiece quite easily.  Be warned, the humans have a tendency to bring ones that have been decorated with expensive gems and so on, and those are not smart buys.&lt;br /&gt;
* Dogs.  More dogs = more war animals.  Better security, more pets for dwarves, at only 70☼ apiece.  Plus, you get to keep the cages they come in!&lt;br /&gt;
* Fuel.  Charcoal from both the human and dwarven caravans, and liginite and bituminous coal from the dwarven caravan.  You will not get that much of this, but it will be enough to keep up with basic demands for metal items, and is sold for a pittance when you consider how costly it is in terms of labor to produce fuel.  Even if you have magma, you'll want to request it so you have something to use for steel production.&lt;br /&gt;
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The only reason you should not be maxing requests for these items is if the demand is totally saturated: a full stockpile of 100+ wood, no place to put any more empty barrels, a war dog on every dwarf in the fortress, etc.  The cost you pay to the benefit you get is just too fantastic to pass up.&lt;br /&gt;
&lt;br /&gt;
Past that, you may want to consider some conditional buying:&lt;br /&gt;
* [[Flux]] stone from the dwarven caravan.  This will be critical to making steel if you don't have flux on your map.  Unrefined stone is very cheap, but because of the weight of the rock you won't get too much of it.&lt;br /&gt;
* [[Silk]] cloth.  This is commonly requested by [[strange mood]]s and your chances of being able to produce it yourself are almost nil.  Buy only [[cave spider]] silk cloth early on.  The giant cave spider variety is almost 10 times more expensive, which is great if you want massive value artifacts, but you've got bigger fish to fry this early on. In addition, you can turn a tidy profit by turning most of your silk cloth into socks. Socks are made in pairs, each worth at least 60☼ for a plain silk sock.&lt;br /&gt;
* [[Bauxite]] from the dwarven caravan, if you're needing magma-safe stone components.&lt;br /&gt;
&lt;br /&gt;
There's also a number of things that make good one-time buys.  Seed bags are cheap and come with enough seeds to start a thriving crop of the associated plant.  Plus, you get to keep the bag.  You will need to buy your first anvil from the caravans if you did not bring one, too.  You may decide to put this off for a couple years, until you have more dwarves and can get into advanced trading.&lt;br /&gt;
&lt;br /&gt;
===Advanced trading===&lt;br /&gt;
A larger fort has a few new ways to make money on the menu:&lt;br /&gt;
* [[Mechanism]]s.  [[Item quality|Masterwork]] mechanisms made from obsidian or a [[flux]] stone can sell for as much as 1,080☼.  Mechanisms are easy to produce and are already needed in your fortress.  However, they are fairly heavy, requiring you to manage weight issues, especially when trading with the [[elves]].  Buy out any high-weight, low-cost items the traders have at the beginning of trading and you should be okay.  Use high-value stone and a high-skill mechanic and weight will become a non-issue.&lt;br /&gt;
* [[Bone]] goods.  Bone carvers are useful any time you have a half-decent hunter, and can be stellar under certain circumstances.  You want a high-skill bone carver for producing bolts and armor, and if your map has certain high-value exotic creatures (ogres, unicorns, trolls, etc.), a stack of bolts made from their bones can be worth hundreds or even thousands.  A stack of 100 masterwork dragon or hydra bone bolts is worth ''60,000☼''.  [[Totem]]s made from of the skulls of exotic creatures are also worth quite a bit, as are their hides, meat, and fat, if they are butcherable.&lt;br /&gt;
* [[Clothing]].  [[Dimple cup]]s provide a dye when milled, which can be used to drastically increase the finished value of finished cloth goods.  You can also sew images (whether leather, or more cloth) into the clothing to increase it further.  Merchants will love it, and your dwarves will want new clothes as the economy kicks in, too.  The downside is that this approach is labor intensive, requiring a thresher, weaver, miller, dyer, clothier, and maybe a leatherworker or another clothier to pull off.  Still, in larger fortresses, there's usually plenty of labor to spare.  You can also cut the thresher and weaver out of the equation by simply importing the raw cloth you want to use.&lt;br /&gt;
* Captured equipment.  [[Goblin]] attacks will usually leave your store rooms awash in captured goblin equipment.  Goblins often wear [[giant cave spider]] clothing, which sells very well.  You can sew images into the cloth, and stud the metal equipment with bone or shell, to increase their trading value and 'naturalize' them, making them acceptable to offer to caravans for good will.&lt;br /&gt;
* [[Armor]] or [[weapon]]s.  If you are trying to train up a high-skill [[armorsmith]] or [[weaponsmith]], you will have to create hundreds of items.  What better way to get rid of them than to trade them?  For trading and training purposes, silver is the best metal to use.  Silver has a value multiplier of &amp;amp;times;10, making a masterpiece silver weapon worth 1200☼, and silver has little utility except for trading anyway.  For armor, low boots are best; they are comparatively light and are produced in pairs, effectively doubling their value.  If you have [[cassiterite]] in your fortress, train your armorsmith using [[bronze]] (or better still, [[bismuth bronze]]).  But even [[copper]] has a good enough price-to-weight ratio to be worth trading.  An added advantage of armor and weapons is that traders usually put a premium on one or more types of them.  Note what specific types they want when forging your [[trade agreement]]s and you can further double the value you receive for them.&lt;br /&gt;
&lt;br /&gt;
As your fortress grows, you will have a large enough economic engine to eliminate the unproductive parts of your products' life cycles.  Leather and cloth, especially, are very cheap to buy en-masse.  10 units of leather, plus the bin they came in, sells for 150-200☼ on caravans.  10 units of plant fiber cloth, plus the bin they came in, sells for 400☼.  The best part is that humans and dwarves will usually bring 50 to 80 units of both cloth and leather per trip without you requesting it, letting you get cut rates on the merchandise.  Note, however, that the plant fiber cloth tends to be of relatively low quality, which puts a legendary weaver to waste.  However, the fact that you get so much cloth, plus a durable, always-useful [[bin]], probably overrides this.&lt;br /&gt;
&lt;br /&gt;
With so much economic muscle in your fortress, you shouldn't be scared of making extravagant or lazy requests of traders.  Aluminum nuggets are always useful for spiking the wealth of your fortress and making ridiculously elaborate tombs or meeting halls.  Request mining picks instead of making them yourself.  Demand various animals you don't have any of to populate zoos.  Ask for [[pearlash]] and [[rock crystal]] to make [[crystal glass]].  Too lazy to mine for gems?  Just ask for them.  Large dwarven fortresses have the ability to kick out huge amounts of wealth.  Ask for exotic metal bars like [[rose gold]] just because they look cool.  By this point, you are officially rich.  Act like it!  If you're impressed with your fortress, your dwarves probably will be, too.&lt;br /&gt;
&lt;br /&gt;
==Fortress Defense==&lt;br /&gt;
&lt;br /&gt;
Please see the [[Military]] page and the ones like it for more details on this.&lt;br /&gt;
&lt;br /&gt;
{{Starting FAQ}}&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Corhen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Glass&amp;diff=7576</id>
		<title>40d:Glass</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Glass&amp;diff=7576"/>
		<updated>2009-06-09T00:33:42Z</updated>

		<summary type="html">&lt;p&gt;Corhen: /* Products */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Glass]] is a translucent material with widespread uses.  Glass is manufactured at a [[glass furnace]] or [[magma glass furnace]].  There are three types of glass: Green, Clear and Crystal, each with different colour and value. &lt;br /&gt;
&lt;br /&gt;
Green glass can be churned out in massive amounts if produced at a magma furnace, because there are no ingredients other than sand used and sand sources cannot be depleted. This makes it a valuable resource for construction; it is as valuable as limestone, but can be used for more things.  Green glass goods are manufactured from one [[bag]] of any [[sand]].  &lt;br /&gt;
&lt;br /&gt;
Clear glass uses both a bag of sand and one [[pearlash]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Crystal glass is manufactured from one rough [[rock crystal]] and one pearlash.  &lt;br /&gt;
&lt;br /&gt;
In order to produce glass, sand must be gathered in bags using a task available at a glass furnace.  You must designate a sand-gathering zone from the ({{k|i}})-menu in order for this task to succeed.  Gathering sand requires [[item hauling]] whilst moving sand bags to stockpiles requires [[furniture hauling]]. You will need spare bags in order to collect sand.&lt;br /&gt;
&lt;br /&gt;
Apparently you can neither import sand bags nor glass til now (Thoug you can produce crystal glass without sand). &lt;br /&gt;
&lt;br /&gt;
==Products==&lt;br /&gt;
Glass can be manufactured into a wide variety of products:  &lt;br /&gt;
&lt;br /&gt;
* Raw glass is essentially a low-value [[gem]], given its abundance, raw green glass makes an excellent training material for practicing the [[gem cutting]] skill.&lt;br /&gt;
* Raw glass is a frequent request of dwarves undergoing a [[strange mood]].&lt;br /&gt;
* Glass can be formed into [[block]]s which can then be used for most building purposes.&lt;br /&gt;
* Glass can be used to manufacture a number of [[furniture]] items, including [[armor stand]]s, [[chest|boxes]], [[floodgate]]s, [[hatch cover]]s, [[grate]]s, [[door|portals]], [[statue]]s, [[table]]s, [[throne]]s and [[weapon rack]]s.&lt;br /&gt;
* Glass can be converted into [[trap]] components, such as [[spiked ball]]s or [[giant axe blade]]s.&lt;br /&gt;
* Glass windows can be made at a [[glass furnace]] as an alternative to making windows from gems.&lt;br /&gt;
* [[Cage]]s may be made from glass.  A glass cage is called a terrarium, and is unique among cages in that it may be converted into an [[aquarium]] using the an option in the building tasks/prefs menu{{key|q}}{{key|w}}.  Terraria may not be used for justice applications.&lt;br /&gt;
* Glass [[vial]]s are used in some types of plant processing, making extracts, and three clear glass vials are required to build an [[alchemist's laboratory]]&lt;br /&gt;
* Glass can be formed into a variety of crafts.&lt;br /&gt;
&lt;br /&gt;
Glass items often have unique names:&lt;br /&gt;
* A glass [[chest]] is called a box.&lt;br /&gt;
* A glass [[door]] is called a [[portal]]. Behind a green glass door, there is cinnamon grossular and yellow spessartine, but no pink garnet or purple spinel.&lt;br /&gt;
* A glass [[pipe]] is called a tube.&lt;br /&gt;
* A glass [[cage]] is called a terrarium.&lt;br /&gt;
&lt;br /&gt;
==Material value==&lt;br /&gt;
* Green glass has a value of 2.&lt;br /&gt;
* Clear glass has a value of 5.&lt;br /&gt;
* Crystal glass has a value of 10.&lt;br /&gt;
&lt;br /&gt;
The damage value of green glass weapons is 50%.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Workshops_FAQ#How_do_I_make_glass.3F|How do I make glass?]]&lt;br /&gt;
*[[Glass Industry]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Materials]]&lt;/div&gt;</summary>
		<author><name>Corhen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Glass&amp;diff=28355</id>
		<title>40d Talk:Glass</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Glass&amp;diff=28355"/>
		<updated>2009-06-09T00:28:32Z</updated>

		<summary type="html">&lt;p&gt;Corhen: /* Green glass as gems */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Quantities Required==&lt;br /&gt;
Do some items require more sand than others? Or can you really make furniture from one bag each? --[[User:Strangething|Strangething]] 17:33, 21 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:From my glass-tower fort days, I'm inclined to say 'yes'. Every glass item, from a gem to a floodgate, only requires one bag of sand. I certainly don't remember having any problems with running out of sand, once I started using the manager screen to order an equal amount of sand collection before each glass item order. Probably a good idea to test in the latest version though. --[[User:Raumkraut|Raumkraut]] 03:40, 22 July 2008 (EDT)&lt;br /&gt;
:Just tested in 0.28.181.39c: A raw green glass (gem) and a green glass floodgate both used a single bag of sand (plus a unit of fuel). --[[User:Raumkraut|Raumkraut]] 05:35, 22 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Glass Traps==&lt;br /&gt;
With v 33b, I have successfully made trap components without difficulty, so I've deleted the reference to bars being required.  This raises the issue, however, of what damage rating the various sorts of glass get.  As far as I can tell, glass doesn't appear in the mat glosses, so I'm not sure how to determine what the actual value is.  Anyone have a suggestion? [[User:Doctorlucky|Doctorlucky]] 01:46, 22 November 2007 (EST)&lt;br /&gt;
:I can't answer your question of getting the data from the files, but apparently someone has confirmed glass as having 50% damage, so I removed your verify tag and pointed to my source. [[User:Runspotrun|Runspotrun]] 04:31, 22 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Products==&lt;br /&gt;
:&amp;quot;Raw glass is essentially a low-value gem, a frequent request of dwarves undergoing a strange mood. Given its abundance, raw green glass makes an excellent training material for practicing the gem cutting skill.&amp;quot;&lt;br /&gt;
::In 33g, I'm having trouble making raw glass show up for cutting in the Jeweler's Workshop. GreyMario on #bay12games @ WorldIRC.net suggests that raw glass is not able to be cut to train the gem cutting skill. If it is possible to cut raw glass, is there something special that needs to be done, or some reason why it wouldn't show up in the screen? If it isn't possible, the above line needs to be removed from Products. [[User:Rkyeun|Rkyeun]] 00:19, 26 February 2008 (EST)&lt;br /&gt;
:::I believe there currently is a bug where raw and cut clear and crystal glass does not shop up on the jeweler's workshop screen.  You can get around it with the manager.  [[User:Bouchart|Bouchart]] 00:30, 26 February 2008 (EST)&lt;br /&gt;
::::Confirmed (33g). The manager can queue glass cutting jobs, which are then processed normally. I will make a note of this in the article. [[User:Rkyeun|Rkyeun]] 00:37, 26 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==The Raw Glass==&lt;br /&gt;
:I am having trouble making raw glass i think its some kind of bug but when they go get the sand then they will bring it to the furnace only to stop making it and it will go off my que even if its on repeat, they do how ever use the sand so can my swarfs fail at making raw glass. i have this problem   alot with my magma forges and furnaces [[User:Rock n rat|Rock n rat]&lt;br /&gt;
::Are you sure they didn't make raw glass and then run out of sand (Check your gem bins)?  If you've got Collect Sand and Make Raw Glass both on repeat, when they run out of sand they'll switch to gather sand and when they run out of bags they'll switch to make raw glass.  Occasionally they'll cancel one of them, but most of the time they'll just move the active job to the top. --[[User:Squirrelloid|Squirrelloid]] 19:26, 24 April 2008 (EDT)&lt;br /&gt;
:::And you do have fuel for the furnace, right? Also, other than green glass needs additional materials. --[[User:Karpatius|Karp]] 17:59, 4 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Glass furniture made by a Mason? ==&lt;br /&gt;
&lt;br /&gt;
According to [[gem]], it's possible to use glass (presumably they're talking about raw glass) as a stone for making tables and doors.  If this is the case, there's no real point in having a skilled glassmaker, as you could just make raw glass for your highly-skilled masons.  Thoughts?  [[User:Gairabad|Gairabad]] 22:15, 7 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:It's not like you're going to run out of stone.  You can run out of gems, though, so if you want to train a gem cutter/setter, use raw glass.  Aside from that, glass is most useful for making the things you can't make out of stone: trap weapons, terrariums, tubes, windows, vials... I think that's it.  High-quality glass trap weapons (and terraria) are really quite good.  Pity Toady still doesn't let us make glass [http://en.wikipedia.org/wiki/Carboy demijohns].--[[User:Maximus|Maximus]] 23:16, 7 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::The only ores with value &amp;gt;3 are the iron ores, native silver, native gold, native platinum, native aluminum, and raw adamantine.  It seems unlikely that you'll have enough of those to build all your fortress's furniture, but you might have enough clear glass.  So clear glass furniture makes sense for a classy fortress.  [[User:Gairabad|Gairabad]] 00:58, 8 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I don't think raw glass is usable in a mason's workshop (although it has been a long while since I last tried it). To get tables and chairs of glass you need to make them directly at the furnace. [[User:VengefulDonut|VengefulDonut]] 09:25, 8 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Clear glass is a pain to make.  Woodcutting, ashery, kiln, glass furnace, plus sand collection and hauling for everything.  In fact, it may be the single most complicated material to make in all of DF, short of crystal glass, which adds one more ingredient.  Clear glass is fancy, certainly, but best left to challenge builds.  And as far as I know, dwarves ignore item [[value]] -- a masterpiece basalt chair is a thing of beauty while a no-quality platinum table is ho-hum.  (Item value contributes to overall bedroom value, but expensive ones are off-limits to non-legendary dwarves.  Good food and drink is a much easier way to keep dwarves ecstatic.)--[[User:Maximus|Maximus]] 22:55, 8 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Hmmm...  You may be right about the quality thing.  Looking at the thoughts page, we have one thought following the template &amp;quot;admired {a/own} {quality} {building} lately&amp;quot; and another following the template &amp;quot;admired (own?) very fine/splendid/wonderful/completely sublime/tastefully arranged ___ lately&amp;quot;.  So my guess is that the first thought depends only on quality, while the second thought depends on value.  The second thought might only be for statues.  As for clear glass, please do not doubt my mastery of efficient fortress design and operation.  :-P  [[User:Gairabad|Gairabad]] 23:58, 8 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:You can't make furniture from raw glass in the way you describe. Masons only use stones made of stone for their tasks (stones made of green glass are invalid, stones made of clear diamond are valid). Raw glass is a rough gem made of glass (rough gems made of granite are invalid). [[User:Rkyeun|Rkyeun]] 08:51, 25 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== raw glass cannot be cut by Jewelers to make glass gems ==&lt;br /&gt;
&lt;br /&gt;
According to this article, raw glass can be cut by a gem cutter just like other rough gems.&lt;br /&gt;
I have produced raw glass.  It has been placed in my gem stockpile (just like a rough or cut gem) but it does not appear in the workshop menu to be cut or encrusted.  I repeat:  raw glass does not appear as an option for cut or encrust.  What am I missing here?  Is this a bug in 40d?  What the heck else is raw glass good for?!--[[User:Jpwrunyan|Jpwrunyan]] 02:08, 16 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:As I recall, raw _green_ glass shows up just fine, but clear glass does not for some reason.  Use the manager's screen to order clear glass to be cut. --[[User:Squirrelloid|Squirrelloid]] 05:10, 16 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::Ah, thank you very much!  Indeed I have been making ''clear glass'' (I have never tried using the manager screen before either...)--[[User:Jpwrunyan|Jpwrunyan]] 08:13, 16 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Glass is Magma-Proof? ==&lt;br /&gt;
I have some glass items that have been submerged in magma for an awful long time. Is glass somehow magma proof? Has anyone got molten glass or made glass buildings deconstruct under magma assault? --[[User:Rkyeun|Rkyeun]] 19:12, 1 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:The [[magma-safe materials]] page says that glass ''furniture'' won't melt when dumped in magma.  It seems like a good thing to add to this article. --[[User:LegacyCWAL|LegacyCWAL]] 13:13, 2 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I have noticed the same thing for dumped iron weapons: They get dumped in magma and they didn't melt. Also, I had a floodgate that wasn't magma safe, but it didn't melt either.  Is that a random chance thing or does it take time (it was only exposed for ~1 season)?--[[User:Kwieland|Kwieland]] 14:40, 2 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Limestone?==&lt;br /&gt;
Why was a comparison to the value of limestone added?  I don't see the reason?--[[User:Mithra|Mithra]] 20:49, 22 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==The cake is a lie==&lt;br /&gt;
&amp;quot;Behind a green glass door, there is cinnamon grossular and yellow spessartine, but no pink garnet or purple spinel.&amp;quot;  Is this an in-joke or something?  If so, I don't get it.  (I've played Portal.)  If it's not, then what is going on with this sentence?  I'd recommend either explaining it or taking it out.&lt;br /&gt;
&lt;br /&gt;
== Green glass as gems ==&lt;br /&gt;
i had a dwarf in a strange mood ignore my Raw Green glass, till i got some gems proper.. why was this (he did want uncut gems) [[User:Corhen|Corhen]] 04:50, 8 June 2009 (UTC)&lt;br /&gt;
:That's because when he wants glass, he'll ask for glass. This time he wanted gems. Glass is not a  gem, you know--[[User:Dorten|Dorten]] 10:35, 8 June 2009 (UTC)&lt;br /&gt;
::then the article will have to be changed, it is written to sound like he can use green glass as a gem[[User:Corhen|Corhen]] 00:28, 9 June 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Corhen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Glass&amp;diff=28353</id>
		<title>40d Talk:Glass</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Glass&amp;diff=28353"/>
		<updated>2009-06-08T04:50:42Z</updated>

		<summary type="html">&lt;p&gt;Corhen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Quantities Required==&lt;br /&gt;
Do some items require more sand than others? Or can you really make furniture from one bag each? --[[User:Strangething|Strangething]] 17:33, 21 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:From my glass-tower fort days, I'm inclined to say 'yes'. Every glass item, from a gem to a floodgate, only requires one bag of sand. I certainly don't remember having any problems with running out of sand, once I started using the manager screen to order an equal amount of sand collection before each glass item order. Probably a good idea to test in the latest version though. --[[User:Raumkraut|Raumkraut]] 03:40, 22 July 2008 (EDT)&lt;br /&gt;
:Just tested in 0.28.181.39c: A raw green glass (gem) and a green glass floodgate both used a single bag of sand (plus a unit of fuel). --[[User:Raumkraut|Raumkraut]] 05:35, 22 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Glass Traps==&lt;br /&gt;
With v 33b, I have successfully made trap components without difficulty, so I've deleted the reference to bars being required.  This raises the issue, however, of what damage rating the various sorts of glass get.  As far as I can tell, glass doesn't appear in the mat glosses, so I'm not sure how to determine what the actual value is.  Anyone have a suggestion? [[User:Doctorlucky|Doctorlucky]] 01:46, 22 November 2007 (EST)&lt;br /&gt;
:I can't answer your question of getting the data from the files, but apparently someone has confirmed glass as having 50% damage, so I removed your verify tag and pointed to my source. [[User:Runspotrun|Runspotrun]] 04:31, 22 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Products==&lt;br /&gt;
:&amp;quot;Raw glass is essentially a low-value gem, a frequent request of dwarves undergoing a strange mood. Given its abundance, raw green glass makes an excellent training material for practicing the gem cutting skill.&amp;quot;&lt;br /&gt;
::In 33g, I'm having trouble making raw glass show up for cutting in the Jeweler's Workshop. GreyMario on #bay12games @ WorldIRC.net suggests that raw glass is not able to be cut to train the gem cutting skill. If it is possible to cut raw glass, is there something special that needs to be done, or some reason why it wouldn't show up in the screen? If it isn't possible, the above line needs to be removed from Products. [[User:Rkyeun|Rkyeun]] 00:19, 26 February 2008 (EST)&lt;br /&gt;
:::I believe there currently is a bug where raw and cut clear and crystal glass does not shop up on the jeweler's workshop screen.  You can get around it with the manager.  [[User:Bouchart|Bouchart]] 00:30, 26 February 2008 (EST)&lt;br /&gt;
::::Confirmed (33g). The manager can queue glass cutting jobs, which are then processed normally. I will make a note of this in the article. [[User:Rkyeun|Rkyeun]] 00:37, 26 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==The Raw Glass==&lt;br /&gt;
:I am having trouble making raw glass i think its some kind of bug but when they go get the sand then they will bring it to the furnace only to stop making it and it will go off my que even if its on repeat, they do how ever use the sand so can my swarfs fail at making raw glass. i have this problem   alot with my magma forges and furnaces [[User:Rock n rat|Rock n rat]&lt;br /&gt;
::Are you sure they didn't make raw glass and then run out of sand (Check your gem bins)?  If you've got Collect Sand and Make Raw Glass both on repeat, when they run out of sand they'll switch to gather sand and when they run out of bags they'll switch to make raw glass.  Occasionally they'll cancel one of them, but most of the time they'll just move the active job to the top. --[[User:Squirrelloid|Squirrelloid]] 19:26, 24 April 2008 (EDT)&lt;br /&gt;
:::And you do have fuel for the furnace, right? Also, other than green glass needs additional materials. --[[User:Karpatius|Karp]] 17:59, 4 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Glass furniture made by a Mason? ==&lt;br /&gt;
&lt;br /&gt;
According to [[gem]], it's possible to use glass (presumably they're talking about raw glass) as a stone for making tables and doors.  If this is the case, there's no real point in having a skilled glassmaker, as you could just make raw glass for your highly-skilled masons.  Thoughts?  [[User:Gairabad|Gairabad]] 22:15, 7 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:It's not like you're going to run out of stone.  You can run out of gems, though, so if you want to train a gem cutter/setter, use raw glass.  Aside from that, glass is most useful for making the things you can't make out of stone: trap weapons, terrariums, tubes, windows, vials... I think that's it.  High-quality glass trap weapons (and terraria) are really quite good.  Pity Toady still doesn't let us make glass [http://en.wikipedia.org/wiki/Carboy demijohns].--[[User:Maximus|Maximus]] 23:16, 7 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::The only ores with value &amp;gt;3 are the iron ores, native silver, native gold, native platinum, native aluminum, and raw adamantine.  It seems unlikely that you'll have enough of those to build all your fortress's furniture, but you might have enough clear glass.  So clear glass furniture makes sense for a classy fortress.  [[User:Gairabad|Gairabad]] 00:58, 8 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I don't think raw glass is usable in a mason's workshop (although it has been a long while since I last tried it). To get tables and chairs of glass you need to make them directly at the furnace. [[User:VengefulDonut|VengefulDonut]] 09:25, 8 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Clear glass is a pain to make.  Woodcutting, ashery, kiln, glass furnace, plus sand collection and hauling for everything.  In fact, it may be the single most complicated material to make in all of DF, short of crystal glass, which adds one more ingredient.  Clear glass is fancy, certainly, but best left to challenge builds.  And as far as I know, dwarves ignore item [[value]] -- a masterpiece basalt chair is a thing of beauty while a no-quality platinum table is ho-hum.  (Item value contributes to overall bedroom value, but expensive ones are off-limits to non-legendary dwarves.  Good food and drink is a much easier way to keep dwarves ecstatic.)--[[User:Maximus|Maximus]] 22:55, 8 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Hmmm...  You may be right about the quality thing.  Looking at the thoughts page, we have one thought following the template &amp;quot;admired {a/own} {quality} {building} lately&amp;quot; and another following the template &amp;quot;admired (own?) very fine/splendid/wonderful/completely sublime/tastefully arranged ___ lately&amp;quot;.  So my guess is that the first thought depends only on quality, while the second thought depends on value.  The second thought might only be for statues.  As for clear glass, please do not doubt my mastery of efficient fortress design and operation.  :-P  [[User:Gairabad|Gairabad]] 23:58, 8 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:You can't make furniture from raw glass in the way you describe. Masons only use stones made of stone for their tasks (stones made of green glass are invalid, stones made of clear diamond are valid). Raw glass is a rough gem made of glass (rough gems made of granite are invalid). [[User:Rkyeun|Rkyeun]] 08:51, 25 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== raw glass cannot be cut by Jewelers to make glass gems ==&lt;br /&gt;
&lt;br /&gt;
According to this article, raw glass can be cut by a gem cutter just like other rough gems.&lt;br /&gt;
I have produced raw glass.  It has been placed in my gem stockpile (just like a rough or cut gem) but it does not appear in the workshop menu to be cut or encrusted.  I repeat:  raw glass does not appear as an option for cut or encrust.  What am I missing here?  Is this a bug in 40d?  What the heck else is raw glass good for?!--[[User:Jpwrunyan|Jpwrunyan]] 02:08, 16 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:As I recall, raw _green_ glass shows up just fine, but clear glass does not for some reason.  Use the manager's screen to order clear glass to be cut. --[[User:Squirrelloid|Squirrelloid]] 05:10, 16 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::Ah, thank you very much!  Indeed I have been making ''clear glass'' (I have never tried using the manager screen before either...)--[[User:Jpwrunyan|Jpwrunyan]] 08:13, 16 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Glass is Magma-Proof? ==&lt;br /&gt;
I have some glass items that have been submerged in magma for an awful long time. Is glass somehow magma proof? Has anyone got molten glass or made glass buildings deconstruct under magma assault? --[[User:Rkyeun|Rkyeun]] 19:12, 1 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:The [[magma-safe materials]] page says that glass ''furniture'' won't melt when dumped in magma.  It seems like a good thing to add to this article. --[[User:LegacyCWAL|LegacyCWAL]] 13:13, 2 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I have noticed the same thing for dumped iron weapons: They get dumped in magma and they didn't melt. Also, I had a floodgate that wasn't magma safe, but it didn't melt either.  Is that a random chance thing or does it take time (it was only exposed for ~1 season)?--[[User:Kwieland|Kwieland]] 14:40, 2 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Limestone?==&lt;br /&gt;
Why was a comparison to the value of limestone added?  I don't see the reason?--[[User:Mithra|Mithra]] 20:49, 22 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==The cake is a lie==&lt;br /&gt;
&amp;quot;Behind a green glass door, there is cinnamon grossular and yellow spessartine, but no pink garnet or purple spinel.&amp;quot;  Is this an in-joke or something?  If so, I don't get it.  (I've played Portal.)  If it's not, then what is going on with this sentence?  I'd recommend either explaining it or taking it out.&lt;br /&gt;
&lt;br /&gt;
== Green glass as gems ==&lt;br /&gt;
i had a dwarf in a strange mood ignore my Raw Green glass, till i got some gems proper.. why was this (he did want uncut gems) [[User:Corhen|Corhen]] 04:50, 8 June 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Corhen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Decoration&amp;diff=35500</id>
		<title>40d Talk:Decoration</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Decoration&amp;diff=35500"/>
		<updated>2009-06-06T06:02:29Z</updated>

		<summary type="html">&lt;p&gt;Corhen: /* Quality Question */&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;
== 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;/div&gt;</summary>
		<author><name>Corhen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Loom&amp;diff=37210</id>
		<title>40d Talk:Loom</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Loom&amp;diff=37210"/>
		<updated>2009-02-19T10:06:35Z</updated>

		<summary type="html">&lt;p&gt;Corhen: /* Chasms */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== what am i doing wrong? ==&lt;br /&gt;
&lt;br /&gt;
My loom is not being build - it says &amp;quot;needs weaving&amp;quot;. Doesnt that normally mean its waiting for a weaver to finish the job? I have now weaving activated on several dwarfes, still nothing. --[[User:Koltom|Koltom]] 22:33, 11 February 2008 (EST)&lt;br /&gt;
: built a second loom, was done in no time. removed the other. Can only imagine access was blocked somehow. Or i tried to build one from stone which is a bit smug even for a dwarf ;) --[[User:Koltom|Koltom]] 22:54, 11 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Chasms ==&lt;br /&gt;
&lt;br /&gt;
I have a chasm which has quite a bit of cave spider web in it. It also has slugmen etc all over the joint.&lt;br /&gt;
&lt;br /&gt;
How hardy are my silk gatherers going to be, and how clever are they at getting access to spider web straight down cliff faces?&lt;br /&gt;
&lt;br /&gt;
Is it justifiable to dig an up/down stair more than a couple of levels to get to a cluster of web?[[User:GarrieIrons|GarrieIrons]] 02:44, 17 February 2008 (EST)&lt;br /&gt;
: Depends. If it is normal silk, it isn't worth the effort unless you REALLY need the silk to make stuff out of (or just as an odds and end for when your dwarves get in a strange mood and want random stuff). However, if it is GIANT cave spider silk GO GET IT. That stuff is very valuable. --[[User:Toloran|Toloran]] 19:02, 1 November 2008 (EDT)&lt;br /&gt;
:: you just have to watch out for the sucker that laid the GIANT CAVE SPIDER!!!! silk [[User:Corhen|Corhen]] 05:06, 19 February 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Corhen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Mega_construction&amp;diff=41579</id>
		<title>40d:Mega construction</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Mega_construction&amp;diff=41579"/>
		<updated>2008-09-17T02:09:09Z</updated>

		<summary type="html">&lt;p&gt;Corhen: /* 3Dwarf */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There comes a time in every dwarfs life when he says to himself- why not? Be it magma waterfalls, huge castles, skyscrapers, great cathedrals, you can build anything!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Construction Techniques==&lt;br /&gt;
&lt;br /&gt;
Building a large number of anything can be a real pain, to speed up the process it is recommended that you create a stockpile filled with only the correct stone/block type either inside or as close to as possible to your construction. This way the material will always be at the top of the list when you're constructing.&lt;br /&gt;
&lt;br /&gt;
It is also important to remember that you cannot build on top of a constructed floor.&lt;br /&gt;
&lt;br /&gt;
===Towers===&lt;br /&gt;
Building a huge tower is a Dwarf Fortress rite of passage. There are many pitfalls to [[construction]] though, mainly due to your [[mason]]s habit of building [[wall]]s in the wrong order. This step-by-step guide avoids these problems. The diagrams are for a 5x5 tower, but the instructions are adaptable to any size of tower. &lt;br /&gt;
&lt;br /&gt;
====Build corners first!====&lt;br /&gt;
&lt;br /&gt;
The first rule of building upwards is to build the corners first. This keeps your mason from trapping himself in the corner, or making the corner inaccessible.&lt;br /&gt;
&lt;br /&gt;
====Key====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! symbol&lt;br /&gt;
! tile&lt;br /&gt;
|-&lt;br /&gt;
| .&lt;br /&gt;
| Empty space&lt;br /&gt;
|-&lt;br /&gt;
| +&lt;br /&gt;
| Floor&lt;br /&gt;
|-&lt;br /&gt;
| O&lt;br /&gt;
| Constructed wall&lt;br /&gt;
|-&lt;br /&gt;
| X&lt;br /&gt;
| Up/down [[stairs]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Base====&lt;br /&gt;
&lt;br /&gt;
Access to the tower is presumably from below. If not, leave a [[door]] so your dwarves can get in and out. Make the staircase in the corner for quickest building. You can build a [[stone]] or [[block]] stockpile here, for easy access to building materials. &lt;br /&gt;
&lt;br /&gt;
 OOOOO&lt;br /&gt;
 OX++O&lt;br /&gt;
 O+++O&lt;br /&gt;
 O+++O&lt;br /&gt;
 OOOOO&lt;br /&gt;
&lt;br /&gt;
====Next level up====&lt;br /&gt;
&lt;br /&gt;
 +++++&lt;br /&gt;
 +...+&lt;br /&gt;
 +...+&lt;br /&gt;
 +...+&lt;br /&gt;
 +++++&lt;br /&gt;
&lt;br /&gt;
====Staircase====&lt;br /&gt;
&lt;br /&gt;
Use up/down stairs for maximum efficiency. &lt;br /&gt;
&lt;br /&gt;
 +++++&lt;br /&gt;
 +X..+&lt;br /&gt;
 +...+&lt;br /&gt;
 +...+&lt;br /&gt;
 +++++&lt;br /&gt;
&lt;br /&gt;
====Floor tiles====&lt;br /&gt;
&lt;br /&gt;
Cover the empty space with constructed floors. Be careful not to build floors on top of your existing walls, since this keeps you from building walls over them. For a 3x3 tower, you don't need any floors at all. &lt;br /&gt;
&lt;br /&gt;
 +++++&lt;br /&gt;
 +X+++&lt;br /&gt;
 +++++&lt;br /&gt;
 +++++&lt;br /&gt;
 +++++&lt;br /&gt;
&lt;br /&gt;
====Corners====&lt;br /&gt;
&lt;br /&gt;
Start the corner walls once the first ring of floor tiles are finished. You can start them sooner, but there's a chance the far corner could become inaccessible, which suspends construction. &lt;br /&gt;
&lt;br /&gt;
 O+++O&lt;br /&gt;
 +X+++&lt;br /&gt;
 +++++&lt;br /&gt;
 +++++&lt;br /&gt;
 O+++O&lt;br /&gt;
&lt;br /&gt;
====Center Walls====&lt;br /&gt;
&lt;br /&gt;
You can start the center walls before the corners are finished, but always leave the walls adjacent to the corners for last. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 O+O+O&lt;br /&gt;
 +X+++&lt;br /&gt;
 O+++O&lt;br /&gt;
 +++++&lt;br /&gt;
 O+O+O&lt;br /&gt;
&lt;br /&gt;
====Finish walls====&lt;br /&gt;
&lt;br /&gt;
That's all. This level is complete. From here you can go up and repeat the pattern again.&lt;br /&gt;
&lt;br /&gt;
 OOOOO&lt;br /&gt;
 OX++O&lt;br /&gt;
 O+++O&lt;br /&gt;
 O+++O&lt;br /&gt;
 OOOOO&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Corners Last?====&lt;br /&gt;
&lt;br /&gt;
If you don't mind your tower not being square, you can seal the corners from the inside. This takes up some space inside the tower. The corners have to be built from the inside. Even on ground level, your masons will always end up on the inside. &lt;br /&gt;
&lt;br /&gt;
 .OOO.&lt;br /&gt;
 O+X+O&lt;br /&gt;
 O+++O&lt;br /&gt;
 O+++O&lt;br /&gt;
 .OOO.&lt;br /&gt;
&lt;br /&gt;
 .OOO.&lt;br /&gt;
 OOXOO&lt;br /&gt;
 O+++O&lt;br /&gt;
 OO+OO&lt;br /&gt;
 .OOO.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Scaffolding===&lt;br /&gt;
&lt;br /&gt;
Building rows and rows of up/down stairs will allow you to build large walls without having to worry about getting the workers and materials up there.&lt;br /&gt;
&lt;br /&gt;
Be careful when you're dismantling them that each row is removed one at a time, starting from the top!&lt;br /&gt;
&lt;br /&gt;
You may also consider building the scaffolding ''inside'' the building you are constructing, ensuring that the entire ground floor wall is constructed. Then you wont create any surprise back doors into your fortress.&lt;br /&gt;
&lt;br /&gt;
===Sloped Roofs===&lt;br /&gt;
&lt;br /&gt;
Sloped roofs can be created by building a row of walls adjacent to the top of a wall, a row of ramps can then be built directly on top of the wall giving access to the top of the adjacent wall. Now just build a second wall adjacent to this one and repeat.&lt;br /&gt;
&lt;br /&gt;
==Viewing==&lt;br /&gt;
&lt;br /&gt;
Most mega structures look best when using a 3D tool, there are however some restrictions involved.&lt;br /&gt;
&lt;br /&gt;
===[http://www.bay12games.com/forum/index.php?topic=608.0 3Dwarf]===&lt;br /&gt;
&lt;br /&gt;
All walls regardless of material will show up the same, the only difference is fortifications which will show up a lighter shade of blue.&lt;br /&gt;
&lt;br /&gt;
All ramps and stairs regardless of materials will show up as wood.&lt;br /&gt;
&lt;br /&gt;
Single ramps will show up as square pyramids but ''only'' if there are no adjacent walls that are one z-level higher than them.&lt;br /&gt;
&lt;br /&gt;
A row of single ramps will not join together as a 'toblerone' shape, instead they will show up as a row of square pyramids.&lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;br /&gt;
&lt;br /&gt;
===Cathedral to the Blood God===&lt;br /&gt;
&lt;br /&gt;
[[Image:Cathedral-Cutaway.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Cathedral-Tower.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Cathedral.jpg]]&lt;/div&gt;</summary>
		<author><name>Corhen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility_Talk:Tweak/Tile_Edit&amp;diff=39481</id>
		<title>Utility Talk:Tweak/Tile Edit</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility_Talk:Tweak/Tile_Edit&amp;diff=39481"/>
		<updated>2008-07-16T18:37:23Z</updated>

		<summary type="html">&lt;p&gt;Corhen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Um, where can we get Tile Edit? --[[User:Savok|Savok]] 12:26, 24 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It comes prepackaged with Tweak. &amp;amp;mdash;[[User:Rick|Rick]] 13:36, 24 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Ah. There should be a note to that effect somewhere to prevent confusion; if it confused me, it will probably confuse others. --[[User:Savok|Savok]] 17:31, 24 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::The first line of the page clearly mentions that it is for Tweak? &amp;amp;mdash;[[User:Rick|Rick]] 19:28, 24 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Of course it is '''for''' Tweak; that is, I believe, obvious to anyone intelligent enough to play DF.&lt;br /&gt;
::::But nowhere did I find (though it might very well exist - I'm known to make really stupid errors like that) something that says that it is '''with''' Tweak.&lt;br /&gt;
::::Also, the logic that &amp;quot;someone who can't find it will just find it when they open Tweak&amp;quot; doesn't work, in case any of you are thinking that, since some of us won't look in Tweak till they know they have something to use in it (i.e. Tile Edit). --[[User:Savok|Savok]] 23:01, 24 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::I see your point. &amp;amp;mdash;[[User:Rick|Rick]] 23:56, 24 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
This may be mere stupidity on my part, but is it possible using Tile Edit to change, for example, a tile into a gem wall or ore wall of specific type?&lt;br /&gt;
&lt;br /&gt;
:At this point, not really. When more of the flags are mapped/figured out, I imagine it would be possible to bridge that gap. IIRC, an older tool that's not been updated in ages (and no longer even listed on the Utils page) used to be able to copy the contents of one tile and place them in a new one, to include composition of the tile (stone, gem, soil, etc.) Perhaps even if the current build of TileEdit could never support that function, perhaps Rick would see to it to eventually incorporate that kind of function in the future? --[[User:N9103|Edward]] 06:34, 28 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== more operations ==&lt;br /&gt;
&lt;br /&gt;
Howdy, I often find the search for chasms and underground rivers annoying, so being able to make one with this tool is pretty sweet.  I searched the Bay12 forums and people seemed to think it wasn't possible with the tool... so I tinkered around.  It's actually not that hard, you can just change the Type on the first tab to &amp;quot;23 00&amp;quot; and you've got a full blown chasm.  Remember to put it on a tile with a solid space below it or it'll just act like a channeled tile (i.e. letting any water/magma flow into your fort).  To go along with the chasm, I made a water source from a waterfall tile and created a small one tile wide river network for a system of wells on the upper levels.  The waterfall tile type is &amp;quot;59 00&amp;quot; and unlike a brook or river tile it'll produce water from nothing along with mist.&lt;br /&gt;
--[[User:Corc|Corc]] 15:00, 29 April 2008 (EDT)&lt;br /&gt;
:i like the soundof making waterfalls, but all that happes is i get a square called &amp;quot;waterfall&amp;quot;, and no water comes out --[[User:Corhen|Corhen]] 19:12, 16 july 2008 (EDT)&lt;br /&gt;
::ok, put a wall beside it, removed it, now it works, i now have a waterfall falling into a chasm&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hey, by putting &amp;quot;08 01&amp;quot; in Type will also allow you to creat Magma/Lava Flows, which should create magma/lave...&lt;br /&gt;
So far I've placed my own, yet nothing seems to be appearing from it, yet. I've added 7/7 Lava to it and built a wall to let it flow, but still nothing. --[[User:SP2|SP2]] 19:12, 7 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Creating a magma flow would be pretty cool, maybe next time I get a chance I should see if setting the &amp;quot;is lava&amp;quot; flag to a waterfall and see if it creates a lavafall :) I was having trouble with water flow and resorted to a waterfall for a renewing source of water, so I dunno how to combat the &amp;quot;flow&amp;quot; tiles not &amp;quot;flowing&amp;quot;. Also, should I add to the real page the chasm/waterfall stuff or wait for Rick to? &lt;br /&gt;
:--[[User:Corc|Corc]] 19:51, 7 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Let rick do it. Those that are interested in unsupported operations will be looking at discussion pages anyways. --[[User:N9103|Edward]] 03:09, 8 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Lethal coldness==&lt;br /&gt;
&lt;br /&gt;
I flubbed a bit of moat-digging and needed a do-over, so I used this tool to turn some of the mined-out squares back into clay loam again. Worked great, but now it appears those tiles have been set to be extremely cold; any miner I send in to re-dig them gets massively wounded or killed by the cold. The field immediately below the &amp;quot;temperature&amp;quot; field used to be set to 10015 but gets set to 0 when I edit the tile, which might be the cause of this, but it appears that Tile Edit is unable to change this value back to 10015; every time I try it goes back to 0 again. Has anyone else seen this behavior, and/or do they know a way around it? [[User:Bryan Derksen|Bryan Derksen]] 21:08, 18 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
There should be two fields for temperature with the up/down arrows at the far right - try setting them both to 10050 or so several times and waiting for a while? This fixed my freezing problems. Edit: No... I've been trying to set a small area that keeps freezing to 10050, it just keeps falling to 0 or bugging out. Tile edit seems to seriously and permanently mess up temperature =/ --[[User:Wooty|Wooty]] 05:04, 24 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:yea, i have that problem tried resetting the temp, but that never worked. has any1 tried buting water on a frozen tile, will it flah freeze--[[User:Corhen|Corhen]] 010:22, 08 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Wood and trees?==&lt;br /&gt;
is there any way to spawn items,such as wood planks, and trees?&lt;/div&gt;</summary>
		<author><name>Corhen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility_Talk:Tweak/Tile_Edit&amp;diff=39480</id>
		<title>Utility Talk:Tweak/Tile Edit</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility_Talk:Tweak/Tile_Edit&amp;diff=39480"/>
		<updated>2008-07-16T18:33:44Z</updated>

		<summary type="html">&lt;p&gt;Corhen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Um, where can we get Tile Edit? --[[User:Savok|Savok]] 12:26, 24 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It comes prepackaged with Tweak. &amp;amp;mdash;[[User:Rick|Rick]] 13:36, 24 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Ah. There should be a note to that effect somewhere to prevent confusion; if it confused me, it will probably confuse others. --[[User:Savok|Savok]] 17:31, 24 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::The first line of the page clearly mentions that it is for Tweak? &amp;amp;mdash;[[User:Rick|Rick]] 19:28, 24 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Of course it is '''for''' Tweak; that is, I believe, obvious to anyone intelligent enough to play DF.&lt;br /&gt;
::::But nowhere did I find (though it might very well exist - I'm known to make really stupid errors like that) something that says that it is '''with''' Tweak.&lt;br /&gt;
::::Also, the logic that &amp;quot;someone who can't find it will just find it when they open Tweak&amp;quot; doesn't work, in case any of you are thinking that, since some of us won't look in Tweak till they know they have something to use in it (i.e. Tile Edit). --[[User:Savok|Savok]] 23:01, 24 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::I see your point. &amp;amp;mdash;[[User:Rick|Rick]] 23:56, 24 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
This may be mere stupidity on my part, but is it possible using Tile Edit to change, for example, a tile into a gem wall or ore wall of specific type?&lt;br /&gt;
&lt;br /&gt;
:At this point, not really. When more of the flags are mapped/figured out, I imagine it would be possible to bridge that gap. IIRC, an older tool that's not been updated in ages (and no longer even listed on the Utils page) used to be able to copy the contents of one tile and place them in a new one, to include composition of the tile (stone, gem, soil, etc.) Perhaps even if the current build of TileEdit could never support that function, perhaps Rick would see to it to eventually incorporate that kind of function in the future? --[[User:N9103|Edward]] 06:34, 28 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== more operations ==&lt;br /&gt;
&lt;br /&gt;
Howdy, I often find the search for chasms and underground rivers annoying, so being able to make one with this tool is pretty sweet.  I searched the Bay12 forums and people seemed to think it wasn't possible with the tool... so I tinkered around.  It's actually not that hard, you can just change the Type on the first tab to &amp;quot;23 00&amp;quot; and you've got a full blown chasm.  Remember to put it on a tile with a solid space below it or it'll just act like a channeled tile (i.e. letting any water/magma flow into your fort).  To go along with the chasm, I made a water source from a waterfall tile and created a small one tile wide river network for a system of wells on the upper levels.  The waterfall tile type is &amp;quot;59 00&amp;quot; and unlike a brook or river tile it'll produce water from nothing along with mist.&lt;br /&gt;
--[[User:Corc|Corc]] 15:00, 29 April 2008 (EDT)&lt;br /&gt;
:i like the soundof making waterfalls, but all that happes is i get a square called &amp;quot;waterfall&amp;quot;, and no water comes out --[[User:Corhen|Corhen]] 19:12, 16 july 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hey, by putting &amp;quot;08 01&amp;quot; in Type will also allow you to creat Magma/Lava Flows, which should create magma/lave...&lt;br /&gt;
So far I've placed my own, yet nothing seems to be appearing from it, yet. I've added 7/7 Lava to it and built a wall to let it flow, but still nothing. --[[User:SP2|SP2]] 19:12, 7 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Creating a magma flow would be pretty cool, maybe next time I get a chance I should see if setting the &amp;quot;is lava&amp;quot; flag to a waterfall and see if it creates a lavafall :) I was having trouble with water flow and resorted to a waterfall for a renewing source of water, so I dunno how to combat the &amp;quot;flow&amp;quot; tiles not &amp;quot;flowing&amp;quot;. Also, should I add to the real page the chasm/waterfall stuff or wait for Rick to? &lt;br /&gt;
:--[[User:Corc|Corc]] 19:51, 7 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Let rick do it. Those that are interested in unsupported operations will be looking at discussion pages anyways. --[[User:N9103|Edward]] 03:09, 8 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Lethal coldness==&lt;br /&gt;
&lt;br /&gt;
I flubbed a bit of moat-digging and needed a do-over, so I used this tool to turn some of the mined-out squares back into clay loam again. Worked great, but now it appears those tiles have been set to be extremely cold; any miner I send in to re-dig them gets massively wounded or killed by the cold. The field immediately below the &amp;quot;temperature&amp;quot; field used to be set to 10015 but gets set to 0 when I edit the tile, which might be the cause of this, but it appears that Tile Edit is unable to change this value back to 10015; every time I try it goes back to 0 again. Has anyone else seen this behavior, and/or do they know a way around it? [[User:Bryan Derksen|Bryan Derksen]] 21:08, 18 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
There should be two fields for temperature with the up/down arrows at the far right - try setting them both to 10050 or so several times and waiting for a while? This fixed my freezing problems. Edit: No... I've been trying to set a small area that keeps freezing to 10050, it just keeps falling to 0 or bugging out. Tile edit seems to seriously and permanently mess up temperature =/ --[[User:Wooty|Wooty]] 05:04, 24 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:yea, i have that problem tried resetting the temp, but that never worked. has any1 tried buting water on a frozen tile, will it flah freeze--[[User:Corhen|Corhen]] 010:22, 08 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Wood and trees?==&lt;br /&gt;
is there any way to spawn items,such as wood planks, and trees?&lt;/div&gt;</summary>
		<author><name>Corhen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility_Talk:Tweak/Tile_Edit&amp;diff=39479</id>
		<title>Utility Talk:Tweak/Tile Edit</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility_Talk:Tweak/Tile_Edit&amp;diff=39479"/>
		<updated>2008-07-16T18:30:06Z</updated>

		<summary type="html">&lt;p&gt;Corhen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Um, where can we get Tile Edit? --[[User:Savok|Savok]] 12:26, 24 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It comes prepackaged with Tweak. &amp;amp;mdash;[[User:Rick|Rick]] 13:36, 24 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Ah. There should be a note to that effect somewhere to prevent confusion; if it confused me, it will probably confuse others. --[[User:Savok|Savok]] 17:31, 24 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::The first line of the page clearly mentions that it is for Tweak? &amp;amp;mdash;[[User:Rick|Rick]] 19:28, 24 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Of course it is '''for''' Tweak; that is, I believe, obvious to anyone intelligent enough to play DF.&lt;br /&gt;
::::But nowhere did I find (though it might very well exist - I'm known to make really stupid errors like that) something that says that it is '''with''' Tweak.&lt;br /&gt;
::::Also, the logic that &amp;quot;someone who can't find it will just find it when they open Tweak&amp;quot; doesn't work, in case any of you are thinking that, since some of us won't look in Tweak till they know they have something to use in it (i.e. Tile Edit). --[[User:Savok|Savok]] 23:01, 24 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::I see your point. &amp;amp;mdash;[[User:Rick|Rick]] 23:56, 24 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
This may be mere stupidity on my part, but is it possible using Tile Edit to change, for example, a tile into a gem wall or ore wall of specific type?&lt;br /&gt;
&lt;br /&gt;
:At this point, not really. When more of the flags are mapped/figured out, I imagine it would be possible to bridge that gap. IIRC, an older tool that's not been updated in ages (and no longer even listed on the Utils page) used to be able to copy the contents of one tile and place them in a new one, to include composition of the tile (stone, gem, soil, etc.) Perhaps even if the current build of TileEdit could never support that function, perhaps Rick would see to it to eventually incorporate that kind of function in the future? --[[User:N9103|Edward]] 06:34, 28 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== more operations ==&lt;br /&gt;
&lt;br /&gt;
Howdy, I often find the search for chasms and underground rivers annoying, so being able to make one with this tool is pretty sweet.  I searched the Bay12 forums and people seemed to think it wasn't possible with the tool... so I tinkered around.  It's actually not that hard, you can just change the Type on the first tab to &amp;quot;23 00&amp;quot; and you've got a full blown chasm.  Remember to put it on a tile with a solid space below it or it'll just act like a channeled tile (i.e. letting any water/magma flow into your fort).  To go along with the chasm, I made a water source from a waterfall tile and created a small one tile wide river network for a system of wells on the upper levels.  The waterfall tile type is &amp;quot;59 00&amp;quot; and unlike a brook or river tile it'll produce water from nothing along with mist.&lt;br /&gt;
--[[User:Corc|Corc]] 15:00, 29 April 2008 (EDT)&lt;br /&gt;
:i like the soundof making waterfalls, but all that happes is i get a square called &amp;quot;waterfall&amp;quot;, and no water comes out --[[User:Corhen|Corhen]] 19:12, 16 july 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hey, by putting &amp;quot;08 01&amp;quot; in Type will also allow you to creat Magma/Lava Flows, which should create magma/lave...&lt;br /&gt;
So far I've placed my own, yet nothing seems to be appearing from it, yet. I've added 7/7 Lava to it and built a wall to let it flow, but still nothing. --[[User:SP2|SP2]] 19:12, 7 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Creating a magma flow would be pretty cool, maybe next time I get a chance I should see if setting the &amp;quot;is lava&amp;quot; flag to a waterfall and see if it creates a lavafall :) I was having trouble with water flow and resorted to a waterfall for a renewing source of water, so I dunno how to combat the &amp;quot;flow&amp;quot; tiles not &amp;quot;flowing&amp;quot;. Also, should I add to the real page the chasm/waterfall stuff or wait for Rick to? &lt;br /&gt;
:--[[User:Corc|Corc]] 19:51, 7 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Let rick do it. Those that are interested in unsupported operations will be looking at discussion pages anyways. --[[User:N9103|Edward]] 03:09, 8 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Lethal coldness==&lt;br /&gt;
&lt;br /&gt;
I flubbed a bit of moat-digging and needed a do-over, so I used this tool to turn some of the mined-out squares back into clay loam again. Worked great, but now it appears those tiles have been set to be extremely cold; any miner I send in to re-dig them gets massively wounded or killed by the cold. The field immediately below the &amp;quot;temperature&amp;quot; field used to be set to 10015 but gets set to 0 when I edit the tile, which might be the cause of this, but it appears that Tile Edit is unable to change this value back to 10015; every time I try it goes back to 0 again. Has anyone else seen this behavior, and/or do they know a way around it? [[User:Bryan Derksen|Bryan Derksen]] 21:08, 18 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
There should be two fields for temperature with the up/down arrows at the far right - try setting them both to 10050 or so several times and waiting for a while? This fixed my freezing problems. Edit: No... I've been trying to set a small area that keeps freezing to 10050, it just keeps falling to 0 or bugging out. Tile edit seems to seriously and permanently mess up temperature =/ --[[User:Wooty|Wooty]] 05:04, 24 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:yea, i have that problem tried resetting the temp, but that never worked. has any1 tried buting water on a frozen tile, will it flah freeze--[[User:Corhen|Corhen]] 010:22, 08 July 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Corhen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility_Talk:Tweak/Tile_Edit&amp;diff=39478</id>
		<title>Utility Talk:Tweak/Tile Edit</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility_Talk:Tweak/Tile_Edit&amp;diff=39478"/>
		<updated>2008-07-15T17:23:06Z</updated>

		<summary type="html">&lt;p&gt;Corhen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Um, where can we get Tile Edit? --[[User:Savok|Savok]] 12:26, 24 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It comes prepackaged with Tweak. &amp;amp;mdash;[[User:Rick|Rick]] 13:36, 24 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Ah. There should be a note to that effect somewhere to prevent confusion; if it confused me, it will probably confuse others. --[[User:Savok|Savok]] 17:31, 24 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::The first line of the page clearly mentions that it is for Tweak? &amp;amp;mdash;[[User:Rick|Rick]] 19:28, 24 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Of course it is '''for''' Tweak; that is, I believe, obvious to anyone intelligent enough to play DF.&lt;br /&gt;
::::But nowhere did I find (though it might very well exist - I'm known to make really stupid errors like that) something that says that it is '''with''' Tweak.&lt;br /&gt;
::::Also, the logic that &amp;quot;someone who can't find it will just find it when they open Tweak&amp;quot; doesn't work, in case any of you are thinking that, since some of us won't look in Tweak till they know they have something to use in it (i.e. Tile Edit). --[[User:Savok|Savok]] 23:01, 24 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::I see your point. &amp;amp;mdash;[[User:Rick|Rick]] 23:56, 24 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
This may be mere stupidity on my part, but is it possible using Tile Edit to change, for example, a tile into a gem wall or ore wall of specific type?&lt;br /&gt;
&lt;br /&gt;
:At this point, not really. When more of the flags are mapped/figured out, I imagine it would be possible to bridge that gap. IIRC, an older tool that's not been updated in ages (and no longer even listed on the Utils page) used to be able to copy the contents of one tile and place them in a new one, to include composition of the tile (stone, gem, soil, etc.) Perhaps even if the current build of TileEdit could never support that function, perhaps Rick would see to it to eventually incorporate that kind of function in the future? --[[User:N9103|Edward]] 06:34, 28 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== more operations ==&lt;br /&gt;
&lt;br /&gt;
Howdy, I often find the search for chasms and underground rivers annoying, so being able to make one with this tool is pretty sweet.  I searched the Bay12 forums and people seemed to think it wasn't possible with the tool... so I tinkered around.  It's actually not that hard, you can just change the Type on the first tab to &amp;quot;23 00&amp;quot; and you've got a full blown chasm.  Remember to put it on a tile with a solid space below it or it'll just act like a channeled tile (i.e. letting any water/magma flow into your fort).  To go along with the chasm, I made a water source from a waterfall tile and created a small one tile wide river network for a system of wells on the upper levels.  The waterfall tile type is &amp;quot;59 00&amp;quot; and unlike a brook or river tile it'll produce water from nothing along with mist.&lt;br /&gt;
--[[User:Corc|Corc]] 15:00, 29 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Hey, by putting &amp;quot;08 01&amp;quot; in Type will also allow you to creat Magma/Lava Flows, which should create magma/lave...&lt;br /&gt;
So far I've placed my own, yet nothing seems to be appearing from it, yet. I've added 7/7 Lava to it and built a wall to let it flow, but still nothing. --[[User:SP2|SP2]] 19:12, 7 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Creating a magma flow would be pretty cool, maybe next time I get a chance I should see if setting the &amp;quot;is lava&amp;quot; flag to a waterfall and see if it creates a lavafall :) I was having trouble with water flow and resorted to a waterfall for a renewing source of water, so I dunno how to combat the &amp;quot;flow&amp;quot; tiles not &amp;quot;flowing&amp;quot;. Also, should I add to the real page the chasm/waterfall stuff or wait for Rick to? &lt;br /&gt;
:--[[User:Corc|Corc]] 19:51, 7 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Let rick do it. Those that are interested in unsupported operations will be looking at discussion pages anyways. --[[User:N9103|Edward]] 03:09, 8 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Lethal coldness==&lt;br /&gt;
&lt;br /&gt;
I flubbed a bit of moat-digging and needed a do-over, so I used this tool to turn some of the mined-out squares back into clay loam again. Worked great, but now it appears those tiles have been set to be extremely cold; any miner I send in to re-dig them gets massively wounded or killed by the cold. The field immediately below the &amp;quot;temperature&amp;quot; field used to be set to 10015 but gets set to 0 when I edit the tile, which might be the cause of this, but it appears that Tile Edit is unable to change this value back to 10015; every time I try it goes back to 0 again. Has anyone else seen this behavior, and/or do they know a way around it? [[User:Bryan Derksen|Bryan Derksen]] 21:08, 18 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
There should be two fields for temperature with the up/down arrows at the far right - try setting them both to 10050 or so several times and waiting for a while? This fixed my freezing problems. Edit: No... I've been trying to set a small area that keeps freezing to 10050, it just keeps falling to 0 or bugging out. Tile edit seems to seriously and permanently mess up temperature =/ --[[User:Wooty|Wooty]] 05:04, 24 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:yea, i have that problem tried resetting the temp, but that never worked. has any1 tried buting water on a frozen tile, will it flah freeze--[[User:Corhen|Corhen]] 010:22, 08 July 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Corhen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility_Talk:Tweak&amp;diff=39574</id>
		<title>Utility Talk:Tweak</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility_Talk:Tweak&amp;diff=39574"/>
		<updated>2008-07-15T15:55:23Z</updated>

		<summary type="html">&lt;p&gt;Corhen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Suggested Addition(s) ==&lt;br /&gt;
&lt;br /&gt;
How hard would it be to adapt [http://www.dwarffortresswiki.net/index.php/Utilities#Regional_Prospector Regional Prospector] [http://www.dwarffortresswiki.net/index.php/User_talk:0x517A5D#Seekret_Projekt 1] [http://www.dwarffortresswiki.net/index.php/User:0x517A5D#Seekret_Projekt 2] to this application?&amp;lt;br&amp;gt;&lt;br /&gt;
From what I've seen of your newest tool, it looks like it should become the standard for future 'tweaks' :p&amp;lt;br&amp;gt;&lt;br /&gt;
Thanks tons for your contributions to the cause! --[[User:N9103|Edward]] 19:41, 24 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Oh, and one other idea...&lt;br /&gt;
Perhaps a small readme/guide for each of the tools?&amp;lt;br&amp;gt;&lt;br /&gt;
Something like those on the Utilities page would be fine.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: It could probably be easily ported but I'm not sure I want to take someone elses work so quickly for Tweak. I am working on that kind of a list (see the Tile Edit link on the core modules list). &amp;amp;mdash;[[User:Rick|Rick]] 19:49, 24 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::List? RP doesn't make lists that I know of. And I know TileEdit can create magma/lava (which one is it btw? lava I'm guessing, since I don't think it can create a replenishing pipe in it's current form.) but unless I really get desperate, I'm not going to make a huge pool of lava to tap for various oddities. (i.e. traps/constructions) TileEdit's great for occasionally making a single tile of the stuff when it'd otherwise be a pain to get the liquid to the desired point, or for replenishing an already small source. Unless you're planning on making TileEdit capable of modifying regional tiles, (or alternatively, working like a designation for many tiles at once...) I don't see how it could relate to what RP does. --[[User:N9103|Edward]] 17:31, 29 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::As far as I can tell, the list in question is a list of readmes/guides like those on the Utilities page.&lt;br /&gt;
:::Magma = lava in an underground square. Lava = magma in an aboveground square. They are identical in all but name. --[[User:Savok|Savok]] 19:52, 29 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Is there an as yet unidentified flag that causes replenishment? --[[User:N9103|Edward]] 00:15, 31 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::By 'list' I meant looking up what mineral types, etc, are in the current map. The module is called 'Survey', for obvious reasons. &amp;amp;mdash;[[User:Rick|Rick]] 00:39, 30 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Hmm.. well, unless you plan on doing that at an embark level, (as opposed to the in-fort level it sounds like,) it still won't be duplicating any effects that RP currently does. --[[User:N9103|Edward]] 00:15, 31 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::: I don't intend to duplicate the features of it. &amp;amp;mdash;[[User:Rick|Rick]] 01:04, 31 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Help for the Noob(s) ==&lt;br /&gt;
&lt;br /&gt;
Just downloaded the tweaker after some confusion, for the sake of healing the sole broker of my fort so he can get up and trade smartly enough to save my fort (to be filled with lava, but that's beside the point). Once I started it on up, all the modules but the address lookup were red, and the lookup only turns up &amp;lt;address name=&amp;quot;starting_dwarf_count&amp;quot; value=&amp;quot;0x00f77927&amp;quot;'.&lt;br /&gt;
&lt;br /&gt;
I'm not entirely sure where to go from here... Any guide forthcoming?&lt;br /&gt;
&lt;br /&gt;
: Red modules mean they are incompatible, I'm going to assume you are running on .38b, the latest is .38c, which Tweak has full support for. I did not bother to provide full support for .38b. &amp;amp;mdash;[[User:Rick|Rick]] 05:34, 29 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Error report ==&lt;br /&gt;
&lt;br /&gt;
For some reason, the latest version (1.2.0.1) crashes whenever I try to run it. This is with or without DF running. Version 1.1.0.0 on the other hand worked fine for me, and still does. This is the debugging info returned for the crash in 1.2.0.1:&lt;br /&gt;
 An unhandled exception of type 'System.IO.FileNotFoundException' occurred in Gibbed.DwarfFortress.Tweak.exe&lt;br /&gt;
 &lt;br /&gt;
 Additional information: Could not load file or assembly&lt;br /&gt;
 'System.Core, Version=3.5.0.0, Culture=neutral,  PublicKeyToken=b77a5c561934e089'&lt;br /&gt;
 or one of its dependencies. The system cannot find the file specified.&lt;br /&gt;
This is with it directly extracted from the zip with proper folder structure, no changes made. I've also tried moving it out to a root folder on the drive in case the long path was confusing it with no success. --[[User:Janus|Janus]] 01:04, 1 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Sounds like you don't have .NET 3.5 installed. &amp;amp;mdash;[[User:Rick|Rick]] 01:53, 1 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Did version 1.1.0.0 not require it? That version has been working fine, and I could have sworn I had to install the .NET 3.5 Framework to get it working.&lt;br /&gt;
:: However, whatever the case, I've just (re?)installed the 3.5 framework and that does indeed seem to have taken care of it. Thanks. --[[User:Janus|Janus]] 02:38, 1 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: I wasn't using any features of 3.5 yet -- which changed with 1.2.0.0. &amp;amp;mdash;[[User:Rick|Rick]] 03:40, 1 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Found an error in the adjust profile module, happens when I click the &amp;quot;reset profile&amp;quot; button when &amp;quot;reset/read/write all&amp;quot; is checked.&lt;br /&gt;
  System.ArgumentException: 'child' is not a child control of this parent.&lt;br /&gt;
   at System.Windows.Forms.Control.ControlCollection.GetChildIndex(Control child, Boolean throwException)&lt;br /&gt;
   at System.Windows.Forms.Control.ControlCollection.GetChildIndex(Control child)&lt;br /&gt;
   at Rinn.DwarfFortress.Tools.AdjustProfile.Configuration.textBox_TextChanged(Object sender, EventArgs e)&lt;br /&gt;
   at System.Windows.Forms.Control.OnTextChanged(EventArgs e)&lt;br /&gt;
   at System.Windows.Forms.TextBoxBase.OnTextChanged(EventArgs e)&lt;br /&gt;
   at System.Windows.Forms.Control.set_Text(String value)&lt;br /&gt;
   at System.Windows.Forms.TextBoxBase.set_Text(String value)&lt;br /&gt;
   at System.Windows.Forms.TextBox.set_Text(String value)&lt;br /&gt;
   at Rinn.DwarfFortress.Tools.AdjustProfile.Configuration.buttonReset_Click(Object sender, EventArgs e)&lt;br /&gt;
   at System.Windows.Forms.Control.OnClick(EventArgs e)&lt;br /&gt;
   at System.Windows.Forms.Button.OnClick(EventArgs e)&lt;br /&gt;
   at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)&lt;br /&gt;
   at System.Windows.Forms.Control.WmMouseUp(Message&amp;amp; m, MouseButtons button, Int32 clicks)&lt;br /&gt;
   at System.Windows.Forms.Control.WndProc(Message&amp;amp; m)&lt;br /&gt;
   at System.Windows.Forms.ButtonBase.WndProc(Message&amp;amp; m)&lt;br /&gt;
   at System.Windows.Forms.Button.WndProc(Message&amp;amp; m)&lt;br /&gt;
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message&amp;amp; m)&lt;br /&gt;
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message&amp;amp; m)&lt;br /&gt;
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)&lt;br /&gt;
[[User:Cheapweed|Cheapweed]] 18:01, 12 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Please report that [[User_talk:Rinn/AdjustProfile|on Rinn's AdjustProfile talk page]] &amp;amp;mdash;[[User:Rick|Rick]] 22:33, 12 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== NET 3.5 Compatability ==&lt;br /&gt;
Just a quick FYI: Those of us on 2000 cannot (as far as I've been able to determine) install .NET 3.5, which makes it impossible to use the latest version of Tweak. Keeping the 1.1 version online maintains availability of this invaluable tool to those of us who refuse to be infected with the XP virus. &amp;amp;mdash;[[User:Rochndil|Rochndil]] 14:49, 3 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: While I do use .NET 3.5 features, I will see if I can move to .NET 2.0 (or make a 2.0 compatible version). &amp;amp;mdash;[[User:Rick|Rick]] 22:58, 3 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Or leave it. Seeing as its an 8 year old Operating system that you can't buy any more. More to the point if you are running DF your computer is more than adequate for running Windows XP. --[[User:Gorfob|Gorfob]] 19:00, 14 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Blue modules ==&lt;br /&gt;
I just installed Tweak for the first time and I seem to have a problem. The buttons beside all the modules are blue, not green like in the picture, and the modules don't appear to do anything. I am running DF version 0.27.176.38c and Tweak version 1.2.0.0. I tied to update to version 1.2.0.1 but it still shows as the old version.&lt;br /&gt;
&lt;br /&gt;
: If your Tile Edit is 1.1, not 1.0, you have 1.2.0.1. As for blue modules, you need to 'Select Process' before you can use anything. There is an option to automatically select a process on startup. Once you do this, modules will either turn red or green as like before. &amp;amp;mdash;[[User:Rick|Rick]] 22:58, 3 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Windows Installer 3.1 ==&lt;br /&gt;
&lt;br /&gt;
It says I need Windows Installer 3.1. Help? --[[User:Savok|Savok]] 19:12, 3 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Tweak does, or the .NET 3.5 install does? &amp;amp;mdash;[[User:Rick|Rick]] 22:58, 3 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Sorry. .NET 3.5 install does. --[[User:Savok|Savok]] 11:41, 4 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::What operating system are you using? [http://www.microsoft.com/downloads/details.aspx?FamilyID=889482fc-5f56-4a38-b838-de776fd4138c&amp;amp;displaylang=en Windows Installer 3.1 Redistributable] &amp;amp;mdash;[[User:Rick|Rick]] 12:16, 4 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Windows XP Home Edition Version 2002 Service Pack 2.&lt;br /&gt;
::::Out of curiosity, what does that 3.1 installer do? --[[User:Savok|Savok]] 15:55, 4 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::It's for MSI installers I would assume. Though I'm not sure how you don't have the Windows Installer 3.1 on XP. &amp;amp;mdash;[[User:Rick|Rick]] 22:49, 4 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Freezing Tile Edit ==&lt;br /&gt;
&lt;br /&gt;
For some reason, whenever I edit a tile using the Tile Edit programme, the next dwarf to step on the tile freezes to death (as will the many dwarves who come to loot the corpse). In the tile edit window, in the temperature section, it shows 0 in the first box (always) and another number of around 12000 in the second. The values by themselves give no indication as to the temperature, and even when I leave them alone, simply changing the tile will result in it becoming a freezing tile of death.&lt;br /&gt;
I have no idea if anyone else is experiencing this with tile edit, or whether I'm doing something horribly wrong.&lt;br /&gt;
{{unsigned|Maw3193}}&lt;br /&gt;
&lt;br /&gt;
:I get this whenever I try to add water to a square. The water freezes into a block of absolute-zero ice, and freezes to death anybody who steps on it. It doesn't happen when I add magma, or change magma depth. The title bar says version 1.2.0.0, but TileEdit is 1.1 so I guess it's actually 1.2.0.1 (see above) [[User:Anydwarf|Anydwarf]] 12:56, 17 April 2008 (EDT)&lt;br /&gt;
::Tile Edit is broken like this. You need to manually set a temperature for EVERY tile you edit. Rick, fix it! &amp;gt;8( --[[User:GreyMario|GreyMario]] 15:44, 3 May 2008 (EDT)&lt;br /&gt;
::Also, as an addendum, the top temperature is the NEW temperature for the tile, the bottom temperature is the CURRENT temperature. --[[User:GreyMario|GreyMario]] 15:45, 3 May 2008 (EDT)&lt;br /&gt;
::It's not just absolute-zero. According to the Dwarf Fortress temperature scale, it's over nine thousand degrees below absolute-zero :) &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Maw3193|Maw3193]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:::Before editing any of the tile, press Reset first, it should fill the first temperature in for you. --[[User:SP2|SP2]] 19:20, 7 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Still doesn't work for me, I've tried all of this. I've set the temperature about five different times.. still the freezing tile of DOOM. --[[User:Jaxstrife|Jaxstrife]] 20:51, 7 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::I've identified the bug and it will be fixed in the next release. &amp;amp;mdash;[[User:Rick|Rick]] 08:16, 9 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Developer page ==&lt;br /&gt;
&lt;br /&gt;
I'm interested in making a module for Tweak, will there be more info soon about contributing to it?&lt;br /&gt;
(if there is a page I couldn't find that talks about it, feel free to let me know :)&lt;br /&gt;
--[[User:Corc|Corc]]&lt;br /&gt;
&lt;br /&gt;
: There hasn't really been any demand for it, but now that there is I'll fill out some info for you. &amp;amp;mdash;[[User:Rick|Rick]] 01:33, 27 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: [[User:Rick/Tweak/Development|I've added some preliminary information to the development page]]. &amp;amp;mdash;[[User:Rick|Rick]] 17:41, 30 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
How easy would it be to get started with writing a module? I assume Tweak handles the memory editing, but does it hand the module a bunch of bytes, or a fully parsed structure? I'd be interested in at least trying to write up a module.. Maybe you could just post the source for Heal or one of the other simple modules. [[User:Anydwarf|Anydwarf]] 18:57, 29 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I would just like to add my vote for a .NET 2.0 version since 3+ causes severe problems on my system trying to connect to M$ all the time :P&lt;br /&gt;
&lt;br /&gt;
:I downloaded 3.5 and even got the express versions of Visual Studio to play with.  I believe there is an option to &amp;quot;check&amp;quot; when you install that will stop it from contacting MS--I was asked a few times.&lt;br /&gt;
:--[[User:Corc|Corc]] 23:57, 28 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Tweak's memory access doesn't deal with structures, but does allow for easy reading of common data types (and raw memory, if that's your deal). Reading structures may come in the future, though. &amp;amp;mdash;[[User:Rick|Rick]] 17:41, 30 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Adjust Start: Less Than Seven Dwarves Crashes Game Upon Embarking ==&lt;br /&gt;
&lt;br /&gt;
Crash replicated on two different computers both running windows XP both using .38c version of DF.  Different parameter set worlds and different local areas still results in crash, as does both embarking carefully and not carefully.  When it crashes I get an error message from windows saying that &amp;quot;dwarffort.exe has encountered a problem and needs to close.&amp;quot;  I have tested this for 1, 4, and 6 dwarves with the game crashing, and found that with 10 dwarves it did not crash.&lt;br /&gt;
&lt;br /&gt;
== Reveal ==&lt;br /&gt;
&lt;br /&gt;
(Debated about putting this here or on your sample code discussion.)  To test out making a new module (very easy btw, awesome) I modified reveal to just reveal interesting stuff like ore and gems.  Instead of releasing a whole new (very similar and 99% your code) module maybe you could add a quick if statement/popup that people could check when they run it?  Basically what I did was inside the nested for loops I added in getting the &amp;quot;type&amp;quot; data and if the type was for an event, &amp;lt;code&amp;gt;B8 01&amp;lt;/code&amp;gt;, then I'd let it do your unhide bit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
memory.Read(block + designation, ref data);&lt;br /&gt;
memory.Read(block + typeoffset, ref types); // added types, half the size of data, (256 * 2)&lt;br /&gt;
for (int i = 0; i &amp;lt; 16 * 16; i++)&lt;br /&gt;
{&lt;br /&gt;
   byte[] temp = BitConverter.GetBytes(BitConverter.ToInt16(types, i * 2)); // actual type&lt;br /&gt;
   if (temp[0] == 184) // I found that 0xB8 is all that is needed to check&lt;br /&gt;
   {&lt;br /&gt;
      byte[] newdata = BitConverter.GetBytes(BitConverter.ToUInt32(data, i * 4) &amp;amp; ~0x200);&lt;br /&gt;
      data[(i * 4) + 0] = newdata[0];&lt;br /&gt;
      data[(i * 4) + 1] = newdata[1];&lt;br /&gt;
      data[(i * 4) + 2] = newdata[2];&lt;br /&gt;
      data[(i * 4) + 3] = newdata[3];   &lt;br /&gt;
   }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This unhides only Gems, Ore, &amp;quot;Special&amp;quot; Stone like Orthocast, adamantine and any other out of the ordinary biome stone.&lt;br /&gt;
&lt;br /&gt;
I thought about making a crazy convoluted module that would scan the map for types of events and let the user enable the ones they wanted unhidden and then unhide them.  But, after going into the event list and finding event IDs (I've got a complete list now) I found it to be too crazy... actually as I typed that I figured out how I could do it with about a forth of what I had coded earlier.&lt;br /&gt;
--[[User:Corc|Corc]] 04:04, 11 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== .NET install freeze? ==&lt;br /&gt;
&lt;br /&gt;
Does .NET ever finish installing? As I write this it's been sitting with a full progress bar for 35 minutes, and took an inordinate amount of time to even get there. (And the bootstrap downloader was completely unusable, kept losing progress.)&amp;lt;br&amp;gt;&lt;br /&gt;
As far as I can tell, it's not even spinning the HDD... though it went through long periods of that before, too.&amp;lt;br&amp;gt;&lt;br /&gt;
Addendum: Rebooting on its own didn't help, but rebooting and aggressively killing running processes down to the bare-bones did... finally.&amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Shurhaian|Shurhaian]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:That's some highly unusual behavior, and I would recommend a through virus and adware scan using atleast two versions of each.&amp;lt;br&amp;gt;&lt;br /&gt;
:For Viruses, [http://housecall.trendmicro.com/ Trend Micro] has a good online scanner, and [http://free.grisoft.com/ AVG] is a good offline scanner.&amp;lt;br&amp;gt;&lt;br /&gt;
:For Adware, [http://www.safer-networking.org/en/spybotsd/index.html Spybot S&amp;amp;D] is just about as good as it gets, and [http://www.microsoft.com/athome/security/spyware/software/default.mspx Microsoft] has a semi-decent one as well.&amp;lt;br&amp;gt;&lt;br /&gt;
:All of these are free. Hope this helps! If not, *could be* some core OS files have been damaged somehow, and *may* require a re-install. --[[User:N9103|Edward]] 21:40, 14 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Another on the 3.5 bug list ==&lt;br /&gt;
&lt;br /&gt;
Allright; I have .net Framework 3.5 installed and its giving me the same error a guy midway up had;&lt;br /&gt;
the.......... IO.notfound thing&lt;br /&gt;
&lt;br /&gt;
Okay scratch that i unzipped tweak again and its running fine.&lt;br /&gt;
it seems tweak doesnt like XP.&lt;br /&gt;
&lt;br /&gt;
Your program has good tastes sir.&lt;br /&gt;
&lt;br /&gt;
== Problem not otherwise found on here. ==&lt;br /&gt;
When trying to select a process, I get this error. Net framework 3.5 is installed. &lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
************** Exception Text **************&lt;br /&gt;
System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---&amp;gt; System.InvalidOperationException: This implementation is not part of the Windows Platform FIPS validated cryptographic algorithms.&lt;br /&gt;
   at System.Security.Cryptography.MD5CryptoServiceProvider..ctor()&lt;br /&gt;
   --- End of inner exception stack trace ---&lt;br /&gt;
   at System.RuntimeMethodHandle._InvokeConstructor(Object[] args, SignatureStruct&amp;amp; signature, IntPtr declaringType)&lt;br /&gt;
   at System.RuntimeMethodHandle.InvokeConstructor(Object[] args, SignatureStruct signature, RuntimeTypeHandle declaringType)&lt;br /&gt;
   at System.Reflection.RuntimeConstructorInfo.Invoke(BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture)&lt;br /&gt;
   at System.Security.Cryptography.CryptoConfig.CreateFromName(String name, Object[] args)&lt;br /&gt;
   at System.Security.Cryptography.MD5.Create(String algName)&lt;br /&gt;
   at System.Security.Cryptography.MD5.Create()&lt;br /&gt;
   at Gibbed.DwarfFortress.Tweak.GameVersionLoader.GetProcessHash(Process process)&lt;br /&gt;
   at Gibbed.DwarfFortress.Tweak.ModulePicker.onSelectProcess(Object sender, EventArgs e)&lt;br /&gt;
   at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)&lt;br /&gt;
   at System.Windows.Forms.ToolStripButton.OnClick(EventArgs e)&lt;br /&gt;
   at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)&lt;br /&gt;
   at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)&lt;br /&gt;
   at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)&lt;br /&gt;
   at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)&lt;br /&gt;
   at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)&lt;br /&gt;
   at System.Windows.Forms.Control.WmMouseUp(Message&amp;amp; m, MouseButtons button, Int32 clicks)&lt;br /&gt;
   at System.Windows.Forms.Control.WndProc(Message&amp;amp; m)&lt;br /&gt;
   at System.Windows.Forms.ScrollableControl.WndProc(Message&amp;amp; m)&lt;br /&gt;
   at System.Windows.Forms.ToolStrip.WndProc(Message&amp;amp; m)&lt;br /&gt;
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message&amp;amp; m)&lt;br /&gt;
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message&amp;amp; m)&lt;br /&gt;
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:What version of windows are you running? &amp;amp;mdash;[[User:Rick|Rick]] 20:47, 13 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== .NET 3.5 errors: Tweak not Vista compatiale? ==&lt;br /&gt;
&lt;br /&gt;
I have installed .NET 3.5 and tried to run Tweak on my computer. However, It instantly crashes. Is there anything else I should have installed? I am running windows Vista.&lt;br /&gt;
&lt;br /&gt;
Thanks.&lt;br /&gt;
&lt;br /&gt;
:Can you please paste the exact error, I cannot help with problems without knowing specifics. &amp;amp;mdash;[[User:Rick|Rick]] 20:46, 13 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I Have the exact same problem, the error is the default vista error. i think this only happens with the newest version of tweak, as i used to beable to run it (though the tile editor never ran for me) &amp;amp;mdash;[[User:Corhen|Corhen]] 8:55, 15 July 2008&lt;br /&gt;
&lt;br /&gt;
==Start Error==&lt;br /&gt;
Opening Tweak, the program crashes. There's no error message per se, it just doesn't open and give the default windows error message, and asks me if I want to send a report. Help?&lt;br /&gt;
&lt;br /&gt;
:you need to install separately .NET 1.1 as well as .NET 2.0, .NET 3.5 does not install these previous versions....&lt;br /&gt;
&lt;br /&gt;
Even with all versions of .NET that exist already installed, Tweak crashed on startup. I am using an up-to-date version of WinXP SP3. I hope that it causes no problems that I unfortunately have a German language version of XP. Proof of installed .NET versions: http://members.arstechnica.com/x/dio82/software.png&lt;br /&gt;
&lt;br /&gt;
Error message:&lt;br /&gt;
&lt;br /&gt;
EventType : clr20r3     P1 : gibbed.dwarffortress.tweak.exe     P2 : 1.2.0.0&lt;br /&gt;
P3 : 47f19dc1     P4 : mscorlib     P5 : 2.0.0.0     P6 : 471ebc5b     P7 : 3404&lt;br /&gt;
P8 : 119     P9 : system.io.directorynotfound   &lt;br /&gt;
&lt;br /&gt;
Many thanks to potential fixes -[[User:Dio82|Dio82]] 08:36, 4 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I'd just like to note that I also have all three .NET versions downloaded and installed, and I still get the general Windows Vista error message (Tweak has stopped working, windows is searching for a solution... A program caused the program to stop working, windows will close the program). I've tried starting up Tweak before loading DF, during the DF title screen, and while playing a current fortress. I didn't, however, get the detailed error message described above. --[[User:Untelligent|Untelligent]] 21:57, 4 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:The above error message is part of the report that XP/Vista wants to send to Microsoft. Just click on details of the report when Vista prompts you about sending that report. --[[User:Dio82|Dio82]] 06:05, 5 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It didn't prompt me for sending a report. --[[User:Untelligent|Untelligent]] 16:17, 6 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:This error is basically saying you did not extract Tweak correctly, the Tweak zip file contains several directories that Tweak needs to function correctly. &amp;amp;mdash;[[User:Rick|Rick]] 20:46, 13 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Reveal and Profile Edit Issue==&lt;br /&gt;
&lt;br /&gt;
I've downloaded your program and managed to get a few features working, such as the one that allows you to change your starting dwarf number and points. The two modules I wanted to use most, however, Reveal and Profile Edit, don't seem to want to work at all, and as far as I can tell, I'm not getting a program error so much as... I don't know, a failure to recognize something. I'm not a programmer, you'll notice.&lt;br /&gt;
&lt;br /&gt;
When attempting to use Reveal at the regional map, I get [http://i21.photobucket.com/albums/b296/Bitscape2000/RevealProblem.jpg this].&lt;br /&gt;
&lt;br /&gt;
When attempting to use the Profile Editor at the &amp;quot;preparing carefully&amp;quot; screen, as it says, I get [http://i21.photobucket.com/albums/b296/Bitscape2000/ProfileProblem.jpg this], and if I click the OK button it says [http://i21.photobucket.com/albums/b296/Bitscape2000/ProfileProblem2.jpg this].&lt;br /&gt;
&lt;br /&gt;
Apologies for the largish screenshots. Any idea what might help? --[[User:Anfini|Anfini]] 15:57, 11 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: The Reveal tool is only used while already embarked.  Find a place to start your fortress, embark, and then run Reveal. And, keep in mind if you want to reveal all of the map you have to designate the bottom layer for digging completely then undesignated it BEFORE you run reveal--this will make DF load up the map for Reveal to find. As for the other errors, I'm not sure what is going on. Sorry.  --[[User:Corc|Corc]] 18:36, 11 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Thanks for the help with Reveal, that worked perfectly. I suppose I misunderstood the module. The Profile dealie is the one I ''really'' want to use, though! If anyone has insight on how to work it, I would be grateful. Thanks! --[[User:Anfini|Anfini]] 19:24, 11 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Tile Edit Tile ID List ==&lt;br /&gt;
&lt;br /&gt;
I'm currently making a list of Tile IDs. I'm up to 257 and plan to do 100+ per day. I would love to add it to the wiki in some way or form, except I'm a total noob at wikis. In fact, this is my first account and post on any wiki.&lt;br /&gt;
&lt;br /&gt;
: This would probably be more appropriate on a general DF hacking page than Tile Edit specifically, since they are defined by DF, not Tile Edit. &amp;amp;mdash;[[User:Rick|Rick]] 20:45, 13 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Touche. I figured I would post it on my User page or something, except I had no idea how to do so when I made that post. I've since figured it out and am working on a good format for a table.--[[User:Valarnin|Valarnin]] 22:05, 13 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: Feel free to update the Tile Edit page linking to your page with the tile ID list. &amp;amp;mdash;[[User:Rick|Rick]] 04:45, 14 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::: Okay, I've posted the link. Don't suppose there's a way to get the table to look better? --[[User:Valarnin|Valarnin]] 21:36, 14 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::: Nevermind, I got it. I guess this area's pretty pointless now. &amp;amp;rarr;[[User:Valarnin|Valarnin]] 01:44, 15 July 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Corhen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Init.txt&amp;diff=33495</id>
		<title>40d:Init.txt</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Init.txt&amp;diff=33495"/>
		<updated>2008-07-10T18:19:58Z</updated>

		<summary type="html">&lt;p&gt;Corhen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
The init.txt file is used to make many adjustments to the game such as [[Technical tricks|improving framerate]], [[Technical tricks#Screen_sizes|screen size]], or for the use of [[Tilesets]] and [[List of user character sets|Character sets]].&lt;br /&gt;
This file is under Dwarf Fortress&amp;gt;data&amp;gt;init&lt;br /&gt;
&lt;br /&gt;
===Default init.txt (as of Dwarf Fortress 0.27.176.38c)===&lt;br /&gt;
Change this to turn sound off.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[SOUND:ON]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The sound volume runs from 0 (off) to 255 (full).  You can set the volume from the ESC options menu as well.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[VOLUME:255]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Change this to skip the wonderful intro movies.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[INTRO:ON]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This lets you set the starting windowed/fullscreen setting.  Can be YES, NO or PROMPT.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[WINDOWED:PROMPT]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This is the size and font for windowed mode.  Changing to 800x600 and the 800x600 font might make you happier.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[WINDOWEDX:640]&amp;lt;br&amp;gt;&lt;br /&gt;
[WINDOWEDY:300]&amp;lt;br&amp;gt;&lt;br /&gt;
[FONT:curses_640x300.bmp]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Full screen info.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[FULLSCREENX:800]&amp;lt;br&amp;gt;&lt;br /&gt;
[FULLSCREENY:600]&amp;lt;br&amp;gt;&lt;br /&gt;
[FULLFONT:curses_800x600.bmp]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
If this is set to YES, the tiles will not be stretched, but rather the game view will be centralized, surrounded by black space.  Tiles that are too large will always be compressed rather than running off the screen.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[BLACK_SPACE:NO]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Graphics info, most of it as above.  Set GRAPHICS to YES to turn it all on.  This will use the &amp;quot;raw/graphics&amp;quot; folder for tile information.  Currently this is limited to whatever creature graphics you have downloaded.  The game comes with a few pictures to demonstrate.  As of February 2008, the Dwarf Fortress Wiki has graphical tilesets available at http://www.dwarffortresswiki.net/index.php/Graphics_sets.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[GRAPHICS:NO]&amp;lt;br&amp;gt;&lt;br /&gt;
[GRAPHICS_WINDOWEDX:1280]&amp;lt;br&amp;gt;&lt;br /&gt;
[GRAPHICS_WINDOWEDY:400]&amp;lt;br&amp;gt;&lt;br /&gt;
[GRAPHICS_FONT:curses_square_16x16.bmp]&amp;lt;br&amp;gt;&lt;br /&gt;
[GRAPHICS_FULLSCREENX:1280]&amp;lt;br&amp;gt;&lt;br /&gt;
[GRAPHICS_FULLSCREENY:800]&amp;lt;br&amp;gt;&lt;br /&gt;
[GRAPHICS_FULLFONT:curses_square_16x16.bmp]&amp;lt;br&amp;gt;&lt;br /&gt;
[GRAPHICS_BLACK_SPACE:YES]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Change this to YES to keep the DF window on top of your other windows.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[TOPMOST:NO]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Change this to YES if you want to see an FPS counter at the top left.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[FPS:NO]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Use this to set the maximum frame rate during play.  The movies are always capped at 100.  A frame in this case is not graphical but related to the movement speed of a creature.  A healthy, unencumbered dwarven peasant takes one step every 10 frames.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[FPS_CAP:100]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Use this to set the maximum graphical frame refresh rate during play.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[G_FPS_CAP:50]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This sets the applications vertical synchronization behavior.  Changing this to ON can impact your FPS if your G_FPS is high.  The other options are ON and DEFAULT.  DEFAULT uses whatever settings you have your system at in general.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[VSYNC:OFF]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Change this to LINEAR if you want the texture values to be averaged over the adjacent pixels.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[TEXTURE_PARAM:NEAREST]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Change this to make the dwarfort.exe process have a different priority.  From highest to lowest, the options are REALTIME, HIGH, ABOVE_NORMAL, NORMAL, BELOW_NORMAL and IDLE.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[PRIORITY:NORMAL]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Change this to NO if you don't want to have the mouse involved at all.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[MOUSE:YES]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Change this to YES if you'd like to use a BMP for the mouse cursor.  The image currently lags when the game is lagging however.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[MOUSE_PICTURE:NO]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Use these to control the automatic saving behavior in the dwarf fortress mode of game.  AUTOSAVE can be set to NONE, SEASONAL or YEARLY.  This updates your save at these intervals, so that some of your progress will be saved in case of system instability.  You can set AUTOBACKUP to YES if you want the updated save to be copied to another folder so that you'll have several copies of your world at different times.  Set AUTOSAVE_PAUSE to YES if you want the game to pause every time it autosaves.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[AUTOSAVE:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[AUTOBACKUP:NO]&amp;lt;br&amp;gt;&lt;br /&gt;
[AUTOSAVE_PAUSE:NO]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Set this to YES if you want it to save the game when you start a new fortress.  If AUTOBACKUP above is set to YES, it will also create a copy of this new save.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[INITIAL_SAVE:NO]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Set this to YES to make Dwarf Fortress start paused whenever you load an active game.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[PAUSE_ON_LOAD:NO]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Set this to YES if you want Dwarf Fortress to show the warning window on embark as a confirmation even if there are no issues.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[EMBARK_WARNING_ALWAYS:NO]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Use these options to remove features from the game.  Permitted values are YES and NO.  Removal might speed the game up in the case of temperature and weather.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[TEMPERATURE:YES]&amp;lt;br&amp;gt;&lt;br /&gt;
[WEATHER:YES]&amp;lt;br&amp;gt;&lt;br /&gt;
[ECONOMY:YES]&amp;lt;br&amp;gt;&lt;br /&gt;
[INVADERS:YES]&amp;lt;br&amp;gt;&lt;br /&gt;
[CAVEINS:YES]&amp;lt;br&amp;gt;&lt;br /&gt;
[ARTIFACTS:YES]&amp;lt;br&amp;gt;&lt;br /&gt;
[ZERO_RENT:NO]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Change this to YES to output the reasons for world map rejection into a file.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[LOG_MAP_REJECTS:NO]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Change these numbers to make the embark rectangle start at a different size.  The format is (EMBARK_RECTANGLE:&amp;lt;width&amp;gt;:&amp;lt;height&amp;gt;).  Numbers may run from 2 to 16.  The map size warning message will go by these numbers.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[EMBARK_RECTANGLE:6:6]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Change these numbers to set the default weights for traffic designations.  If you make the last numbers too large, pathfinding might lag.&amp;lt;br&amp;gt;&lt;br /&gt;
The format is (PATH_COST:&amp;lt;high&amp;gt;:&amp;lt;normal&amp;gt;:&amp;lt;low&amp;gt;:&amp;lt;restricted&amp;gt;).&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[PATH_COST:1:2:5:25]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Change this to YES to disallow pets from coffin burial as the default option.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[COFFIN_NO_PETS_DEFAULT:NO]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This controls the display of areas that are far below outside.  The format is SKY:&amp;lt;character&amp;gt;:&amp;lt;foreground color&amp;gt;:&amp;lt;background color&amp;gt;:&amp;lt;brightness&amp;gt;.  The &amp;lt;character&amp;gt; can be either an ASCII tile number or a character in quotes, like '#'.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[SKY:178:3:0:0]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
As above, for inside/subterranean areas.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[CHASM:250:0:0:1]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
You can set the maximum population of your fortress here.  Keep in mind that your population must be at least 80 to get a king and 100 to obtain the current game features.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[POPULATION_CAP:200]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This allows you to control the number of babies+children in your fortress.  The first number is an absolute cap on the number of babies+children.  The second is a percentage of the current number of adults in your fortress (the default is the essentially meaningless 1000% here).  The lower number is used as the cap.  The cap only prevents further pregancies, so migrant children, multiple births and existing pregnancies from old saves can still push you over the cap.  Setting either number to zero will disallow pregnancies in the fortress.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[BABY_CHILD_CAP:100:1000]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
If you don't like the ,.`' ground, try setting this to NO.  The ground will turn into periods only.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[VARIED_GROUND_TILES:YES]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
If you'd like your engravings to start off looking the same (you can toggle them on individual later), set this to YES.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[ENGRAVINGS_START_OBSCURED:NO]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
If you get annoyed by seeing items like *&amp;lt;*sword*&amp;gt;* you can&lt;br /&gt;
get rid of the outside ** by setting this to NO.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[SHOW_IMP_QUALITY:YES]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Set this to YES to display fluids as numbers indicating depth.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[SHOW_FLOW_AMOUNTS:NO]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This controls the number of milliseconds that must pass before a held key sends a repeat press to the game.  You might need to adjust this.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[KEY_HOLD_MS:150]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This controls the number of milliseconds that must pass before input works again after the view recenters on an event in dwarf mode.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[RECENTER_INTERFACE_SHUTDOWN_MS:0]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This controls &amp;quot;more&amp;quot; in adventure mode.  If MORE is set to NO, all announcements will be skipped.  DISPLAY_LENGTH controls how many lines are printed before it gives you the &amp;quot;more&amp;quot; prompt.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[MORE:YES]&amp;lt;br&amp;gt;&lt;br /&gt;
[DISPLAY_LENGTH:23]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Set this to YES if you want traps to affect you in adventure mode.  This is not recommended -- there are lockup issues with cage traps, and you cannot disarm any of the traps yet, so they effectively stops you from exploring your old fortresses.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[ADVENTURER_TRAPS:NO]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Set this to NO if you want the game to recenter on your adventurer only when you've gotten close to the edge of the view.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[ADVENTURER_ALWAYS_CENTER:YES]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This controls the up/down views in adventure mode.  The first parameter can be OFF, UNHIDDEN, CREATURE or ON.  UNHIDDEN makes the view appear when it contains any unhidden square.  CREATURE makes the view appear when it contains a creature.  The second parameter is the size of the view.  It can be 3, 5, 7 or 9.  A smaller view lets it stack more of them in the column (3 at size 5, and 5 at size 3).&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[ADVENTURER_Z_VIEWS:UNHIDDEN:9]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
You can use these to say how nicknames are displayed in each mode&amp;lt;br&amp;gt;&lt;br /&gt;
Options are REPLACE_FIRST, CENTRALIZE (between first and last), REPLACE_ALL&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[NICKNAME_DWARF:REPLACE_FIRST]&amp;lt;br&amp;gt;&lt;br /&gt;
[NICKNAME_ADVENTURE:REPLACE_FIRST]&amp;lt;br&amp;gt;&lt;br /&gt;
[NICKNAME_LEGENDS:REPLACE_FIRST]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
These are the display colors in RGB.  The game is actually displaying extended ASCII characters in OpenGL, so you can modify the colors.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[BLACK_R:0]&amp;lt;br&amp;gt;&lt;br /&gt;
[BLACK_G:0]&amp;lt;br&amp;gt;&lt;br /&gt;
[BLACK_B:0]&amp;lt;br&amp;gt;&lt;br /&gt;
[BLUE_R:0]&amp;lt;br&amp;gt;&lt;br /&gt;
[BLUE_G:0]&amp;lt;br&amp;gt;&lt;br /&gt;
[BLUE_B:128]&amp;lt;br&amp;gt;&lt;br /&gt;
[GREEN_R:0]&amp;lt;br&amp;gt;&lt;br /&gt;
[GREEN_G:128]&amp;lt;br&amp;gt;&lt;br /&gt;
[GREEN_B:0]&amp;lt;br&amp;gt;&lt;br /&gt;
[CYAN_R:0]&amp;lt;br&amp;gt;&lt;br /&gt;
[CYAN_G:128]&amp;lt;br&amp;gt;&lt;br /&gt;
[CYAN_B:128]&amp;lt;br&amp;gt;&lt;br /&gt;
[RED_R:128]&amp;lt;br&amp;gt;&lt;br /&gt;
[RED_G:0]&amp;lt;br&amp;gt;&lt;br /&gt;
[RED_B:0]&amp;lt;br&amp;gt;&lt;br /&gt;
[MAGENTA_R:128]&amp;lt;br&amp;gt;&lt;br /&gt;
[MAGENTA_G:0]&amp;lt;br&amp;gt;&lt;br /&gt;
[MAGENTA_B:128]&amp;lt;br&amp;gt;&lt;br /&gt;
[BROWN_R:128]&amp;lt;br&amp;gt;&lt;br /&gt;
[BROWN_G:128]&amp;lt;br&amp;gt;&lt;br /&gt;
[BROWN_B:0]&amp;lt;br&amp;gt;&lt;br /&gt;
[LGRAY_R:192]&amp;lt;br&amp;gt;&lt;br /&gt;
[LGRAY_G:192]&amp;lt;br&amp;gt;&lt;br /&gt;
[LGRAY_B:192]&amp;lt;br&amp;gt;&lt;br /&gt;
[DGRAY_R:128]&amp;lt;br&amp;gt;&lt;br /&gt;
[DGRAY_G:128]&amp;lt;br&amp;gt;&lt;br /&gt;
[DGRAY_B:128]&amp;lt;br&amp;gt;&lt;br /&gt;
[LBLUE_R:0]&amp;lt;br&amp;gt;&lt;br /&gt;
[LBLUE_G:0]&amp;lt;br&amp;gt;&lt;br /&gt;
[LBLUE_B:255]&amp;lt;br&amp;gt;&lt;br /&gt;
[LGREEN_R:0]&amp;lt;br&amp;gt;&lt;br /&gt;
[LGREEN_G:255]&amp;lt;br&amp;gt;&lt;br /&gt;
[LGREEN_B:0]&amp;lt;br&amp;gt;&lt;br /&gt;
[LCYAN_R:0]&amp;lt;br&amp;gt;&lt;br /&gt;
[LCYAN_G:255]&amp;lt;br&amp;gt;&lt;br /&gt;
[LCYAN_B:255]&amp;lt;br&amp;gt;&lt;br /&gt;
[LRED_R:255]&amp;lt;br&amp;gt;&lt;br /&gt;
[LRED_G:0]&amp;lt;br&amp;gt;&lt;br /&gt;
[LRED_B:0]&amp;lt;br&amp;gt;&lt;br /&gt;
[LMAGENTA_R:255]&amp;lt;br&amp;gt;&lt;br /&gt;
[LMAGENTA_G:0]&amp;lt;br&amp;gt;&lt;br /&gt;
[LMAGENTA_B:255]&amp;lt;br&amp;gt;&lt;br /&gt;
[YELLOW_R:255]&amp;lt;br&amp;gt;&lt;br /&gt;
[YELLOW_G:255]&amp;lt;br&amp;gt;&lt;br /&gt;
[YELLOW_B:0]&amp;lt;br&amp;gt;&lt;br /&gt;
[WHITE_R:255]&amp;lt;br&amp;gt;&lt;br /&gt;
[WHITE_G:255]&amp;lt;br&amp;gt;&lt;br /&gt;
[WHITE_B:255]&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Corhen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Wall&amp;diff=19265</id>
		<title>40d Talk:Wall</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Wall&amp;diff=19265"/>
		<updated>2008-05-05T07:12:43Z</updated>

		<summary type="html">&lt;p&gt;Corhen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Is there a way to build walls on areas (like when designating a stockpile) instead of tile per tile? Very boring work when constructing long walls... --[[User:Mizipzor|Mizipzor]] 13:40, 4 November 2007 (EST)&lt;br /&gt;
:Not as of {{ver|0.27.169.33a}}. --[[User:Ikkonoishi|Ikkonoishi]] 14:11, 4 November 2007 (EST)&lt;br /&gt;
The text of the article seems to suggest that engravings and smoothing can be done on constructed walls.  In my experience, a constructed wall is described as a &amp;quot;Granite Block Wall&amp;quot; and does not accept either smoothing or engraving commands.  It also highlights with a flashing green &amp;quot;C&amp;quot; in designation mode, indicating it is constructed.  If I'm wrong, I'd love to know how to accomplish this!&lt;br /&gt;
Also, the article text indicates that a wall must be built above certain types of solid object.  In my experience, this is not true; you can build a wall over empty space provided you build ''beside'' an existing solid structure.  This is key when building spiral ramps within towers, etc.&lt;br /&gt;
I'm very new to wiki editing, so I'm not going to touch the article itself at this point.  If someone would like to verify...?--[[User:Doctorlucky|Doctorlucky]] 04:10, 12 November 2007 (EST)&lt;br /&gt;
:All right, some experimentation has determined how walls are named and how the operate.  I'll use &amp;quot;felsite&amp;quot; as my material in the examples:  A wall which is comprised of naturally-occurring rock or other material is called a &amp;quot;Rough-hewn Felsite Wall&amp;quot;.  Smoothed, it becomes a &amp;quot;Smoothed Felsite Wall&amp;quot;.  A wall constructed of mined stone using the building menu is described as a &amp;quot;Rough Felsite Block Wall&amp;quot; while one made out of stone block (prepared by a mason) is a &amp;quot;Felsite Block Wall&amp;quot;.  Neither type of constructed wall is engravable or smoothable, and both type look identical to a smoothed natural wall. [[User:Doctorlucky|Doctorlucky]] 18:40, 14 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Do glass walls block LoS? [[User:Rkyeun|Rkyeun]] 20:18, 5 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Has anyone come across a bug where built walls do not produce a floor on the z level above? I was building two small towers and for some reason some constructed walls are being built without anything above them, it doesn't even show up (using looK) as Open Space but it is displaying the - symbol normally used for open space. Most frustrating is it I rip it down and built the wall again it does it again. Both towers were the same other than material used and one has this problem along one face while the other is fine.&lt;br /&gt;
[[User:Yvain|Yvain]] 05:42, 26 February 2008 (EST)&lt;br /&gt;
:yes, but it was fixed several versions ago, in 176.38a and ive not had it happen again since. from the Devlog:&lt;br /&gt;
 * fixed problem leading to floors not being placed above some constructed walls&lt;br /&gt;
:-[[User:Chariot|Chariot]] 14:40, 26 February 2008 (EST)&lt;br /&gt;
::Now I feel stupid, I downloaded 176.38a but didn't actually unzip/install it. Thanks. [[User:Yvain|Yvain]] 15:25, 26 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
I've noticed it's not always necessary to have a z+0 wall supporting a z+1 wall (on top of) as long as there is an access via a floor. Thus one can achieve a &amp;quot;protuberant&amp;quot; type construction which is physically eerie. Is it a known bug or on purpose?--Annales&lt;br /&gt;
:It's just how support and cavein code works for now. You can call it &amp;quot;on purpose&amp;quot;, but i's going to change someday (and don't forget signing)--[[User:Dorten|Dorten]] 04:52, 9 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==wall strength==&lt;br /&gt;
&lt;br /&gt;
does the strength of the wall change depending on the material? doors gain strength when made of iron. --[[User:Corhen|Corhen]]&lt;br /&gt;
&lt;br /&gt;
:AFAIK, walls are basically invulnerable still (33g), if not permanently so. So at this time, no relevant tests can be done to determine if one wall is more or less resilient than another. --[[User:N9103|Edward]] 21:55, 3 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Wooden walls will block magma... Ashen (from ash - burned wood, not ash - kind of tree) walls block stones fired from catapult. I think that's enough to say that strength of the wall doesn't depend on anything. --[[User:Someone-else|Someone-else]] 21:13, 4 May 2008 (EDT)&lt;br /&gt;
::: ok, tohught trolls could break through walls, if not, KOOL  --[[User:Corhen|Corhen]]&lt;br /&gt;
&lt;br /&gt;
== One way to make your masons behave ==&lt;br /&gt;
&lt;br /&gt;
So I've dug a tunnel that'll carry a flow of magma, and I just need to plug the access corridor I used during its excavation before unleashing the torrent. And of course, my idiot mason ''insists'' on walling himself up inside the magma tunnel. I could provide escape stairs, but really, why should I compromise my fortress' aesthetics for the sake of that suicidal dunce? So here's what I did:&lt;br /&gt;
&lt;br /&gt;
 #####&lt;br /&gt;
 ..S.. &amp;lt;- lava channel&lt;br /&gt;
 ##W##&lt;br /&gt;
 ##.## &amp;lt;- access corridor&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;W&amp;quot; is where I want to build a wall, and &amp;quot;S&amp;quot; is where the mason insisted on standing while building it. So I crafted a cheapo stone statue, placed it at S, and it forced the mason to stand on the other side of W to build it. Then when the magma came through it melted the statue away.&lt;br /&gt;
&lt;br /&gt;
I hope the statue was a self-portrait. [[User:Bryan Derksen|Bryan Derksen]] 20:58, 4 May 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Corhen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Alchemist%27s_laboratory&amp;diff=41163</id>
		<title>40d Talk:Alchemist's laboratory</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Alchemist%27s_laboratory&amp;diff=41163"/>
		<updated>2008-05-03T08:56:35Z</updated>

		<summary type="html">&lt;p&gt;Corhen: New page: can it make anyhthing else other then soap? --Corhen&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;can it make anyhthing else other then soap? --[[User:Corhen|Corhen]]&lt;/div&gt;</summary>
		<author><name>Corhen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Naked_mole_dog&amp;diff=37714</id>
		<title>40d Talk:Naked mole dog</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Naked_mole_dog&amp;diff=37714"/>
		<updated>2008-05-03T08:54:30Z</updated>

		<summary type="html">&lt;p&gt;Corhen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;To my knowledge, Naked Mole Dogs are the only type of mole dogs in the game. Why isn't this page called Naked Mole Dog instead? [[User:Klada|Klada]] 19:18, 19 February 2008 (EST)&lt;br /&gt;
:because there are the creature in the RL called the Naked Mole, so by adding the dog, it makes it shows how large it is. as to why there is no regular mole... dont know --[[User:Corhen|Corhen]]&lt;/div&gt;</summary>
		<author><name>Corhen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Wall&amp;diff=19261</id>
		<title>40d Talk:Wall</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Wall&amp;diff=19261"/>
		<updated>2008-05-03T07:57:56Z</updated>

		<summary type="html">&lt;p&gt;Corhen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Is there a way to build walls on areas (like when designating a stockpile) instead of tile per tile? Very boring work when constructing long walls... --[[User:Mizipzor|Mizipzor]] 13:40, 4 November 2007 (EST)&lt;br /&gt;
:Not as of {{ver|0.27.169.33a}}. --[[User:Ikkonoishi|Ikkonoishi]] 14:11, 4 November 2007 (EST)&lt;br /&gt;
The text of the article seems to suggest that engravings and smoothing can be done on constructed walls.  In my experience, a constructed wall is described as a &amp;quot;Granite Block Wall&amp;quot; and does not accept either smoothing or engraving commands.  It also highlights with a flashing green &amp;quot;C&amp;quot; in designation mode, indicating it is constructed.  If I'm wrong, I'd love to know how to accomplish this!&lt;br /&gt;
Also, the article text indicates that a wall must be built above certain types of solid object.  In my experience, this is not true; you can build a wall over empty space provided you build ''beside'' an existing solid structure.  This is key when building spiral ramps within towers, etc.&lt;br /&gt;
I'm very new to wiki editing, so I'm not going to touch the article itself at this point.  If someone would like to verify...?--[[User:Doctorlucky|Doctorlucky]] 04:10, 12 November 2007 (EST)&lt;br /&gt;
:All right, some experimentation has determined how walls are named and how the operate.  I'll use &amp;quot;felsite&amp;quot; as my material in the examples:  A wall which is comprised of naturally-occurring rock or other material is called a &amp;quot;Rough-hewn Felsite Wall&amp;quot;.  Smoothed, it becomes a &amp;quot;Smoothed Felsite Wall&amp;quot;.  A wall constructed of mined stone using the building menu is described as a &amp;quot;Rough Felsite Block Wall&amp;quot; while one made out of stone block (prepared by a mason) is a &amp;quot;Felsite Block Wall&amp;quot;.  Neither type of constructed wall is engravable or smoothable, and both type look identical to a smoothed natural wall. [[User:Doctorlucky|Doctorlucky]] 18:40, 14 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Do glass walls block LoS? [[User:Rkyeun|Rkyeun]] 20:18, 5 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Has anyone come across a bug where built walls do not produce a floor on the z level above? I was building two small towers and for some reason some constructed walls are being built without anything above them, it doesn't even show up (using looK) as Open Space but it is displaying the - symbol normally used for open space. Most frustrating is it I rip it down and built the wall again it does it again. Both towers were the same other than material used and one has this problem along one face while the other is fine.&lt;br /&gt;
[[User:Yvain|Yvain]] 05:42, 26 February 2008 (EST)&lt;br /&gt;
:yes, but it was fixed several versions ago, in 176.38a and ive not had it happen again since. from the Devlog:&lt;br /&gt;
 * fixed problem leading to floors not being placed above some constructed walls&lt;br /&gt;
:-[[User:Chariot|Chariot]] 14:40, 26 February 2008 (EST)&lt;br /&gt;
::Now I feel stupid, I downloaded 176.38a but didn't actually unzip/install it. Thanks. [[User:Yvain|Yvain]] 15:25, 26 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
I've noticed it's not always necessary to have a z+0 wall supporting a z+1 wall (on top of) as long as there is an access via a floor. Thus one can achieve a &amp;quot;protuberant&amp;quot; type construction which is physically eerie. Is it a known bug or on purpose?--Annales&lt;br /&gt;
:It's just how support and cavein code works for now. You can call it &amp;quot;on purpose&amp;quot;, but i's going to change someday (and don't forget signing)--[[User:Dorten|Dorten]] 04:52, 9 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==wall strength==&lt;br /&gt;
&lt;br /&gt;
does the strength of the wall change depending on the material? doors gain strength when made of iron. --[[User:Corhen|Corhen]]&lt;/div&gt;</summary>
		<author><name>Corhen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Strange_mood&amp;diff=5141</id>
		<title>40d Talk:Strange mood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Strange_mood&amp;diff=5141"/>
		<updated>2008-05-03T07:42:10Z</updated>

		<summary type="html">&lt;p&gt;Corhen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Does the new version still have the strange mood? It wouldnt be complete without it!&lt;br /&gt;
&lt;br /&gt;
:It still exists, I've had it happen several times now, I went to the archive wiki and copy/pasted the old page.&lt;br /&gt;
&lt;br /&gt;
::Isnt that why the wiki was nuked? To make sure that no old info lingers? Ill put some &amp;quot;verify&amp;quot; in there, I dont think that the bold text is enough for users to understand that some of this may no longer apply. --[[User:Mizipzor|Mizipzor]] 06:03, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::I agree. Although moods themselves don't seem to have been changed in this version, the changes to the stones/ores that they use means that some of the information in this article is no longer true. I'll have a go at cleaning it up when I have the proper time for it, but this wiki definitely needs a 'no copypasting from the archives' rule to avoid screwups like this. If people are going to copypaste old stuff, then it is downright irresponsible of them not to verify the accuracy of the information before committing it to the wiki. --[[User:Morlark|Morlark]]&lt;br /&gt;
&lt;br /&gt;
I know, I was a huge fan of that little strange aspect of the old one.&lt;br /&gt;
&lt;br /&gt;
I need my dwarfs to make more swordfish bone swords, and i still need some glass weapons/armor&lt;br /&gt;
&lt;br /&gt;
The moods seem to have changed. One of my dwarfs went fey, made a nice hematite mug, and is now a legendary... Engraver. Very wierd, he also had no stoneworking or other craftdwarf skills. But he was a competent mason. This was also my fifth dwarf who took the same craftworkshop, so it's a bit strange. --[[User:Soyweiser|Soyweiser]] 17:36, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Six fey dwarf, all took the craftdwarfshop, now my bowyer took one. Think it might be a bug. Is the 15 artifacts limit still in? --[[User:Soyweiser|Soyweiser]] 14:34, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:: Whohoo my second legendary engraver made a gold mug. My bowyer became a legendary engraver. --[[User:Soyweiser|Soyweiser]] 14:40, 8 November 2007 (EST)&lt;br /&gt;
::: Scratch all that, one of my woodworkers just used a carpenters shop. --[[User:Soyweiser|Soyweiser]] 07:45, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Have you marked all statements in the article that risks being falsified with &amp;lt;nowiki&amp;gt;{{verify}}&amp;lt;/nowiki&amp;gt;? --[[User:Mizipzor|Mizipzor]] 19:41, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Hey, I am getting a dwarf who wants &amp;quot;raw...crystal&amp;quot;. Help? -- [[User:Bovinepro|Bovinepro]]&lt;br /&gt;
:Probably wants raw crystal glass. I had a dwarf ask for &amp;quot;raw...green&amp;quot;, they wanted raw green glass. Looks like Toady might have moved the glass demands out of the &amp;quot;rough...color&amp;quot; category. [[User:Iddq?|Iddq?]]&lt;br /&gt;
&lt;br /&gt;
About the engravers taking over craftdwarf's shops and becoming legendary engravers afterwards is quite true. I recently got a bunch of immigrants, and the engraver that came with them fell into a strange mood before even crossing the bridge on my river. He took over a craftdwarf's workshop and made a basalt scepter, and now he's legendary level in engraving. So yeah, perfect laboratory conditions, he was 100% engraver when he went into his mood and came out a legendary engraver. --[[User:Zhang5|Zhang5]] 17:07, 12 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
It seems that no craft skill is required.  I just had a peasant go into a strange mood.  His skills were: competent marksdwarf; novice wrestler; novice armor wearer.  He grabbed a craftsdwarf's workshop and 10 items (3xFelsite, Schorls, Tigereyes, Red Beryls, Giant cave swallow leather, Grizzly Bear Leather, Rough harlequin opals and Ash logs -- guess he has expensive taste?) and churned out an idol in relatively short order.  This is my 9th successful mood in this fortress, and I've seen requests for between 3 and 10 items, personally.  Since they seem to be increasing in complexity, I've either hit the item cap, or I'm about to break ten :)  [[User:Doctorlucky|Doctorlucky]] 16:34, 19 November 2007 (EST)&lt;br /&gt;
:This is consistent with older versions.  Moody peasants would become crafters, and 10 items was the cap.  The minimum was 1 item -- generally when constructing a &amp;quot;perfect gem&amp;quot;.--[[User:Maximus|Maximus]] 16:55, 19 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I had a miner go into a strange mood, take over a mason's workshop, and make a something that got him up to legendary miner status. In my current fort, I have had 6 artifacts made, 2 of which were actual moods and 5 of which were possessions (I can add, one of them failed and the dwarf became a babbling wreck). My dwarves love to use only one item: an oak door (1 item), an olivine coffin (2 items), a turtle shell mask (1 item and is my cheapest artifiact at 3600), a diorite amulet (3 items), and a perfect jelly opal (1 item). --[[User:Penguinofhonor|Penguinofhonor]] 18:47, 28 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Where to add the info that in my game (.33c) a miner took over a mason's workshop, became legendary miner and then held the artifact in his right hand instead of a pick, which became 'hauled', then droped the pick and then took the pick with his left hand? He can mine after all these. While holding a 667 weight units cabinet in his right hand. --[[User:Another|Another]] 10:07, 1 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I had dwarf Miller, profecienty Grower who had Fey Mood, and he became a  Legendary Mason ....&lt;br /&gt;
Is it normal ? [[user:Feydreva|Feydreva]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
One of my dwarves has become possessed and is demanding cloth, bones and stone, which I have plenty of. But he refuses to go fetch them. Is there something I'm doing wrong?&amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:Patarak|Patarak]] ([[User talk:Patarak|talk]]•[[Special:Contributions/Patarak|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
: They want either silk or fiber cloth. Make sure you have both! [[User:Bartavelle|Bartavelle]] 03:40, 21 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Aargh!  One of my dwarves went secretive and is demanding a huge list of stuff.  He seems to be demanding two types of stone because the &amp;quot;sketches quarry&amp;quot; message stays on twice as long as the others.  I have (and he has gathered) flint: is there any way to tell what kind of stone he wants? --[[User:Holyfool|Holyfool]] 011:55, 7 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
I had a Glassmaker that sat around when I had a lot of Magma Glass Furnaces, but then decided to get going when I made a regular Glass Furnace.  Seems like they will only use a specific kind.  Not sure yet if it's random.  Might be they won't take the Magma Glass Furnace in version 38a.  Can anyone verify? --[[User:Afbee|Afbee]] 05:07, 21 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
: My Glassmaker successfully used Magma Glass Furnace in a fey mood. --[[User:Digger|Digger]] 07:54, 24 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Maximum number of artifacts==&lt;br /&gt;
Well, I just got my umpteenth mood, and it resulted in the 16th successfully created artifact.(33b)  So that 15 cap thing is clearly wrong.  As it happens, this single artifact is worth 754,800, and is an adamantine spear decorated with, among other things, adamantine.  For the record, in case this data is important to someone tabulating number of ingredients, my moods in order created the following objects using the corresponding number of ingredients: (Flute, 4; Mechanism, 4; Spear, 3; Millstone, 6; Ring, 8; Chest, 7; Cape, 7; Ring, 9; Statue, 8; Idol, 10; earring, 8; Buckler, 8; Table, 3; Mechanism, 10; Bracelet, 5; and Spear, 8). [[User:Doctorlucky|Doctorlucky]] 04:54, 27 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Do fell/macabre moods still exist? I haven't seen any for quite a few versions. It'd be nice to have that verified.&amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:Rabek|Rabek]] ([[User talk:Rabek|talk]]•[[Special:Contributions/Rabek|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== clarification on &amp;quot;trade&amp;quot; skills ==&lt;br /&gt;
&lt;br /&gt;
Are trade skills all the skills that produce items with some level of quality? Mainly I want to know if dyer is a trade skill. And how does that work with miner? I didn't think miner was a trade skill. Maybe someone who knows more than me could clarify in the wiki.&lt;br /&gt;
I just got my first artifact. It's worth 2400. The dwarf took one log and made a scepter. -[[User:Radtse|Radtse]]&lt;br /&gt;
&lt;br /&gt;
:I don't know exactly, we should make a list of the skills we know are not trade skills. I'll start: my brewer/grower once got a strange mood and made a wood item and gained woodcrafting skill. Let's try to only add to the list when we have experienced a moody dwarf with that skill only.--[[User:Valdemar|Valdemar]] 19:36, 27 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::I'm adding Weaver and Furnace Operator to this list, since they're on the wiki. I haven't seen them myself, but I'm assuming someone else has. Knowing that Furnace Operator is a &amp;quot;fey-able&amp;quot; skill will be quite helpful.-[[User:Radtse|Radtse]] 18:28, 29 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Where's cooking fit in? --[[User:KittenyKat|KittenyKat]] 20:09, 6 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
List of non-trade skills:&lt;br /&gt;
&lt;br /&gt;
* [[Brewer]]&lt;br /&gt;
* [[Grower]]&lt;br /&gt;
* [[Miller]]&lt;br /&gt;
&lt;br /&gt;
Skills that may be used and gained by dwarves with no trade skills:&lt;br /&gt;
&lt;br /&gt;
* [[Wood crafter]]&lt;br /&gt;
* [[Stone crafter]]&lt;br /&gt;
&lt;br /&gt;
Skills that use a different skill(See list above), but give correct skill:&lt;br /&gt;
&lt;br /&gt;
* [[Miner]]&lt;br /&gt;
* [[Engraver]]&lt;br /&gt;
* [[Furnace Operator]]&lt;br /&gt;
* [[Weaver]]&lt;br /&gt;
&lt;br /&gt;
::::For the record, i can confirm both Furnace Operator and Weaver, since no one else has commented to verify them thus far.  (The weaver actually surprised me when it happened). --[[User:Squirrelloid|Squirrelloid]] 01:43, 29 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== mood condition ==&lt;br /&gt;
The 20 dwarves / no crazy stuff has been found while looking at the binary of v0.27.169.33d, might be different now, but i don't think so. [[User:Bartavelle|Bartavelle]] 15:08, 2 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Regarding the calulations for required maximum existing artifacts (items/200 and dugout/(48*48)) wouldn't it make more sense to either use the squared symbol, or the actual result of that square (which was the original number actually discovered/revealed I believe)? --[[User:N9103|Edward]] 19:17, 28 April 2008 (EDT)&lt;br /&gt;
:&amp;lt;su&amp;lt;b&amp;gt;&amp;lt;/b&amp;gt;p&amp;gt;2&amp;lt;/su&amp;lt;b&amp;gt;&amp;lt;/b&amp;gt;p&amp;gt; --[[User:GreyMario|GreyMario]] 21:28, 28 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Random Workshop Seizure ==&lt;br /&gt;
&lt;br /&gt;
I just had a gem cutter seize a carpenter's workshop and make a perfect gem; upon completion I had a worthless Legendary dwarf and a new jeweler's workshop, so I guess that's still in from the previous version. I've removed the verify in the article. [[User:Tacroy|Tacroy]] 16:51, 9 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:nonsense.  Should be a bigger chance of making ZOMG high-quality gem crafts now ;) --[[User:Frostedfire|Frostedfire]] 07:35, 18 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::More to the point, if you don't like the profession your dwarf has Legendary in...draft for the stats! --[[User:Alfador|Alfador]] 12:16, 18 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== forbidden items ==&lt;br /&gt;
&lt;br /&gt;
Do moody dwarfs use forbidden items? Will they demand forbid items? [[User:Diabl0658|Diabl0658]] 02:07, 21 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Impossible Requests? ==&lt;br /&gt;
Will dwarves try to use items that you just don't have access to? I had a dwarf asking for silk when I haven't imported any and I'm pretty sure there isn't a giant spider anywhere. Also asking for &amp;quot;rocks&amp;quot; when I have mined at least one of each type of rock that is visible (requiring rocks from unmined areas seem pretty harsh). Also a request for &amp;quot;metal bars&amp;quot; when I have smeltered at least one of each ore I have found and made at least one of each possible alloy. [[User:Yvain|Yvain]] 23:27, 26 February 2008 (EST)&lt;br /&gt;
:Yeah, impossible stuff is all my dwarves ever want.  :-P  Right now mine appears to want stone I don't have, and no traders have come by with any stone....  So my guys are frantically mining in various directions....  [[User:Holyfool|Holyfool]] 13:59, 7 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::As far as i can tell they never request anything it is truly impossible for you to get.  Available by trade seems to imply possible for the game engine though.  Too bad if its the start of winter (which is when all my moods which require things I don't have and can't produce happen, of course).  But if there's no sand on your map at all you will not be asked for glass, since you can't trade for sand.  (If there's 5 tiles of sand under that underground lake you haven't found yet... sucks to be you - my first fortress lost 3 dwarves to this).  So yes, requiring things present on the map that you haven't found yet appears to be possible and routine. --[[User:Squirrelloid|Squirrelloid]] 01:48, 29 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Procastinator! ==&lt;br /&gt;
&lt;br /&gt;
I just had a moody dwarf demand bones, wood, rocks, and cloth. &lt;br /&gt;
&lt;br /&gt;
He got the rocks okay, and then did nothing for ages. Then, as soon as the fire imp corpse rotted away, he ran down and got the bones, then ran over to my wood stockpile and got a piece of wood...&lt;br /&gt;
&lt;br /&gt;
Do they need to get their ingredients in order now?--[[User:Shadow archmagi|Shadow archmagi]] 06:28, 29 February 2008 (EST)&lt;br /&gt;
:i think so, not that it  matters, he wont start unless he has ALL the ingridents.&lt;br /&gt;
&lt;br /&gt;
== gems ==&lt;br /&gt;
My moody dwarf asked for 2 kinds of rough gems, but i had cut all rough ones at that point. So i &amp;quot;printed out&amp;quot; all layers and started checking for leftover gems in the walls. Guess what, he picked the first 2 kinds i mined. So either&lt;br /&gt;
&lt;br /&gt;
* random/pure luck (don't think so)&lt;br /&gt;
* they only ask what they &amp;quot;see&amp;quot;&lt;br /&gt;
* they only ask what is somehow on the map&lt;br /&gt;
* or they might even adapt somewhat to availability, but i doubt that. --[[User:Koltom|Koltom]] 15:59, 28 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Just standing around? ==&lt;br /&gt;
&lt;br /&gt;
I have a dwarf who was possessed, but won't leave the main hall. He's also a novice in everything, but to be safe I've already cleared the shops. It's winter of my first year, but somehow I've already had 2 waves of immigrants. Back to the point, I'm afraid he's going to wait out the mood and go berserk. Help?&lt;br /&gt;
--[[User:Ilmmad|Ilmmad]] 20:00, 6 March 2008 (EST)&lt;br /&gt;
:Well, make sure u ve got one workshop of every possible kind available - there are however quite a few u dont need to build, its covered in the article. Check for locked doors or otherwise blocked access (bridges, channels, statues..) Dont forget furnaces, glass and magma. Check with 'q' if all workshops are completely build. If it doesnt help consider building workshops not related to his skills, or more &amp;quot;exotic&amp;quot; ones, like Ashery or Alchemist. No one can guarantee that Toady didnt have some new fun ideas ;) --[[User:Koltom|Koltom]] 22:59, 6 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== stark raving suicide ==&lt;br /&gt;
&lt;br /&gt;
My mechanic wanted silk cloth, which I didn't have, and eventually gone insane (&amp;quot;stark raving mad&amp;quot; to be precise).&lt;br /&gt;
Seconds after that I had message that he died in heat (I had artificial magma pool nearby).&lt;br /&gt;
He probably jumped into the pool like in melancholy. Main article states that only melancholic dwarves kill themselves in such way.&lt;br /&gt;
Could anyone confirm that mad ones do that too, and this wasn't just an accident/bug? [[User:Someone-else|Someone-else]] 16:59, 19 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Perhaps it ''was'' an accident -- I seem to recall that &amp;quot;stark raving mad&amp;quot; ones wander around at random. Perhaps it wandered into the lava. [[User:Anydwarf|Anydwarf]] 18:30, 19 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Glassmaker with no glass ==&lt;br /&gt;
&lt;br /&gt;
I had an immigrant glassworker get a mood, seize a glass workshop, and created an artifact made entirely of gemstones. No glass involved or asked for. (No sand on the map, anyway.) He turned into a Legendary Glassworker, despite having never made a glass anything.&lt;/div&gt;</summary>
		<author><name>Corhen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Bolt&amp;diff=25345</id>
		<title>40d Talk:Bolt</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Bolt&amp;diff=25345"/>
		<updated>2008-05-02T23:01:05Z</updated>

		<summary type="html">&lt;p&gt;Corhen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;Metal bolts ... are considered too valuable to be wasted on practice.&amp;quot; Is that a rule enforced by the game, or the contributor's opinion? --[[User:Tocky|Tocky]] 14:13, 11 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:  The game. [[User:Calculus|Calculus]] 14:22, 11 November 2007 (EST)&lt;br /&gt;
::Besides have you ever traded bolts or arrows? They are ☼expensive☼. --[[User:Ikkonoishi|Ikkonoishi]] 22:39, 10 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
how much wood is needed for one bolt? checking.. --[[User:Koltom|Koltom]] 21:37, 10 February 2008 (EST)&lt;br /&gt;
:seems one log makes 25 bolts? anyone agree? --[[User:Koltom|Koltom]] 22:11, 10 February 2008 (EST)&lt;br /&gt;
::Yes, one log makes 25 bolts. --[[User:Wafl|Wafl]] 11:21, 11 April 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Corhen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Hippo&amp;diff=31960</id>
		<title>40d Talk:Hippo</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Hippo&amp;diff=31960"/>
		<updated>2008-05-02T06:24:18Z</updated>

		<summary type="html">&lt;p&gt;Corhen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Has anyone noticed that on a map with a ton of hippos, they seem to breed like mad?  I don't think I've even seen any other animals breed throughout all my playing.  Perhaps this has to do with the extreme quantity seen on some maps? --Gotthard 17:56, 12 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
does any1 know how good senteries they make? im buying 1 and a jaguar, and planing to chain em --[[User:Corhen|Corhen]]&lt;/div&gt;</summary>
		<author><name>Corhen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Smoothing&amp;diff=17494</id>
		<title>40d Talk:Smoothing</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Smoothing&amp;diff=17494"/>
		<updated>2008-05-02T06:05:29Z</updated>

		<summary type="html">&lt;p&gt;Corhen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;What job designation is smoother? Mason? Stonecrafting? Stoneworking? [[User:Schm0|Schm0]] 17:23, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Stone Detailing, I believe --[[User:Tracker|Tracker]] 17:44, 3 November 2007 (EDT)&lt;br /&gt;
== buildings==&lt;br /&gt;
will they not smoth stone if there is a construction there? they havenst smoethed the stone that have traps, or doors on it --[[User:Corhen|Corhen]]&lt;br /&gt;
== rubble ==&lt;br /&gt;
&lt;br /&gt;
Does smoothing remove the rubble?[[User:GarrieIrons|GarrieIrons]] 02:06, 4 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:No, dwarves don't clear the tile of any objects before smoothing it.--[[User:Maximus|Maximus]] 02:25, 4 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== [[trade depot]] ==&lt;br /&gt;
&lt;br /&gt;
the trade depot article suggests smoothing stone for the human caravan is necessary - only inside i hope? Also, this article says nothing bout smoothing ''floor'' anyway - i would appreciate some info - is room value raised? --[[User:Koltom|Koltom]] 01:30, 10 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*gasp* &amp;lt;/nowiki&amp;gt;I really hade to smooth &amp;lt;s&amp;gt;pebbles&amp;lt;/s&amp;gt; boulders *outside* my fort to make room! Sending my poor defenseless dwarf far into hostile envronment..  --[[User:Koltom|Koltom]] 22:54, 10 February 2008 (EST)&lt;br /&gt;
::its referring to smoothing boulders, since those block wagons. regular pebbles and grass are fine&lt;br /&gt;
:::yeah, i should have been more precise - its only the boulders that matter --[[User:Koltom|Koltom]] 07:35, 11 February 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Corhen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Smoothing&amp;diff=17493</id>
		<title>40d Talk:Smoothing</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Smoothing&amp;diff=17493"/>
		<updated>2008-05-02T06:04:42Z</updated>

		<summary type="html">&lt;p&gt;Corhen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;What job designation is smoother? Mason? Stonecrafting? Stoneworking? [[User:Schm0|Schm0]] 17:23, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Stone Detailing, I believe --[[User:Tracker|Tracker]] 17:44, 3 November 2007 (EDT)&lt;br /&gt;
== buildings==&lt;br /&gt;
will they not smoth stone if there is a construction there? they havenst smoethed the stone that have traps, or doors on it ~~Corhen&lt;br /&gt;
== rubble ==&lt;br /&gt;
&lt;br /&gt;
Does smoothing remove the rubble?[[User:GarrieIrons|GarrieIrons]] 02:06, 4 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:No, dwarves don't clear the tile of any objects before smoothing it.--[[User:Maximus|Maximus]] 02:25, 4 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== [[trade depot]] ==&lt;br /&gt;
&lt;br /&gt;
the trade depot article suggests smoothing stone for the human caravan is necessary - only inside i hope? Also, this article says nothing bout smoothing ''floor'' anyway - i would appreciate some info - is room value raised? --[[User:Koltom|Koltom]] 01:30, 10 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*gasp* &amp;lt;/nowiki&amp;gt;I really hade to smooth &amp;lt;s&amp;gt;pebbles&amp;lt;/s&amp;gt; boulders *outside* my fort to make room! Sending my poor defenseless dwarf far into hostile envronment..  --[[User:Koltom|Koltom]] 22:54, 10 February 2008 (EST)&lt;br /&gt;
::its referring to smoothing boulders, since those block wagons. regular pebbles and grass are fine&lt;br /&gt;
:::yeah, i should have been more precise - its only the boulders that matter --[[User:Koltom|Koltom]] 07:35, 11 February 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Corhen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Glass&amp;diff=7569</id>
		<title>40d:Glass</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Glass&amp;diff=7569"/>
		<updated>2008-05-02T05:29:47Z</updated>

		<summary type="html">&lt;p&gt;Corhen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Glass]] is a translucent material with widespread uses.  Glass is manufactured at a [[glass furnace]] or [[magma glass furnace]].  There are three types of glass: Green, Clear and Crystal, each with different colour and value. &lt;br /&gt;
&lt;br /&gt;
Green glass can be considered renewable, due to the fact that sand sources canno be depleted, if produced at a magma furnace, because there are no ingredients other than sand used, making it a valuable resource for construction.  Green glass goods are manufactured from one [[bag]] of any [[sand]].  &lt;br /&gt;
&lt;br /&gt;
Clear glass uses both a bag of sand and one [[pearlash]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Crystal glass is manufactured from one rough [[rock crystal]] and one pearlash.  &lt;br /&gt;
&lt;br /&gt;
In order to produce glass, sand must be gathered in bags using a task available at a glass furnace.  You must designate a sand-gathering zone from the ({{k|i}})-menu in order for this task to succeed.  Gathering sand requires [[item hauling]] whilst moving sand bags to stockpiles requires [[furniture hauling]]. You will need spare bags in order to collect sand. &lt;br /&gt;
&lt;br /&gt;
==Products==&lt;br /&gt;
Glass can be manufactured into a wide variety of products:  &lt;br /&gt;
&lt;br /&gt;
* Raw glass is essentially a low-value [[gem]], a frequent request of dwarves undergoing a [[strange mood]].  Given its abundance, raw green glass makes an excellent training material for practicing the [[gem cutting]] skill.&lt;br /&gt;
* Glass can be formed into [[block]]s which can then be used for most building purposes.&lt;br /&gt;
* Glass can be used to manufacture a number of [[furniture]] items, including [[armor stand]]s, [[chest|boxes]], [[floodgate]]s, [[hatch cover]]s, [[grate]]s, [[door|portals]], [[statue]]s, [[table]]s, [[throne]]s and [[weapon rack]]s.&lt;br /&gt;
* Glass can be converted into [[trap]] components, such as [[spiked ball]]s or [[giant axe blade]]s.&lt;br /&gt;
* Glass windows can be made at a [[glass furnace]] as an alternative to making windows from gems.&lt;br /&gt;
* [[Cage]]s may be made from glass.  A glass cage is called a terrarium, and is unique among cages in that it may be converted into an [[aquarium]] using the an option in the building tasks/prefs menu{{key|q}}{{key|w}}.  Terraria may not be used for justice applications.&lt;br /&gt;
* Glass [[vial]]s are used in some types of plant processing, making extracts, and three clear glass vials are required to build an [[alchemist's laboratory]]&lt;br /&gt;
* Glass can be formed into a variety of crafts.&lt;br /&gt;
&lt;br /&gt;
Glass items often have unique names:&lt;br /&gt;
* A glass [[chest]] is called a box.&lt;br /&gt;
* A glass [[door]] is called a [[portal]].&lt;br /&gt;
* A glass [[pipe]] is called a tube.&lt;br /&gt;
* A glass [[cage]] is called a terrarium.&lt;br /&gt;
&lt;br /&gt;
==Material value==&lt;br /&gt;
* Green glass has a value of 2.&lt;br /&gt;
* Clear glass has a value of 5.&lt;br /&gt;
* Crystal glass has a value of 10.&lt;br /&gt;
&lt;br /&gt;
The damage value of green glass weapons is 50% (confirmed at [[Gem#Glass]]).&lt;br /&gt;
&lt;br /&gt;
[[Category:Materials]]&lt;/div&gt;</summary>
		<author><name>Corhen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Glass&amp;diff=7568</id>
		<title>40d:Glass</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Glass&amp;diff=7568"/>
		<updated>2008-05-02T05:29:28Z</updated>

		<summary type="html">&lt;p&gt;Corhen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Glass]] is a translucent material with widespread uses.  Glass is manufactured at a [[glass furnace]] or [[magma glass furnace]].  There are three types of glass: Green, Clear and Crystal, each with different colour and value. &lt;br /&gt;
&lt;br /&gt;
Green glass can be considered renewable, due to the fact that sand sorces canno be depleted, if produced at a magma furnace, because there are no ingredients other than sand used, making it a valuable resource for construction.  Green glass goods are manufactured from one [[bag]] of any [[sand]].  &lt;br /&gt;
&lt;br /&gt;
Clear glass uses both a bag of sand and one [[pearlash]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Crystal glass is manufactured from one rough [[rock crystal]] and one pearlash.  &lt;br /&gt;
&lt;br /&gt;
In order to produce glass, sand must be gathered in bags using a task available at a glass furnace.  You must designate a sand-gathering zone from the ({{k|i}})-menu in order for this task to succeed.  Gathering sand requires [[item hauling]] whilst moving sand bags to stockpiles requires [[furniture hauling]]. You will need spare bags in order to collect sand. &lt;br /&gt;
&lt;br /&gt;
==Products==&lt;br /&gt;
Glass can be manufactured into a wide variety of products:  &lt;br /&gt;
&lt;br /&gt;
* Raw glass is essentially a low-value [[gem]], a frequent request of dwarves undergoing a [[strange mood]].  Given its abundance, raw green glass makes an excellent training material for practicing the [[gem cutting]] skill.&lt;br /&gt;
* Glass can be formed into [[block]]s which can then be used for most building purposes.&lt;br /&gt;
* Glass can be used to manufacture a number of [[furniture]] items, including [[armor stand]]s, [[chest|boxes]], [[floodgate]]s, [[hatch cover]]s, [[grate]]s, [[door|portals]], [[statue]]s, [[table]]s, [[throne]]s and [[weapon rack]]s.&lt;br /&gt;
* Glass can be converted into [[trap]] components, such as [[spiked ball]]s or [[giant axe blade]]s.&lt;br /&gt;
* Glass windows can be made at a [[glass furnace]] as an alternative to making windows from gems.&lt;br /&gt;
* [[Cage]]s may be made from glass.  A glass cage is called a terrarium, and is unique among cages in that it may be converted into an [[aquarium]] using the an option in the building tasks/prefs menu{{key|q}}{{key|w}}.  Terraria may not be used for justice applications.&lt;br /&gt;
* Glass [[vial]]s are used in some types of plant processing, making extracts, and three clear glass vials are required to build an [[alchemist's laboratory]]&lt;br /&gt;
* Glass can be formed into a variety of crafts.&lt;br /&gt;
&lt;br /&gt;
Glass items often have unique names:&lt;br /&gt;
* A glass [[chest]] is called a box.&lt;br /&gt;
* A glass [[door]] is called a [[portal]].&lt;br /&gt;
* A glass [[pipe]] is called a tube.&lt;br /&gt;
* A glass [[cage]] is called a terrarium.&lt;br /&gt;
&lt;br /&gt;
==Material value==&lt;br /&gt;
* Green glass has a value of 2.&lt;br /&gt;
* Clear glass has a value of 5.&lt;br /&gt;
* Crystal glass has a value of 10.&lt;br /&gt;
&lt;br /&gt;
The damage value of green glass weapons is 50% (confirmed at [[Gem#Glass]]).&lt;br /&gt;
&lt;br /&gt;
[[Category:Materials]]&lt;/div&gt;</summary>
		<author><name>Corhen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Block&amp;diff=20868</id>
		<title>40d Talk:Block</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Block&amp;diff=20868"/>
		<updated>2008-05-02T05:13:54Z</updated>

		<summary type="html">&lt;p&gt;Corhen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Actually the values are off. the base value of wood is 1. But a piece of wood has a value multiplier of 3. And a block a multiplier of 5. Should I add this, this might confuse newbies. --[[User:Soyweiser|Soyweiser]] 10:02, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Raw value, shape modifier, resultant value? I think people can cope with that.  --[[User:Matryx|Matryx]] 10:21, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Quote:&lt;br /&gt;
 but the difference is purely in the value&lt;br /&gt;
My observations suggest that when marking economic stone as green, dwarves can build of it, but blocks are still ignored. Hellzon or irc said blocks can only be used to build buildings, wells and pumps. So that would make the above statement false. --[[User:Mizipzor|Mizipzor]] 12:47, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:You can build walls and buildings out of blocks and stone (some buildings require blocks) but I don't think you can craft blocks. --[[User:Penguinofhonor|Penguinofhonor]] 15:19, 15 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Quote:&lt;br /&gt;
 This doesn't apply to blocks made out of metals.&lt;br /&gt;
Why is that? in my experience it's working just fine (golden blocks worth 150, copper blocks worth 10... just as they should)--[[User:Dorten|Dorten]] 00:26, 4 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Naming ==&lt;br /&gt;
&lt;br /&gt;
Does &amp;quot;block&amp;quot; ever occur in the singular in Dwarf Fortress?  I think [[block]] should redirect to [[blocks]], rather than vice versa. --[[User:JT|JT]] 13:31, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Seconded. You make rock blocks, metal blocks, wooden blocks and glass blocks. A bunch of blocks, a pile of blocks, you name it yourself.  The game always call one unit of them as &amp;quot;blocks&amp;quot;--[[User:Dorten|Dorten]] 00:26, 4 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Rule N says that it should be called &amp;quot;Block,&amp;quot; and is there really any actual problem with it? ''Not'' doing it, on the other hand, could confuse wiki-newbies. --[[User:Savok|Savok]] 10:26, 4 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Construction ==&lt;br /&gt;
&lt;br /&gt;
Does making a construction out of blocks instead of raw stone allow the construction to go faster?  (I'm thinking along the lines that it's easier to work with bricks and mortar than raw stone and mortar)  [[User:Fephisto|Fephisto]] 22:39, 26 March 2008 (EDT)&lt;br /&gt;
: i dont know, it should, you would think, but mabey the time makeing the blosk is greater than the time saved?&lt;/div&gt;</summary>
		<author><name>Corhen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Cougar&amp;diff=19298</id>
		<title>40d:Cougar</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Cougar&amp;diff=19298"/>
		<updated>2008-05-01T06:20:39Z</updated>

		<summary type="html">&lt;p&gt;Corhen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Cougar|symbol=C|color=rgb(255, 255, 0)|skulls=1|chunks=7|meat=7|fat=2|bones=7|skin=1|biome= * Any [[temperate]] [[forest]]&lt;br /&gt;
* Tameable&lt;br /&gt;
* Any [[tropical]] forest&lt;br /&gt;
* Temperate shrubland&lt;br /&gt;
* Tropical shrubland}}&lt;br /&gt;
A sizable carnivorous feline creature.  Found in a wide range in biomes.  No match for [[steel]] [[bolt]]s, but can take down a [[wardog]] quite easily, and can be a significant threat to unarmed [[dwarf|Dwarves]] caught outside.  Resulting [[meat]] and [[leather]] of better than average value (6$ and 15$ respectively).&lt;br /&gt;
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{{Game_Data|[CREATURE:COUGAR]&lt;br /&gt;
	[NAME:cougar:cougars:cougar]&lt;br /&gt;
	[TILE:'C'][COLOR:6:0:1]&lt;br /&gt;
	[MODVALUE:3]&lt;br /&gt;
	[LARGE_ROAMING][FREQUENCY:5]&lt;br /&gt;
	[POPULATION_NUMBER:2:3]&lt;br /&gt;
	[CLUSTER_NUMBER:1:1]&lt;br /&gt;
	[LARGE_PREDATOR][MEANDERER]&lt;br /&gt;
	[GENPOWER:2]&lt;br /&gt;
	[PETVALUE:100]&lt;br /&gt;
	[GRASSTRAMPLE:0][NATURAL][PET]&lt;br /&gt;
	[CARNIVORE]&lt;br /&gt;
	[PREFSTRING:cunning]&lt;br /&gt;
	[BODY:QUADRUPED:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH]&lt;br /&gt;
	[BODYGLOSS:PAW]&lt;br /&gt;
	[SIZE:7]&lt;br /&gt;
	[MAXAGE:10:20]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
	[CHILD:1][CHILDNAME:cougar cub:cougar cubs]&lt;br /&gt;
	[FAT:2]&lt;br /&gt;
	[NOCTURNAL]&lt;br /&gt;
	[BIOME_ANY_TEMPERATE_FOREST]&lt;br /&gt;
	[BIOME_ANY_TROPICAL_FOREST]&lt;br /&gt;
	[BIOME_SHRUBLAND_TEMPERATE]&lt;br /&gt;
	[BIOME_SHRUBLAND_TROPICAL]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10067]&lt;br /&gt;
	[LAYERING:100]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>Corhen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Cougar&amp;diff=19297</id>
		<title>40d:Cougar</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Cougar&amp;diff=19297"/>
		<updated>2008-05-01T06:17:34Z</updated>

		<summary type="html">&lt;p&gt;Corhen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Cougar|symbol=C|color=rgb(255, 255, 0)|skulls=1|chunks=7|meat=7|fat=2|bones=7|skin=1|biome= * Any [[temperate]] [[forest]]&lt;br /&gt;
* Tameable&lt;br /&gt;
* Any [[tropical]] forest&lt;br /&gt;
* Temperate shrubland&lt;br /&gt;
* Tropical shrubland}}&lt;br /&gt;
A sizable carnivorous feline creature.  Found in a wide range in biomes.  No match for [[steel]] [[bolt]]s, but can take down a war[[dog]] quite easily, and can be a significant threat to unarmed [[dwarf|Dwarves]] caught outside.  Resulting [[meat]] and [[leather]] of better than average value (6$ and 15$ respectively).&lt;br /&gt;
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{{Game_Data|[CREATURE:COUGAR]&lt;br /&gt;
	[NAME:cougar:cougars:cougar]&lt;br /&gt;
	[TILE:'C'][COLOR:6:0:1]&lt;br /&gt;
	[MODVALUE:3]&lt;br /&gt;
	[LARGE_ROAMING][FREQUENCY:5]&lt;br /&gt;
	[POPULATION_NUMBER:2:3]&lt;br /&gt;
	[CLUSTER_NUMBER:1:1]&lt;br /&gt;
	[LARGE_PREDATOR][MEANDERER]&lt;br /&gt;
	[GENPOWER:2]&lt;br /&gt;
	[PETVALUE:100]&lt;br /&gt;
	[GRASSTRAMPLE:0][NATURAL][PET]&lt;br /&gt;
	[CARNIVORE]&lt;br /&gt;
	[PREFSTRING:cunning]&lt;br /&gt;
	[BODY:QUADRUPED:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH]&lt;br /&gt;
	[BODYGLOSS:PAW]&lt;br /&gt;
	[SIZE:7]&lt;br /&gt;
	[MAXAGE:10:20]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
	[CHILD:1][CHILDNAME:cougar cub:cougar cubs]&lt;br /&gt;
	[FAT:2]&lt;br /&gt;
	[NOCTURNAL]&lt;br /&gt;
	[BIOME_ANY_TEMPERATE_FOREST]&lt;br /&gt;
	[BIOME_ANY_TROPICAL_FOREST]&lt;br /&gt;
	[BIOME_SHRUBLAND_TEMPERATE]&lt;br /&gt;
	[BIOME_SHRUBLAND_TROPICAL]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10067]&lt;br /&gt;
	[LAYERING:100]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>Corhen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Animal_dissector&amp;diff=22283</id>
		<title>40d:Animal dissector</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Animal_dissector&amp;diff=22283"/>
		<updated>2008-04-30T06:49:30Z</updated>

		<summary type="html">&lt;p&gt;Corhen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Skill&lt;br /&gt;
| color      = rgb(0,128,0)&lt;br /&gt;
| skill      = Animal Dissector&lt;br /&gt;
| speciality = Animal Dissector&lt;br /&gt;
| profession = [[Ranger]]&lt;br /&gt;
| job name   = [[Animal Dissection]]&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Extract from a dead animal&lt;br /&gt;
}}&lt;br /&gt;
An '''animal dissector''' uses a [[vermin]] creature in an [[animal trap]] to create an [[extract]].  This also requires a glass [[vial]].&lt;br /&gt;
&lt;br /&gt;
The only animal extracts so far are cave spider venom and liquid fire.  Neither have use so far other than as a [[trade]] good.&lt;br /&gt;
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{{Skills}}&lt;br /&gt;
[[Category:skills]]&lt;br /&gt;
[[Category:jobs]]&lt;/div&gt;</summary>
		<author><name>Corhen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Light&amp;diff=41036</id>
		<title>40d Talk:Light</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Light&amp;diff=41036"/>
		<updated>2008-04-30T06:37:28Z</updated>

		<summary type="html">&lt;p&gt;Corhen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;im trying to use a window to iluminate my fortress rooms, the problem is the window will be 4+ z lvls above, the light creats a small puddle only underneath the shaft, does light not reflect? [[User:Corhen|Corhen]]&lt;/div&gt;</summary>
		<author><name>Corhen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Light&amp;diff=41035</id>
		<title>40d Talk:Light</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Light&amp;diff=41035"/>
		<updated>2008-04-30T06:35:44Z</updated>

		<summary type="html">&lt;p&gt;Corhen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;im trying to use a window to iluminate my fortress rooms, the problem is the window will be 4+ z lvls above, the light creats a small puddle only underneath the shaft, does light not reflect? ~~corhen&lt;/div&gt;</summary>
		<author><name>Corhen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Light&amp;diff=41034</id>
		<title>40d Talk:Light</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Light&amp;diff=41034"/>
		<updated>2008-04-30T06:34:53Z</updated>

		<summary type="html">&lt;p&gt;Corhen: New page: im trying to use a window to iluminate my fortress rooms, the problem is the window will be 4+ z lvls above, the light creats a small puddle only underneath the shaft, does light not refle...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;im trying to use a window to iluminate my fortress rooms, the problem is the window will be 4+ z lvls above, the light creats a small puddle only underneath the shaft, does light not reflect?&lt;/div&gt;</summary>
		<author><name>Corhen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Floor&amp;diff=22700</id>
		<title>40d Talk:Floor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Floor&amp;diff=22700"/>
		<updated>2008-04-29T18:25:07Z</updated>

		<summary type="html">&lt;p&gt;Corhen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Can the wagons that come with the human caravans travel over floor?--[[User:Tarsier|Tarsier]] 18:28, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I've tried building floor directly on the ground, and they travelled over it with no problem.  I've never tried building a raised floor for them to travel over, though I suspect they'd have no trouble with it (provided, of course, they had the appropriate ramps and such to travel up to it). --[[User:JT|JT]] 18:48, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I think that a constructed floor counts as part of a room's value (correct me if I am wrong). Assuming that this is true, could one smooth and engrave an entire floor and then build a constructed floor on top of it and have both values added to room totals?--[[User:Varsashi|Varsashi]] 21:47, 10 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Maybe, but if you really want to boost the value of a room, put a platinum statue in it.--[[User:Maximus|Maximus]] 23:24, 10 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
=Trapped Floors?=&lt;br /&gt;
&lt;br /&gt;
I know you cannot build walls on top of floors (note:  Why not?) -- can you build traps on top of floors?  I picture a fortress with the volcano mostly capped by floor, except for a few vents for random things to crawl out of -- only to be chopped, diced, and otherwise destroyed by large serrated discs.  Free bones! :)&lt;br /&gt;
:Two constructions (wall and floor are both constructions) may not share a tile. You can build buildings on a constructed floor tile (weapon trap is a building, floor is a construction). (edited for clarity) [[User:Rkyeun|Rkyeun]] 00:07, 16 February 2008 (EST)&lt;br /&gt;
::Don't you contradict yourself here? What is a floor - a construction or a building? I always thought, that constructions are buildings for myself... --[[User:Dorten|Dorten]] 23:33, 10 January 2008 (EST)&lt;br /&gt;
:::A floor is a construction.  I've rewritten the [[construction]] article to explain the various differences better.--[[User:Maximus|Maximus]] 19:22, 11 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
=building on angles=&lt;br /&gt;
you can only set a floor to be built on a 90 degree angle, but the dwarves will build on a 45 degree like  f means floor, W means wall, o means epty space, D means dwarf &lt;br /&gt;
 FFF             DFF&lt;br /&gt;
 WoW             WoW&lt;/div&gt;</summary>
		<author><name>Corhen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Corhen&amp;diff=40564</id>
		<title>User talk:Corhen</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Corhen&amp;diff=40564"/>
		<updated>2008-04-29T16:57:19Z</updated>

		<summary type="html">&lt;p&gt;Corhen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to this wiki! Dwarf Fortress rapidly becomes more complicated, and we're always glad to have new writers.&amp;lt;br&amp;gt;&lt;br /&gt;
Since we prefer that you try to follow our wiki's standards, we've made a list of basic guidelines. Note that this is an impersonal template, so some may not apply to you.&lt;br /&gt;
* To let us know who you are, please sign your posts on discussion pages by typing &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;--~~~~&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; after your posts. This can also be inserted with the [[Image:Button sig756222.png]] button if JavaScript is enabled.&lt;br /&gt;
* Avoid making many small edits to a page. Instead, try to make one large edit. This makes the history of the page a lot easier to read.&lt;br /&gt;
* When making comments on a talk page, use one more colon before each line in your comment than was used in the comment you reply to. Put an empty line between comments by different users but do not use blank lines inside of a comment. If your comment has no indents, use &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;br&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; after each line.&lt;br /&gt;
* Never, ever, put a question mark in the title of a page. This is not an undoable mistake. The rule list elaborates.&lt;br /&gt;
* Most importantly, [[DwarfFortressWiki:Community_Portal#We_are_doing_this.21_Let_us_do_it_right.|read and follow the rules.]] Really. Read them.&lt;br /&gt;
&amp;lt;div align=center&amp;gt;&amp;lt;div style=&amp;quot;width: 28em; padding: 0.5em; margin-bottom: 0.5em; margin-top: 0.5em; border: 1px solid #ccc; background: #eee; text-align: center&amp;quot;&amp;gt;''&amp;quot;You have been processed! Go forth, now, and edit!&amp;quot; --[[User:Savok|Savok]]''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Corhen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Corhen&amp;diff=40563</id>
		<title>User talk:Corhen</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Corhen&amp;diff=40563"/>
		<updated>2008-04-29T16:56:25Z</updated>

		<summary type="html">&lt;p&gt;Corhen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to this wiki! Dwarf Fortress rapidly becomes more complicated, and we're always glad to have new writers.&amp;lt;br&amp;gt;&lt;br /&gt;
Since we prefer that you try to follow our wiki's standards, we've made a list of basic guidelines. Note that this is an impersonal template, so some may not apply to you.&lt;br /&gt;
* To let us know who you are, please sign your posts on discussion pages by typing &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;--~~~~&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; after your posts. This can also be inserted with the [[Image:Button sig756222.png]] button if JavaScript is enabled.&lt;br /&gt;
* Avoid making many small edits to a page. Instead, try to make one large edit. This makes the history of the page a lot easier to read.&lt;br /&gt;
* When making comments on a talk page, use one more colon before each line in your comment than was used in the comment you reply to. Put an empty line between comments by different users but do not use blank lines inside of a comment. If your comment has no indents, use &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;br&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; after each line.&lt;br /&gt;
* Never, ever, put a question mark in the title of a page. This is not an undoable mistake. The rule list elaborates.&lt;br /&gt;
* Most importantly, [[DwarfFortressWiki:Community_Portal#We_are_doing_this.21_Let_us_do_it_right.|read and follow the rules.]] Really. Read them.&lt;br /&gt;
&amp;lt;div align=center&amp;gt;&amp;lt;div style=&amp;quot;width: 28em; padding: 0.5em; margin-bottom: 0.5em; margin-top: 0.5em; border: 1px solid #ccc; background: #eee; text-align: center&amp;quot;&amp;gt;''&amp;quot;You have been processed! Go forth, now, and edit!&amp;quot; --[[User:Savok|Savok]]''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
[[User:VengefulDonut|VengefulDonut]] 22:44, 19 April 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Corhen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Corhen&amp;diff=41023</id>
		<title>User:Corhen</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Corhen&amp;diff=41023"/>
		<updated>2008-04-28T20:18:06Z</updated>

		<summary type="html">&lt;p&gt;Corhen: New page: a crazy man who thinks he is a cow who thinks he is a gnome, enjoys Dwarf Fortress, WoW, TF2, Burnout paradise!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;a crazy man who thinks he is a cow who thinks he is a gnome, enjoys Dwarf Fortress, WoW, TF2, Burnout paradise!&lt;/div&gt;</summary>
		<author><name>Corhen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Legendary_artifact&amp;diff=30239</id>
		<title>40d Talk:Legendary artifact</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Legendary_artifact&amp;diff=30239"/>
		<updated>2008-04-28T20:17:04Z</updated>

		<summary type="html">&lt;p&gt;Corhen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;What are some of the things that dwarfs can make into artifacts? [[User:Diabl0658|Diabl0658]] 03:59, 1 December 2007 (EST)&lt;br /&gt;
:Any item that your dwarves can craft and has a quality modifier can be made into artifacts. This includes armor, clothing, weapons, all kinds of crafts, furniture, cut gems and whatnot. Notable exceptions include coins(dunnae have quality modifiers), buildings(aint items) and babies(those rascals!). Bars, blocks, raw glass and other such base materials have no quality modifier and cannot be artifacts. I've never seen or heard about legendary meals, drinks and cloth/thread, so I think they can't be artifacts either. Though dwarves will say that they've eaten a legendary meal, when they've consumed a masterpiece meal. [[User:Noctis|Noctis]] 06:02, 1 December 2007 (EST)&lt;br /&gt;
::Ive heard of someone creating a artifact meal and almost having it rot away before getting it into the food stockpile [[User:Diabl0658|Diabl0658]] 11:00, 1 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
On #bay12games, there was some question about artifacts being destroyed by magma. Can anyone confirm or deny this? Also ways to destroy artifacts which aren't listed: Trading, dumping in magma vent (the floorless bottom seems to count as chasm), and dropping a bridge on it. [[User:Rkyeun|Rkyeun]] 02:10, 20 January 2008 (EST)&lt;br /&gt;
:I can't imagine anything not made of a [[magma-proof]] base material *not* being destroyed by any significant immersion in magma. --[[User:N9103|Edward]] 20:29, 20 January 2008 (EST)&lt;br /&gt;
::And yet because it's an artifact, it may have a special flag that prevents specifically that. Can anyone confirm non-magma-proof artifact destruction in magma? [[User:Rkyeun|Rkyeun]] 11:52, 24 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Furniture ==&lt;br /&gt;
&lt;br /&gt;
All right, so what can I do with a legendary [[lace agate]] [[hatch cover]]?[[User:GarrieIrons|GarrieIrons]] 03:20, 22 January 2008 (EST)&lt;br /&gt;
:&amp;lt;s&amp;gt;Same thing as 90% of Artis. Sell it or&amp;lt;/s&amp;gt; Build it in a Noble's room. --[[User:N9103|Edward]] 06:04, 28 April 2008 (EDT)&lt;br /&gt;
:: Artifacts are not tradeable. --[[User:Koltom|Koltom]] 08:19, 28 April 2008 (EDT)&lt;br /&gt;
:::Really... that's weird then since I would swear that I sold a particularly valuable bracelet after killing off it's creator that was otherwise useless... Being that it was a good amount of time ago (possibly even pre-3D) that I actually *tried* to sell an arti, it's quite likely that time has muddled an attempt to sell into a successful sale. I suppose this somewhat nullifies my previous comment, since it's far less than 90% of artis which are buildable. --[[User:N9103|Edward]] 08:46, 28 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Artifact menu ==&lt;br /&gt;
&lt;br /&gt;
I seem to recall stumbling across a list of the various legendary artifacts I had created. Can anyone tell me how to get to it again?&lt;br /&gt;
:If you're talking about current artifacts in a given fortress, you get a new menu option once you've produced atleast one in that fortress. (lowercase {{k|L}}) --[[User:N9103|Edward]] 21:59, 22 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
much better&lt;br /&gt;
--[[User:NateAustin|NateAustin]] 17:36, 29 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Trade ==&lt;br /&gt;
&lt;br /&gt;
Is it possible to trade legendary artifacts? I just got a legendary statue and it currently sitting my furniture storage. I 've tried to get my dwarves to bring it to the depot, but it doesnt show up on the trade list. Is it possible? [[User:Robje|Robje]] 18:09, 12 March 2008 (EDT)&lt;br /&gt;
:No, Artifacts are not tradeable. They will not even take them to the depot if they sit in a bin marked for trade. --[[User:Koltom|Koltom]] 08:20, 28 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Value ==&lt;br /&gt;
The value can be found under the artifact menur &amp;quot;l&amp;quot;&lt;br /&gt;
what is the maximum calue you have found on an artifact, mine is platnium high boot for 146400? --[[User:Corhen|Corhen]]&lt;/div&gt;</summary>
		<author><name>Corhen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Animal_trap&amp;diff=24676</id>
		<title>40d Talk:Animal trap</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Animal_trap&amp;diff=24676"/>
		<updated>2008-04-27T09:19:40Z</updated>

		<summary type="html">&lt;p&gt;Corhen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;So dwarves can make and use animal traps WITHOUT the hunting skill? Just trapping? Does this ensure that my carpenter won't go try and wrestle elephants? --[[User:DDouble|DDouble]] 15:28, 9 November 2007 (EST)&lt;br /&gt;
:Yup.  Just activate Trapping and leave Hunting alone.  -[[User:EarthquakeDamage|EarthquakeDamage]] 02:06, 10 November 2007 (EST)&lt;br /&gt;
==Effectiveness==&lt;br /&gt;
Does this work? Does it work agains the [[hoary marmots]] that wake everyone up and stop them working?[[User:GarrieIrons|GarrieIrons]] 07:11, 5 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Ridding myself of vermin in traps ==&lt;br /&gt;
&lt;br /&gt;
I have successfully trapped three lizards, and they are all sitting in my animal storage room. I worry that my Mayor(who has a deathly fear of lizards) will come in and see them. I'd like to make them into food, but I tamed one and then it couldn't be designated for slaughter. What should I do? Melt the traps? [[User:Shoez|Shoez]] 23:00, 7 April 2008 (EDT)&lt;br /&gt;
:You can't butcher vermin, much less get material from them. --[[User:GreyMario|GreyMario]] 00:15, 8 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Just wait some time. Sometimes, dwarves will come in and eat them. [[User:Qwertyu|Qwertyu]] 05:21, 8 April 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Corhen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Leather&amp;diff=20303</id>
		<title>40d Talk:Leather</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Leather&amp;diff=20303"/>
		<updated>2008-04-27T09:07:40Z</updated>

		<summary type="html">&lt;p&gt;Corhen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Should [[skin]] redirect here?  --[[User:Mechturk|Mechturk]] 19:46, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Why is it that a kitten gives the same amount of leather as a lets say muskox? [[User:Jikor|Jikor]] 05:18, 23 January 2008 (EST)&lt;br /&gt;
:Because THe One made this possible. It's not the same, really. It's just like that: a kitten leather armor - is a bikini style armor ;P--[[User:Dorten|Dorten]] 06:31, 23 January 2008 (EST)&lt;br /&gt;
::lol, thats awsome, bikini cat armor! [[User:Corhen|Corhen]]&lt;/div&gt;</summary>
		<author><name>Corhen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Valdemar&amp;diff=26720</id>
		<title>User:Valdemar</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Valdemar&amp;diff=26720"/>
		<updated>2008-04-27T05:58:34Z</updated>

		<summary type="html">&lt;p&gt;Corhen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Valdemar's Macros ==&lt;br /&gt;
&lt;br /&gt;
These macros all use [http://www.autohotkey.com AutoHotKey], a free keyboard scripting library.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
===Fractal Bedroom Macro===&lt;br /&gt;
&lt;br /&gt;
This macro will create a fractal-ish bedroom complex. You can press Alt-B to create a bedroom block, or Alt-C to create a full complex with 4 bedroom blocks and a dining block in the center.&lt;br /&gt;
&lt;br /&gt;
Note - the macro is much faster than the demo movie shows, it is done in under a minute.&lt;br /&gt;
&lt;br /&gt;
[http://mkv25.net/dfma/movie-252#firstComment Demo Movie]&lt;br /&gt;
&lt;br /&gt;
[http://www.pindi.us/files/fractalbr.zip Download]&lt;br /&gt;
&lt;br /&gt;
===Bedroom Builder and Furnisher Macro===&lt;br /&gt;
&lt;br /&gt;
Extract the .zip and run bedroom.ahk. If you don't have AutoHotKey installed, get it at http://www.autohotkey.com or just run bedroom.exe. Usage instructions are in the readme file.&lt;br /&gt;
&lt;br /&gt;
[http://www.pindi.us/files/bedroommaker.zip Download]&lt;br /&gt;
&lt;br /&gt;
Demo Video - [http://mkv25.net/dfma/movie-177-bedroommacro-part1 Part 1]  [http://mkv25.net/dfma/movie-176-bedroommacro-part2 Part 2]&lt;br /&gt;
&lt;br /&gt;
[[User:Valdemar/Bedroom Macro Examples|More Ini Examples]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Rewall Macro===&lt;br /&gt;
This is a macro to aid with rewalling. To use, copy-paste the script into a new .ahk file and run the script with [http://www.autohotkey.com AutoHotKey]. Then, in Dwarf Fortress, press b-C-w, move the cursor to where you want to start the wall, and hold Ctrl-Shift-Arrowkey, using the direction you want to rewall in. To build floors, press b-C-f instead, and use Ctrl-Alt-Arrowkey. To stop, just release the keys.&lt;br /&gt;
&lt;br /&gt;
The script will use the first material in the list. I suggest you create a stockpile near the construction site that only accepts the item you wish to build with and temporarily forbid any nearby materials you don't want to build with.&lt;br /&gt;
&lt;br /&gt;
[[User:Valdemar/Rewall Macro|View/Download Code]]&lt;/div&gt;</summary>
		<author><name>Corhen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Valdemar&amp;diff=26719</id>
		<title>User:Valdemar</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Valdemar&amp;diff=26719"/>
		<updated>2008-04-27T05:48:42Z</updated>

		<summary type="html">&lt;p&gt;Corhen: /* Rewall Macro */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Valdemar's Macros ==&lt;br /&gt;
&lt;br /&gt;
These macros all use [http://www.autohotkey.com AutoHotKey], a free keyboard scripting library.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
===Fractal Bedroom Macro===&lt;br /&gt;
&lt;br /&gt;
This macro will create a fractal-ish bedroom complex. You can press Alt-B to create a bedroom block, or Alt-C to create a full complex with 4 bedroom blocks and a dining block in the center.&lt;br /&gt;
&lt;br /&gt;
Note - the macro is much faster than the demo movie shows, it is done in under a minute.&lt;br /&gt;
&lt;br /&gt;
[http://mkv25.net/dfma/movie-252#firstComment Demo Movie]&lt;br /&gt;
&lt;br /&gt;
[http://www.pindi.us/files/fractalbr.zip Download]&lt;br /&gt;
&lt;br /&gt;
===Bedroom Builder and Furnisher Macro===&lt;br /&gt;
&lt;br /&gt;
Extract the .zip and run bedroom.ahk. If you don't have AutoHotKey installed, get it at http://www.autohotkey.com or just run bedroom.exe. Usage instructions are in the readme file.&lt;br /&gt;
&lt;br /&gt;
[http://www.pindi.us/files/bedroommaker.zip Download]&lt;br /&gt;
&lt;br /&gt;
Demo Video - [http://mkv25.net/dfma/movie-177-bedroommacro-part1 Part 1]  [http://mkv25.net/dfma/movie-176-bedroommacro-part2 Part 2]&lt;br /&gt;
&lt;br /&gt;
[[User:Valdemar/Bedroom Macro Examples|More Ini Examples]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Rewall Macro===&lt;br /&gt;
This is a macro to aid with rewalling. To use, copy-paste the script into a new .ahk file and run the script with [[AutoHotkey]]. Then, in Dwarf Fortress, press b-C-w, move the cursor to where you want to start the wall, and hold Ctrl-Shift-Arrowkey, using the direction you want to rewall in. To build floors, press b-C-f instead, and use Ctrl-Alt-Arrowkey. To stop, just release the keys.&lt;br /&gt;
&lt;br /&gt;
The script will use the first material in the list. I suggest you create a stockpile near the construction site that only accepts the item you wish to build with and temporarily forbid any nearby materials you don't want to build with.&lt;br /&gt;
&lt;br /&gt;
[[User:Valdemar/Rewall Macro|View/Download Code]]&lt;/div&gt;</summary>
		<author><name>Corhen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Window&amp;diff=31083</id>
		<title>40d Talk:Window</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Window&amp;diff=31083"/>
		<updated>2008-04-27T05:33:02Z</updated>

		<summary type="html">&lt;p&gt;Corhen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Do windows block the flow of fluids? [[User:Rkyeun|Rkyeun]] 20:16, 5 December 2007 (EST)&lt;br /&gt;
: Yes --[[User:Lacero|Lacero]] 10:58, 18 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
do windows allow light in? to fight [[Cave adaptation]] [[User:Corhen|Corhen]]22:24 24 december 2008&lt;/div&gt;</summary>
		<author><name>Corhen</name></author>
	</entry>
</feed>