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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=CptFastbreak</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=CptFastbreak"/>
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	<updated>2026-05-27T02:53:16Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:CptFastbreak&amp;diff=208534</id>
		<title>User:CptFastbreak</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:CptFastbreak&amp;diff=208534"/>
		<updated>2014-07-31T15:31:50Z</updated>

		<summary type="html">&lt;p&gt;CptFastbreak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I tend to forget my thoughts on design strategy in between fortress builds, so I put them here.&lt;br /&gt;
=Minecart hauling=&lt;br /&gt;
It is currently impossible to have a completely safe, micro free way to drop items down a shaft with minecarts due to a bug that causes items to do excessive damage when falling (spiderwebs falling 1 z-level have been reported to cave in skulls).&lt;br /&gt;
&lt;br /&gt;
That notwithstanding, my experiments have shown that it is possible to have items drop only 1 z-level with the following setup. The dumping track is be 3 tiles long. The end leading to the shaft must have a track stop set to dump into the shaft. The other end has a stop set to not dump anything. The middle tile has a pressure plate set to trigger on any track condition linked to a retracting bridge directly above the square to be dumped into. When the cart is moved to the dump, the first pass over the plate will trigger the bridge, but it will be ignored because a second trigger follows immediately afterwards when the cart is moved back to the fillup point. At this point, the falling items have 100 steps (?) to reach the bridge to get stopped before the dumping. I'm not entirely sure how fast vertical movement is, but in my experience, about up to 20 z-levels is about enough to have the items rest comfortably on the bridge before it is opened shortly afterwards. Between 20 and at least 40, the items have not reached the bridge yet when it opens and will therefore directly fall to the ground.&lt;br /&gt;
&lt;br /&gt;
=Defense=&lt;br /&gt;
My next fortress will use a &amp;quot;three lane&amp;quot; approach to fortress defense: three mutually exclusive routes that lead into my fort.&lt;br /&gt;
&lt;br /&gt;
* Defcon 1, Ambush lane: this is normally open to the public. It is a three tile wide, heavily trapped corridor leading directly to the trade depot. The trade depot has to be open to wagons all the time, otherwise trader wagons will not even enter the map. The purpose of this path is to take care of any unpleasant surprise such as snatchers, thieves, and ambushes.&lt;br /&gt;
* Defcon 0, Trader lane: this path is opened when traders enter the map. It is a three tile wide corridor with no traps leading directly to the trade depot for the traders to bring us wood and useless crap. The traders' guards are capable of taking care of ambushes on their own.&lt;br /&gt;
* Defcon 2, Siege lane: this path is opened when a siege should be fought back. It will possibly only be 1-2 tiles wide, and should ideally be somehow exposed to the sunlight to order dwarves out of it. The outer approach should be covered by catapults, the inner lane by ballistas, toss a guard tower with marksdwarves somewhere in there, maybe traps but that might be overkill. The path leads to the barracks, where the military will be glad for an interesting break from sparring sessions.&lt;br /&gt;
&lt;br /&gt;
Other ideas:&lt;br /&gt;
* Chain recon dogs in windowed towers all around the map. Drawback: needs a lot of towers on a large site; Advantage: Reduces the system to only two defcons, allows outside work&lt;br /&gt;
* Let siege lane lead to a chained bait animal instead of to the barracks. Drawback: unemployment for military, might be unnecessary depending on the defense status&lt;br /&gt;
* Make siege lane magma floodable to get rid of any gobbo crap dropped there. Drawback: needs replenishable magma source, more work, less fps due to fluid movement. Advantage: magma.&lt;br /&gt;
&lt;br /&gt;
=Bedroom/workshop design=&lt;br /&gt;
For my last two fortresses I used the [[Bedroom_Design#Decentralized_Living|decentralized living]] plan along with [[Design_strategies#Decentralized_Workshop_Complex|decentralized workshops]]. I had four work/living complexes more or less symmetrically around a central grand dining hall. The big advantage is that it accomodates for various workshop area constraints, e.g. having the butchery close to the surface for a refuse area vent, the kitchen near the farm near the soil area, but the forges close to the magma. Two major drawbacks are the necessity of complex micro management for the bedrooms, and the increased complexity of the noise problem. Placing a tower cap farm can be tricky when there are bedrooms everywhere.&lt;br /&gt;
&lt;br /&gt;
Extensions of the decentralized layout:&lt;br /&gt;
* There should be a central finished goods stockpile close to the depot to have all those ''x(narrow giant cave spider silk socks)x'' and ''x(small alligator leather loincloths)x'' in time there for the foreign perverts that call themselves traders.&lt;br /&gt;
* Since apparently only one stockpile can {{k|t}}ake from a stockpile at a given time, the local piles must be chained to take from each other. There should be two big central booze and prepared food stockpiles where the first local pile takes its stocks from, to avoid clutter in the kitchens. Preferably somewhere near the grand dining hall. Dedicated food haulers will take care of the distribution.&lt;br /&gt;
* There should be a central living area near the dining hall for dwarves that work in various places all around the fortress: miners and engravers.&lt;br /&gt;
* The military needs a living area near the depot, the siege operators can't be too far from their machines. Consider a military vomitorium to fight cave adaption.&lt;br /&gt;
* A separate lever area should hold a pump operator in a lockable area.&lt;br /&gt;
* Centralized catacombs for burial deep down. Since burying a dismembered dwarf might take a long time in such a setting, I use a wake room closer to the surface where the dwarves will be buried in a coffin which will be deconstructed later on to have their bones transferred to the catacombs. Since z-level is not taken into account in pathfinding, coffins in the catacombs should only be allowed for burial on demand when theres bones to transfer.&lt;br /&gt;
&lt;br /&gt;
Mistakes I made last time:&lt;br /&gt;
* Living areas should be below the workshops even on woodless maps, otherwise they will be susceptible to fighting and siege engine noise from the surface.&lt;/div&gt;</summary>
		<author><name>CptFastbreak</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:CptFastbreak/Stories&amp;diff=169541</id>
		<title>User:CptFastbreak/Stories</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:CptFastbreak/Stories&amp;diff=169541"/>
		<updated>2012-04-06T16:50:03Z</updated>

		<summary type="html">&lt;p&gt;CptFastbreak: Created page with &amp;quot;==Stories== I want to save them here for posteriority. Like, if I have become dictator of the world and my people want to build a museum of my greatest deeds.  ===Vampires in Kon...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Stories==&lt;br /&gt;
I want to save them here for posteriority. Like, if I have become dictator of the world and my people want to build a museum of my greatest deeds.&lt;br /&gt;
&lt;br /&gt;
===Vampires in Konosolin===&lt;br /&gt;
Originally posted on the forums.[http://www.bay12forums.com/smf/index.php?topic=101071.msg3135131#msg3135131]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Sit, little Urist and let me tell you a bit about the history of our fortress, Konosolin, the Brasstongs. You see, it wasn't always the bustling dwarven metropolis you have known for all seven years of our life. When I came here many years ago, it was still an outpost with only some twenty odd dwarves scratching their livelihood out of these barren rocks. A few years before, it was only seven brave pioneers who laid the foundation of this great city. At the time I arrived here, we still had one of those original seven as our leader. A brave and wise dwarf I ever I've seen one, not like the wimps you young folk elect every year these days. But I digress. See, a few years earlier, dwarves had begun to vanish mysteriously. Ever so often we would find someone's body... drained completely of blood. First it was our Mason, Cilob Regdeg, one of the original seven. A dwarf that had worked hard to make many of the wonderful doors, thrones, and tables we still use to this day. A few months later, we found Litast, a Fisher, also completely drained of blood. Again a few months later, it hit Inod, an experienced Armorer, that proved to be a harsh blow to our fortress in the goblin invasions that would follow very soon. &lt;br /&gt;
&lt;br /&gt;
But I'm getting ahead of myself. This time, our wise leader decided he'd had enough. And this time, we actually had someone who claimed he had seen the whole thing. He claimed that one of our hunting squad had killed poor Inod in his sleep after a hard day at the forge. But when he reviewed the personal files we get on each dwarf from the mountain homes, our leader found that that the witness, Èrith Logemsigun, had lived in over twenty different settlements before he immigrated to Konosolin. Seeing this, he decided in his great wisdom that it was very likely that Èrith had done the bloody deed his very self.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Even though he had no hard evidence, he convicted him anyway. Now I know that many of you young people call this period the dark times of our fortress, because you claim that our wise leader wasn't elected by the will of the people, and that he had used oppressive and dictatorial means. Humbug I say! Those were the glory days of old when a leader took swift action for the best of his people. He did absolutely right in convicting Èrith as you will soon see.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You see, in those days, we didn't have the lavish prison next to the dining hall. That is a place where the young ones even like to try and sneak into, because they marvel at the craftsdwarfship of the golden chains, and the comfortable beds. No, in those days, we had nothing but two leaden cages we bought from the Elves a few years before. It was one of these very cages Èrith was locked away in. And since he was still unsure, our leader ordered walls to be constructed around these cages. A door was placed and firmly locked, to see if Èrith would cry for food after a while. But even after almost a month into his prison sentence he wouldn't display any signs of malnourishment. Not easily fooled, our leader concluded that he must be a blood sucking fiend, responsible for the others as well, and swiftly sentenced him to jail time for these deeds as well.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;By the time he had done about two thirds of his time, a change of heart befell Èrith. He rued what he had done, and yet he knew his vampire nature would drive him to do it again if he was to be set free. So he asked our leader to be drowned in a pool of hot magma as is still our custom for the most vile of crimes, such as being a goblin. But our leader hesitated. You see, Èrith was a famous black smith at this time already - he created Ariseth, that very marvelous bronze statue of the founding of our great metropolis that we have in the statue garden near the living quarters. So our leader announced that he couldn't stand to waste such god given talent for craftsdwarfship. Yet he couldn't allow Èrith to go free once again and continue his murders.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What our wise leader did instead is this. He had a complex of chambers excavated deep in the bowels of the earth near the magma pipe. A table and chair was placed there, and a bed as well. Also a magma forge with only the finest tools. A crafty system of dump chutes leading in and out of the complex was devised. Finally, we would place Èrith's cage in there and hook it up to a lever outside, and then seal off the entire complex with thick granite walls. When the lever was pulled, Èrith's cage opened and he was set free, to wander these quarters, but not to leave it ever again. He has a dining room, yet he never eats. He has a bed, but he never sleeps. He just dwells there, brooding, in the dark, and ever so often, a bin with bars would come down the chute, with instructions on metal items he can make, to enrich our fortress with the beauty of craftsdwarfship, and to atone for his sins. They say his craftsdwarfship has even improved in his isolation. Some say it's because smithing is all he ever does, but I believe that it's his way of speaking to the outside world. He can never directly speak to a living dwarf again, so he uses his ornamentation to tell his fellow dwarves he's sorry for what he did, and he's trying his best to be an honor for dwarfhood.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Your stories are stupid, grandma. Everyone knows vampires aren't real. No dwarf can live for years without eating. Why even a few years ago Cilob's uncle starved to death while excavating a drainage pipe. There's no way we have an undying master blacksmith here.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Oh really? Have you ever wondered why not a single dwarf in this fortress has any experience or interest in blacksmithing, yet our dining hall is full of master work metal furniture and our baron sits on a golden throne? Have you never wondered why sometimes we ask you to drop a few bins with bronze bars in that dark hole far down in the earth? And have you never wondered why sometimes we ask you to pick up masterful bronze furniture from that tiny room even further below? And have you never noticed the moans in the staircase wall next to the old magma forge?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===The Update===&lt;br /&gt;
Originally posted on the forums.[http://www.bay12forums.com/smf/index.php?topic=15096.msg3153770#msg3153770] This was after clothing related negative thoughts were re-introduced in 0.34.07. I upgraded an old savegame where I hadn't bothered with clothing. Cue tantrum spiral due to nudity.&lt;br /&gt;
&lt;br /&gt;
*Bling*&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Did you hear that Stukos?&amp;quot;&lt;br /&gt;
&amp;quot;What Urist?&amp;quot;&lt;br /&gt;
&amp;quot;That strange sound and suddenly everything is different, although it is still the same Stukos.&amp;quot;&lt;br /&gt;
&amp;quot;Oh that. Well Urist, old chap, that's what is called a 'version update.' You see ever so often, legend wills it, an existing fort...&amp;quot;&lt;br /&gt;
&amp;quot;Stukos, I'm terribly sorry to interrupt you, old devil, but I can't help but notice something.&amp;quot;&lt;br /&gt;
&amp;quot;Yes, Urist?&amp;quot;&lt;br /&gt;
&amp;quot;Well old boy, I can't help but notice... God, this is awkward.&amp;quot;&lt;br /&gt;
&amp;quot;You can tell me, Urist. We've been friends for years now.&amp;quot;&lt;br /&gt;
&amp;quot;Alright, then... Well, I can't help but notice that I'm completely buck naked except for a thick coating of blood and vomit.&amp;quot;&lt;br /&gt;
&amp;quot;Now that you mention it, old bean, I believe you're quite right.&amp;quot;&lt;br /&gt;
&amp;quot;I also find myself slightly puzzled by the fact that you are buck naked as well, except you are wearing a right sock and six left mittens.&amp;quot;&lt;br /&gt;
&amp;quot;Why old chap, I had just noticed that myself. I have to confess that I am strongly angered by this lack of clothing.&amp;quot;&lt;br /&gt;
&amp;quot;Indeed my friend, I too feel an overwhelming urge to kill and destroy.&amp;quot;&lt;br /&gt;
&amp;quot;Well there are some gentledwarves engaged in rioting in the Legendary Dining Hall, as it happens. What say we stop engraving and join them for a jolly old time of wanton murder.&amp;quot;&lt;br /&gt;
&amp;quot;What a marvelous idea, good chap. Tally ho then!&amp;quot;&lt;/div&gt;</summary>
		<author><name>CptFastbreak</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Giant_olm&amp;diff=96892</id>
		<title>v0.31:Giant olm</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Giant_olm&amp;diff=96892"/>
		<updated>2010-04-21T16:02:26Z</updated>

		<summary type="html">&lt;p&gt;CptFastbreak: after a surprise breach of my defenses, I thought I'd mention the swimming part here&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{elven}}&lt;br /&gt;
{{CreatureInfo v0.31&lt;br /&gt;
|name=Giant olm&lt;br /&gt;
|symbol=O&lt;br /&gt;
|color={{COLOR:7:0:1}}&lt;br /&gt;
|biome=&lt;br /&gt;
* Subterranean water&lt;br /&gt;
|wiki=no&lt;br /&gt;
}}&lt;br /&gt;
:''A giant amphibian predator found underground near water.''&lt;br /&gt;
&lt;br /&gt;
A giant olm is obviously a very large version of a regular [[olm]]. They are a large, amphibious predator, which appears near subterranean water. Aside from being bigger and meaner, they're essentially the same as a regular olm. They can dive, and breathe underwater with their gills. While real olms do have eyes, they are supposed to be heavily underdeveloped leaving them essentially blind, but there is nothing in the raws to make the in-game olms hunt through scent, sound or electrolosis, so their eyes work fine and they can be blinded. Real olms spend their entire lives underwater, but the in-game giant variety have absolutely no trouble crawling (snaking?) their way onto land and into your fortress, causing havoc and unexpected death.&lt;br /&gt;
&lt;br /&gt;
Can be used as a mount by {{L|goblin}} siegers. The siegers will gain the ability to swim if mounted on a Giant Olm.&lt;br /&gt;
&lt;br /&gt;
{{Game Data|[CREATURE:OLM_GIANT]&lt;br /&gt;
	[DESCRIPTION:A giant amphibian predator found underground near water.]&lt;br /&gt;
	[NAME:giant olm:giant olms:giant olm]&lt;br /&gt;
	[CASTE_NAME:giant olm:giant olms:giant olm]&lt;br /&gt;
	[CREATURE_TILE:'O'][COLOR:7:0:1]&lt;br /&gt;
	[PETVALUE:750]&lt;br /&gt;
	[PET_EXOTIC]&lt;br /&gt;
	[MOUNT_EXOTIC]&lt;br /&gt;
	[AMPHIBIOUS][UNDERSWIM]&lt;br /&gt;
	[LARGE_PREDATOR]&lt;br /&gt;
	[CARNIVORE]&lt;br /&gt;
	[BUILDINGDESTROYER:1]&lt;br /&gt;
	[NATURAL]&lt;br /&gt;
	[GRASSTRAMPLE:20]&lt;br /&gt;
	[BIOME:SUBTERRANEAN_WATER]&lt;br /&gt;
	[UNDERGROUND_DEPTH:1:2]&lt;br /&gt;
	[LARGE_ROAMING][DIFFICULTY:2]&lt;br /&gt;
	[POPULATION_NUMBER:10:20]&lt;br /&gt;
	[PREFSTRING:gills]&lt;br /&gt;
	[BODY:QUADRUPED:TAIL:2EYES:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:SKULL:MOUTH:RIBCAGE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_MATERIALS]&lt;br /&gt;
		[REMOVE_MATERIAL:HAIR]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_TISSUES]&lt;br /&gt;
		[REMOVE_TISSUE:HAIR]&lt;br /&gt;
	[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
	[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]&lt;br /&gt;
	 [PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]&lt;br /&gt;
		[TL_MAJOR_ARTERIES]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]&lt;br /&gt;
	[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[HAS_NERVES]&lt;br /&gt;
	[SPEED:2900]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]&lt;br /&gt;
	[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]&lt;br /&gt;
	[CREATURE_CLASS:GENERAL_POISON]&lt;br /&gt;
	[GETS_WOUND_INFECTIONS]&lt;br /&gt;
	[GETS_INFECTIONS_FROM_ROT]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]&lt;br /&gt;
	[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]&lt;br /&gt;
	[BODY_SIZE:0:0:30000]&lt;br /&gt;
	[BODY_SIZE:1:0:150000]&lt;br /&gt;
	[BODY_SIZE:2:0:300000]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:102:105:110]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]&lt;br /&gt;
	[MAXAGE:60:100]&lt;br /&gt;
	[ATTACK:BITE:BODYPART:BY_CATEGORY:MOUTH]&lt;br /&gt;
		[ATTACK_SKILL:BITE]&lt;br /&gt;
		[ATTACK_VERB:bite:bites]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
		[ATTACK_FLAG_CANLATCH]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[HOMEOTHERM:10040]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
	[CASTE:FEMALE]&lt;br /&gt;
		[FEMALE]&lt;br /&gt;
	[CASTE:MALE]&lt;br /&gt;
		[MALE]&lt;br /&gt;
	[SELECT_CASTE:ALL]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]&lt;br /&gt;
			[TL_COLOR_MODIFIER:WHITE:1]&lt;br /&gt;
				[TLCM_NOUN:skin:SINGULAR]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]&lt;br /&gt;
			[TL_COLOR_MODIFIER:BLACK:1]&lt;br /&gt;
				[TLCM_NOUN:eyes:PLURAL]&lt;br /&gt;
	[SELECT_MATERIAL:ALL]&lt;br /&gt;
		[MULTIPLY_VALUE:4]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>CptFastbreak</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Elk_bird&amp;diff=96890</id>
		<title>v0.31:Elk bird</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Elk_bird&amp;diff=96890"/>
		<updated>2010-04-21T15:58:15Z</updated>

		<summary type="html">&lt;p&gt;CptFastbreak: it really scared me when gobbos entered on giant birds, so I think their inability to fly should be explicitly stated for those who don't read raws&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{elven}}&lt;br /&gt;
{{CreatureInfo v0.31&lt;br /&gt;
|name=Elk bird&lt;br /&gt;
|symbol=E&lt;br /&gt;
|color={{COLOR:6:0:0}}&lt;br /&gt;
|biome=&lt;br /&gt;
* Subterranean {{L|cavern}}&lt;br /&gt;
|wiki=no&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
:''A large creature found grazing on mushrooms deep underground.  It walks on two legs and has the head of a bird with the horns of a great elk.''&lt;br /&gt;
&lt;br /&gt;
A large, flightless bird that can be used as a mount by {{L|goblin}} siegers. They can also swoop in to seize a lone dwarf and bring it back to what is presumably their nest, at the top of their cave.&lt;br /&gt;
&lt;br /&gt;
{{gamedata|[CREATURE:ELK_BIRD]&lt;br /&gt;
	[ARENA_RESTRICTED]&lt;br /&gt;
	[DESCRIPTION:A large creature found grazing on mushrooms deep underground.  It walks on two legs and has the head of a bird with the horns of a great elk.]&lt;br /&gt;
	[NAME:elk bird:elk birds:elk bird]&lt;br /&gt;
	[CASTE_NAME:elk bird:elk birds:elk bird]&lt;br /&gt;
	[GENERAL_CHILD_NAME:elk bird hatchling:elk bird hatchlings]&lt;br /&gt;
	[CREATURE_TILE:'E'][COLOR:6:0:0]&lt;br /&gt;
	[POPULATION_NUMBER:25:50]&lt;br /&gt;
	[CLUSTER_NUMBER:5:10]&lt;br /&gt;
	[NATURAL]&lt;br /&gt;
	[LARGE_ROAMING]&lt;br /&gt;
	[BENIGN]&lt;br /&gt;
	[PETVALUE:400]&lt;br /&gt;
	[PET_EXOTIC]&lt;br /&gt;
	[MOUNT_EXOTIC]&lt;br /&gt;
	[CHILD:1]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[BIOME:SUBTERRANEAN_CHASM]&lt;br /&gt;
	[UNDERGROUND_DEPTH:1:3]&lt;br /&gt;
	[HOMEOTHERM:10067]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
	[PREFSTRING:elegant horns]&lt;br /&gt;
	[BODY:HUMANOID_ARMLESS:2EYES:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:SKULL:4TOES:BEAK:RIBCAGE:2HEAD_HORN]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_MATERIALS]&lt;br /&gt;
		[REMOVE_MATERIAL:HAIR]&lt;br /&gt;
		[USE_MATERIAL_TEMPLATE:HORN:HORN_TEMPLATE]&lt;br /&gt;
		[USE_MATERIAL_TEMPLATE:FEATHER:FEATHER_TEMPLATE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_TISSUES]&lt;br /&gt;
		[REMOVE_TISSUE:HAIR]&lt;br /&gt;
		[USE_TISSUE_TEMPLATE:HORN:HORN_TEMPLATE]&lt;br /&gt;
		[USE_TISSUE_TEMPLATE:FEATHER:FEATHER_TEMPLATE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:FEATHER]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:TALON:NAIL_TEMPLATE]&lt;br /&gt;
	[USE_TISSUE_TEMPLATE:TALON:TALON_TEMPLATE]&lt;br /&gt;
	[TISSUE_LAYER:BY_CATEGORY:TOE:TALON:FRONT]&lt;br /&gt;
	[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]&lt;br /&gt;
	 [PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]&lt;br /&gt;
		[TL_MAJOR_ARTERIES]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]&lt;br /&gt;
	[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[HAS_NERVES]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]&lt;br /&gt;
	[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]&lt;br /&gt;
	[CREATURE_CLASS:GENERAL_POISON]&lt;br /&gt;
	[GETS_WOUND_INFECTIONS]&lt;br /&gt;
	[GETS_INFECTIONS_FROM_ROT]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]&lt;br /&gt;
	[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]&lt;br /&gt;
	[BODY_SIZE:0:0:10000]&lt;br /&gt;
	[BODY_SIZE:1:0:50000]&lt;br /&gt;
	[BODY_SIZE:2:0:100000]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]&lt;br /&gt;
	[MAXAGE:10:20]&lt;br /&gt;
	[ATTACK:BITE:BODYPART:BY_CATEGORY:BEAK]&lt;br /&gt;
		[ATTACK_SKILL:BITE]&lt;br /&gt;
		[ATTACK_VERB:bite:bites]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
		[ATTACK_FLAG_EDGE]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
		[ATTACK_FLAG_CANLATCH]&lt;br /&gt;
	[ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:STANCE:BY_CATEGORY:ALL:TALON]&lt;br /&gt;
		[ATTACK_SKILL:STANCE_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:snatch at:snatches at]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
		[ATTACK_FLAG_EDGE]&lt;br /&gt;
		[ATTACK_PRIORITY:SECOND]&lt;br /&gt;
		[ATTACK_FLAG_WITH]&lt;br /&gt;
	[CASTE:FEMALE]&lt;br /&gt;
		[FEMALE]&lt;br /&gt;
	[CASTE:MALE]&lt;br /&gt;
		[MALE]&lt;br /&gt;
	[SELECT_CASTE:ALL]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:ALL:FEATHER]&lt;br /&gt;
			[TL_COLOR_MODIFIER:BROWN:1]&lt;br /&gt;
				[TLCM_NOUN:feathers:PLURAL]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]&lt;br /&gt;
	[TL_COLOR_MODIFIER:BROWN:1:BURNT_UMBER:1:CINNAMON:1:COPPER:1:DARK_BROWN:1:DARK_PEACH:1:DARK_TAN:1:ECRU:1:PALE_BROWN:1:PALE_CHESTNUT:1:PALE_PINK:1:PEACH:1:PINK:1:RAW_UMBER:1:SEPIA:1:TAN:1:TAUPE_PALE:1:TAUPE_SANDY:1]&lt;br /&gt;
				[TLCM_NOUN:skin:SINGULAR]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]&lt;br /&gt;
			[TL_COLOR_MODIFIER:BLACK:1]&lt;br /&gt;
				[TLCM_NOUN:eyes:PLURAL]&lt;br /&gt;
	[SELECT_MATERIAL:ALL]&lt;br /&gt;
		[MULTIPLY_VALUE:3]}}&lt;br /&gt;
&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>CptFastbreak</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:CptFastbreak&amp;diff=49259</id>
		<title>User:CptFastbreak</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:CptFastbreak&amp;diff=49259"/>
		<updated>2009-05-25T17:06:08Z</updated>

		<summary type="html">&lt;p&gt;CptFastbreak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I tend to forget my thoughts on design strategy in between fortress builds, so I put them here.&lt;br /&gt;
=Defense=&lt;br /&gt;
My next fortress will use a &amp;quot;three lane&amp;quot; approach to fortress defense: three mutually exclusive routes that lead into my fort.&lt;br /&gt;
&lt;br /&gt;
* Defcon 1, Ambush lane: this is normally open to the public. It is a three tile wide, heavily trapped corridor leading directly to the trade depot. The trade depot has to be open to wagons all the time, otherwise trader wagons will not even enter the map. The purpose of this path is to take care of any unpleasant surprise such as snatchers, thieves, and ambushes.&lt;br /&gt;
* Defcon 0, Trader lane: this path is opened when traders enter the map. It is a three tile wide corridor with no traps leading directly to the trade depot for the traders to bring us wood and useless crap. The traders' guards are capable of taking care of ambushes on their own.&lt;br /&gt;
* Defcon 2, Siege lane: this path is opened when a siege should be fought back. It will possibly only be 1-2 tiles wide, and should ideally be somehow exposed to the sunlight to order dwarves out of it. The outer approach should be covered by catapults, the inner lane by ballistas, toss a guard tower with marksdwarves somewhere in there, maybe traps but that might be overkill. The path leads to the barracks, where the military will be glad for an interesting break from sparring sessions.&lt;br /&gt;
&lt;br /&gt;
Other ideas:&lt;br /&gt;
* Chain recon dogs in windowed towers all around the map. Drawback: needs a lot of towers on a large site; Advantage: Reduces the system to only two defcons, allows outside work&lt;br /&gt;
* Let siege lane lead to a chained bait animal instead of to the barracks. Drawback: unemployment for military, might be unnecessary depending on the defense status&lt;br /&gt;
* Make siege lane magma floodable to get rid of any gobbo crap dropped there. Drawback: needs replenishable magma source, more work, less fps due to fluid movement. Advantage: magma.&lt;br /&gt;
&lt;br /&gt;
=Bedroom/workshop design=&lt;br /&gt;
For my last two fortresses I used the [[Bedroom_Design#Decentralized_Living|decentralized living]] plan along with [[Design_strategies#Decentralized_Workshop_Complex|decentralized workshops]]. I had four work/living complexes more or less symmetrically around a central grand dining hall. The big advantage is that it accomodates for various workshop area constraints, e.g. having the butchery close to the surface for a refuse area vent, the kitchen near the farm near the soil area, but the forges close to the magma. Two major drawbacks are the necessity of complex micro management for the bedrooms, and the increased complexity of the noise problem. Placing a tower cap farm can be tricky when there are bedrooms everywhere.&lt;br /&gt;
&lt;br /&gt;
Extensions of the decentralized layout:&lt;br /&gt;
* There should be a central finished goods stockpile close to the depot to have all those ''x(narrow giant cave spider silk socks)x'' and ''x(small alligator leather loincloths)x'' in time there for the foreign perverts that call themselves traders.&lt;br /&gt;
* Since apparently only one stockpile can {{k|t}}ake from a stockpile at a given time, the local piles must be chained to take from each other. There should be two big central booze and prepared food stockpiles where the first local pile takes its stocks from, to avoid clutter in the kitchens. Preferably somewhere near the grand dining hall. Dedicated food haulers will take care of the distribution.&lt;br /&gt;
* There should be a central living area near the dining hall for dwarves that work in various places all around the fortress: miners and engravers.&lt;br /&gt;
* The military needs a living area near the depot, the siege operators can't be too far from their machines. Consider a military vomitorium to fight cave adaption.&lt;br /&gt;
* A separate lever area should hold a pump operator in a lockable area.&lt;br /&gt;
* Centralized catacombs for burial deep down. Since burying a dismembered dwarf might take a long time in such a setting, I use a wake room closer to the surface where the dwarves will be buried in a coffin which will be deconstructed later on to have their bones transferred to the catacombs. Since z-level is not taken into account in pathfinding, coffins in the catacombs should only be allowed for burial on demand when theres bones to transfer.&lt;br /&gt;
&lt;br /&gt;
Mistakes I made last time:&lt;br /&gt;
* Living areas should be below the workshops even on woodless maps, otherwise they will be susceptible to fighting and siege engine noise from the surface.&lt;/div&gt;</summary>
		<author><name>CptFastbreak</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:CptFastbreak&amp;diff=49258</id>
		<title>User:CptFastbreak</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:CptFastbreak&amp;diff=49258"/>
		<updated>2009-05-24T14:20:54Z</updated>

		<summary type="html">&lt;p&gt;CptFastbreak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I tend to forget my thoughts on design strategy in between fortress builds, so I put them here.&lt;br /&gt;
=Defense=&lt;br /&gt;
My next fortress will use a &amp;quot;three lane&amp;quot; approach to fortress defense: three mutually exclusive routes that lead into my fort.&lt;br /&gt;
&lt;br /&gt;
* Defcon 1, Ambush lane: this is normally open to the public. It is a three tile wide, heavily trapped corridor leading directly to the trade depot. The trade depot has to be open to wagons all the time, otherwise trader wagons will not even enter the map. The purpose of this path is to take care of any unpleasant surprise such as snatchers, thieves, and ambushes.&lt;br /&gt;
* Defcon 0, Trader lane: this path is opened when traders enter the map. It is a three tile wide corridor with no traps leading directly to the trade depot for the traders to bring us wood and useless crap. The traders' guards are capable of taking care of ambushes on their own.&lt;br /&gt;
* Defcon 2, Siege lane: this path is opened when a siege should be fought back. It will possibly only be 1-2 tiles wide, and should ideally be somehow exposed to the sunlight to order dwarves out of it. The outer approach should be covered by catapults, the inner lane by ballistas, toss a guard tower with marksdwarves somewhere in there, maybe traps but that might be overkill. The path leads to the barracks, where the military will be glad for an interesting break from sparring sessions.&lt;br /&gt;
&lt;br /&gt;
Other ideas:&lt;br /&gt;
* Chain recon dogs in windowed towers all around the map. Drawback: needs a lot of towers on a large site; Advantage: Reduces the system to only two defcons, allows outside work&lt;br /&gt;
* Let siege lane lead to a chained bait animal instead of to the barracks. Drawback: unemployment for military, might be unnecessary depending on the defense status&lt;br /&gt;
* Make siege lane magma floodable to get rid of any gobbo crap dropped there. Drawback: needs replenishable magma source, more work, less fps due to fluid movement. Advantage: magma.&lt;br /&gt;
&lt;br /&gt;
=Bedroom/workshop design=&lt;br /&gt;
For my last two fortresses I used the [[Bedroom_Design#Decentralized_Living|decentralized living]] plan along with [[Design_strategies#Decentralized_Workshop_Complex|decentralized workshops]]. I had four work/living complexes more or less symmetrically around a central grand dining hall. The big advantage is that it accomodates for various workshop area constraints, e.g. having the butchery close to the surface for a refuse area vent, the kitchen near the farm near the soil area, but the forges close to the magma. Two major drawbacks are the necessity of complex micro management for the bedrooms, and the increased complexity of the noise problem. Placing a tower cap farm can be tricky when there are bedrooms everywhere.&lt;br /&gt;
&lt;br /&gt;
Extensions of the decentralized layout:&lt;br /&gt;
* There should be a central finished goods stockpile close to the depot to have all those ''x(narrow giant cave spider silk socks)x'' and ''x(small alligator leather loincloths)x'' in time there for the foreign perverts that call themselves traders.&lt;br /&gt;
* Since apparently only one stockpile can {{k|t}}ake from a stockpile at a given time, the local piles must be chained to take from each other. There should be two big central booze and prepared food stockpiles where the first local pile takes its stocks from, to avoid clutter in the kitchens. Preferably somewhere near the grand dining hall. Dedicated food haulers will take care of the distribution.&lt;br /&gt;
* There should be a central living area near the dining hall for dwarves that work in various places all around the fortress: miners and engravers.&lt;br /&gt;
* The military needs a living area near the depot, the siege operators can't be too far from their machines. Consider a military vomitorium to fight cave adaption.&lt;br /&gt;
* A separate lever area should hold a pump operator in a lockable area.&lt;br /&gt;
* Centralized catacombs for burial deep down. Since burying a dismembered dwarf might take a long time in such a setting, I use a wake room closer to the surface where the dwarves will be buried in a coffin which will be deconstructed later on to have their bones transferred to the catacombs. Since z-level is not taken into account in pathfinding, coffins in the catacombs should only be allowed for burial on demand when theres bones to transfer.&lt;br /&gt;
&lt;br /&gt;
Mistakes I made last time:&lt;br /&gt;
* Living areas should be below the workshops even on woodless maps, otherwise they will be susceptible to fighting and siege engine noise from the surface.&lt;br /&gt;
&amp;lt;sup&amp;gt;Superscript text&amp;lt;/sup&amp;gt;&lt;/div&gt;</summary>
		<author><name>CptFastbreak</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:CptFastbreak&amp;diff=49257</id>
		<title>User:CptFastbreak</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:CptFastbreak&amp;diff=49257"/>
		<updated>2009-05-24T14:03:29Z</updated>

		<summary type="html">&lt;p&gt;CptFastbreak: Created page with '=My current thoughts on design strategy= I tend to forget my thoughts on design strategy in between fortress builds, so I put them here. ==Defense== My next fortress will use a &amp;quot;...'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=My current thoughts on design strategy=&lt;br /&gt;
I tend to forget my thoughts on design strategy in between fortress builds, so I put them here.&lt;br /&gt;
==Defense==&lt;br /&gt;
My next fortress will use a &amp;quot;three lane&amp;quot; approach to fortress defense: three mutually exclusive routes that lead into my fort.&lt;br /&gt;
&lt;br /&gt;
* Defcon 1, Ambush lane: this is normally open to the public. It is a three tile wide, heavily trapped corridor leading directly to the trade depot. The trade depot has to be open to wagons all the time, otherwise trader wagons will not even enter the map. The purpose of this path is to take care of any unpleasant surprise such as snatchers, thieves, and ambushes.&lt;br /&gt;
* Defcon 0, Trader lane: this path is opened when traders enter the map. It is a three tile wide corridor with no traps leading directly to the trade depot for the traders to bring us wood and useless crap. The traders' guards are capable of taking care of ambushes on their own.&lt;br /&gt;
* Defcon 2, Siege lane: this path is opened when a siege should be fought back. It will possibly only be 1-2 tiles wide, and should ideally be somehow exposed to the sunlight to order dwarves out of it. The outer approach should be covered by catapults, the inner lane by ballistas, toss a guard tower with marksdwarves somewhere in there, maybe traps but that might be overkill. The path leads to the barracks, where the military will be glad for an interesting break from sparring sessions.&lt;br /&gt;
&lt;br /&gt;
Other ideas:&lt;br /&gt;
* Chain recon dogs in windowed towers all around the map. Drawback: needs a lot of towers on a large site; Advantage: Reduces the system to only two defcons, allows outside work&lt;br /&gt;
* Let siege lane lead to a chained bait animal instead of to the barracks. Drawback: unemployment for military, might be unnecessary depending on the defense status&lt;br /&gt;
* Make siege lane magma floodable to get rid of any gobbo crap dropped there. Drawback: needs replenishable magma source, more work, less fps due to fluid movement. Advantage: magma.&lt;br /&gt;
&lt;br /&gt;
==Bedroom/workshop design==&lt;br /&gt;
For my last two fortresses I used the [[Bedroom_Design#Decentralized_Living|decentralized living]] plan along with [[Design_strategies#Decentralized_Workshop_Complex|decentralized workshops]]. I had four work/living complexes more or less symmetrically around a central grand dining hall. The big advantage is that it accomodates for various workshop area constraints, e.g. having the butchery close to the surface for a refuse area vent, the kitchen near the farm near the soil area, but the forges close to the magma. Two major drawbacks are the necessity of complex micro management for the bedrooms, and the increased complexity of the noise problem. Placing a tower cap farm can be tricky when there are bedrooms everywhere.&lt;br /&gt;
&lt;br /&gt;
Extensions of the decentralized layout:&lt;br /&gt;
* There should be a central finished goods stockpile close to the depot to have all those ''x(narrow giant cave spider silk socks)x'' and ''x(small alligator leather loincloths)x'' in time there for the foreign perverts that call themselves traders.&lt;br /&gt;
* Since apparently only one stockpile can {{k|t}}ake from a stockpile at a given time, the local piles must be chained to take from each other. There should be two big central booze and prepared food stockpiles where the first local pile takes its stocks from, to avoid clutter in the kitchens. Preferably somewhere near the grand dining hall. Dedicated food haulers will take care of the distribution.&lt;br /&gt;
* There should be a central living area near the dining hall for dwarves that work in various places all around the fortress: miners and engravers.&lt;br /&gt;
* The military needs a living area near the depot, the siege operators can't be too far from their machines. Consider a military vomitorium to fight cave adaption.&lt;br /&gt;
* A separate lever area should hold a pump operator in a lockable area.&lt;br /&gt;
* Centralized catacombs for burial deep down. Since burying a dismembered dwarf might take a long time in such a setting, I use a wake room closer to the surface where the dwarves will be buried in a coffin which will be deconstructed later on to have their bones transferred to the catacombs. Since z-level is not taken into account in pathfinding, coffins in the catacombs should only be allowed for burial on demand when theres bones to transfer.&lt;br /&gt;
&lt;br /&gt;
Mistakes I made last time:&lt;br /&gt;
* Living areas should be below the workshops even on woodless maps, otherwise they will be susceptible to fighting and siege engine noise from the surface.&lt;/div&gt;</summary>
		<author><name>CptFastbreak</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility_Talk:Tweak&amp;diff=39629</id>
		<title>Utility Talk:Tweak</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility_Talk:Tweak&amp;diff=39629"/>
		<updated>2009-05-20T18:45:07Z</updated>

		<summary type="html">&lt;p&gt;CptFastbreak: /* Version 40d11? */&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;
:: ++! I'd dearly love a 2.0 version; various vexing vagaries prohibit me from installing 3.5. Has there been any news since April? [[User:Spirilus|Spirilus]] 16:46, 5 August 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;
::What .NET 3.5 features do you use? Note that VB9/C#3 language features can still be used even if you target an earlier framework. [[User:Random832|Random832]] 18:17, 5 March 2009 (EST)&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;
&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;
: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;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
See the end of this message for details on invoking &lt;br /&gt;
just-in-time (JIT) debugging instead of this dialog box.&lt;br /&gt;
&lt;br /&gt;
************** Exception Text **************&lt;br /&gt;
System.UnauthorizedAccessException: Access to the path 'C:\Program Files\Dwarf Fortress\tweak\configuration.xml' is denied.&lt;br /&gt;
   at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)&lt;br /&gt;
   at System.IO.FileStream.Init(String path, FileMode mode, FileAccess access, Int32 rights, Boolean useRights, FileShare share, Int32 bufferSize, FileOptions options, SECURITY_ATTRIBUTES secAttrs, String msgPath, Boolean bFromProxy)&lt;br /&gt;
   at System.IO.FileStream..ctor(String path, FileMode mode)&lt;br /&gt;
   at Gibbed.DwarfFortress.Tweak.ModulePicker.LoadConfiguration()&lt;br /&gt;
   at Gibbed.DwarfFortress.Tweak.ModulePicker.onLoad(Object sender, EventArgs e)&lt;br /&gt;
   at System.Windows.Forms.Form.OnLoad(EventArgs e)&lt;br /&gt;
   at System.Windows.Forms.Form.OnCreateControl()&lt;br /&gt;
   at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible)&lt;br /&gt;
   at System.Windows.Forms.Control.CreateControl()&lt;br /&gt;
   at System.Windows.Forms.Control.WmShowWindow(Message&amp;amp; m)&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.ContainerControl.WndProc(Message&amp;amp; m)&lt;br /&gt;
   at System.Windows.Forms.Form.WmShowWindow(Message&amp;amp; m)&lt;br /&gt;
   at System.Windows.Forms.Form.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;
&lt;br /&gt;
&lt;br /&gt;
************** Loaded Assemblies **************&lt;br /&gt;
mscorlib&lt;br /&gt;
    Assembly Version: 2.0.0.0&lt;br /&gt;
    Win32 Version: 2.0.50727.1434 (REDBITS.050727-1400)&lt;br /&gt;
    CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll&lt;br /&gt;
----------------------------------------&lt;br /&gt;
Gibbed.DwarfFortress.Tweak&lt;br /&gt;
    Assembly Version: 1.3.0.0&lt;br /&gt;
    Win32 Version: 1.3.0.0&lt;br /&gt;
    CodeBase: file:///C:/Program%20Files/Dwarf%20Fortress/tweak/Gibbed.DwarfFortress.Tweak.exe&lt;br /&gt;
----------------------------------------&lt;br /&gt;
System.Windows.Forms&lt;br /&gt;
    Assembly Version: 2.0.0.0&lt;br /&gt;
    Win32 Version: 2.0.50727.1434 (REDBITS.050727-1400)&lt;br /&gt;
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll&lt;br /&gt;
----------------------------------------&lt;br /&gt;
System&lt;br /&gt;
    Assembly Version: 2.0.0.0&lt;br /&gt;
    Win32 Version: 2.0.50727.1434 (REDBITS.050727-1400)&lt;br /&gt;
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll&lt;br /&gt;
----------------------------------------&lt;br /&gt;
System.Drawing&lt;br /&gt;
    Assembly Version: 2.0.0.0&lt;br /&gt;
    Win32 Version: 2.0.50727.1434 (REDBITS.050727-1400)&lt;br /&gt;
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll&lt;br /&gt;
----------------------------------------&lt;br /&gt;
Gibbed.DwarfFortress.Utilities&lt;br /&gt;
    Assembly Version: 1.3.0.0&lt;br /&gt;
    Win32 Version: 1.3.0.0&lt;br /&gt;
    CodeBase: file:///C:/Program%20Files/Dwarf%20Fortress/tweak/Gibbed.DwarfFortress.Utilities.DLL&lt;br /&gt;
----------------------------------------&lt;br /&gt;
Gibbed.DwarfFortress.Tools.AdjustStart&lt;br /&gt;
    Assembly Version: 1.3.1.0&lt;br /&gt;
    Win32 Version: 1.3.1.0&lt;br /&gt;
    CodeBase: file:///C:/Program%20Files/Dwarf%20Fortress/tweak/plugins/Gibbed.DwarfFortress.Tools.AdjustStart.dll&lt;br /&gt;
----------------------------------------&lt;br /&gt;
Gibbed.DwarfFortress.Tools.EnableMagmaBuildings&lt;br /&gt;
    Assembly Version: 1.3.0.0&lt;br /&gt;
    Win32 Version: 1.3.0.0&lt;br /&gt;
    CodeBase: file:///C:/Program%20Files/Dwarf%20Fortress/tweak/plugins/Gibbed.DwarfFortress.Tools.EnableMagmaBuildings.dll&lt;br /&gt;
----------------------------------------&lt;br /&gt;
Gibbed.DwarfFortress.Tools.Heal&lt;br /&gt;
    Assembly Version: 1.3.4.0&lt;br /&gt;
    Win32 Version: 1.3.4.0&lt;br /&gt;
    CodeBase: file:///C:/Program%20Files/Dwarf%20Fortress/tweak/plugins/Gibbed.DwarfFortress.Tools.Heal.dll&lt;br /&gt;
----------------------------------------&lt;br /&gt;
Gibbed.DwarfFortress.Tools.Resume&lt;br /&gt;
    Assembly Version: 1.3.0.0&lt;br /&gt;
    Win32 Version: 1.3.0.0&lt;br /&gt;
    CodeBase: file:///C:/Program%20Files/Dwarf%20Fortress/tweak/plugins/Gibbed.DwarfFortress.Tools.Resume.dll&lt;br /&gt;
----------------------------------------&lt;br /&gt;
Gibbed.DwarfFortress.Tools.Reveal&lt;br /&gt;
    Assembly Version: 1.3.2.0&lt;br /&gt;
    Win32 Version: 1.3.2.0&lt;br /&gt;
    CodeBase: file:///C:/Program%20Files/Dwarf%20Fortress/tweak/plugins/Gibbed.DwarfFortress.Tools.Reveal.dll&lt;br /&gt;
----------------------------------------&lt;br /&gt;
Gibbed.DwarfFortress.Tools.TileEdit&lt;br /&gt;
    Assembly Version: 1.3.0.1&lt;br /&gt;
    Win32 Version: 1.3.1.0&lt;br /&gt;
    CodeBase: file:///C:/Program%20Files/Dwarf%20Fortress/tweak/plugins/Gibbed.DwarfFortress.Tools.TileEdit.dll&lt;br /&gt;
----------------------------------------&lt;br /&gt;
Gibbed.DwarfFortress.Tools.Warp&lt;br /&gt;
    Assembly Version: 1.3.3.0&lt;br /&gt;
    Win32 Version: 1.3.3.0&lt;br /&gt;
    CodeBase: file:///C:/Program%20Files/Dwarf%20Fortress/tweak/plugins/Gibbed.DwarfFortress.Tools.Warp.dll&lt;br /&gt;
----------------------------------------&lt;br /&gt;
System.Xml&lt;br /&gt;
    Assembly Version: 2.0.0.0&lt;br /&gt;
    Win32 Version: 2.0.50727.1434 (REDBITS.050727-1400)&lt;br /&gt;
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77a5c561934e089/System.Xml.dll&lt;br /&gt;
----------------------------------------&lt;br /&gt;
System.Configuration&lt;br /&gt;
    Assembly Version: 2.0.0.0&lt;br /&gt;
    Win32 Version: 2.0.50727.1434 (REDBITS.050727-1400)&lt;br /&gt;
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Configuration/2.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll&lt;br /&gt;
----------------------------------------&lt;br /&gt;
ymqtd5tk&lt;br /&gt;
    Assembly Version: 1.3.0.0&lt;br /&gt;
    Win32 Version: 2.0.50727.1434 (REDBITS.050727-1400)&lt;br /&gt;
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll&lt;br /&gt;
----------------------------------------&lt;br /&gt;
qqzwqkvp&lt;br /&gt;
    Assembly Version: 1.3.0.0&lt;br /&gt;
    Win32 Version: 2.0.50727.1434 (REDBITS.050727-1400)&lt;br /&gt;
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll&lt;br /&gt;
----------------------------------------&lt;br /&gt;
&lt;br /&gt;
************** JIT Debugging **************&lt;br /&gt;
To enable just-in-time (JIT) debugging, the .config file for this&lt;br /&gt;
application or computer (machine.config) must have the&lt;br /&gt;
jitDebugging value set in the system.windows.forms section.&lt;br /&gt;
The application must also be compiled with debugging&lt;br /&gt;
enabled.&lt;br /&gt;
&lt;br /&gt;
For example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;configuration&amp;gt;&lt;br /&gt;
    &amp;lt;system.windows.forms jitDebugging=&amp;quot;true&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/configuration&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When JIT debugging is enabled, any unhandled exception&lt;br /&gt;
will be sent to the JIT debugger registered on the computer&lt;br /&gt;
rather than be handled by this dialog box.&amp;lt;/pre&amp;gt;Okay. I got an error message for you to look at. What's wrong?--[[User:Toad|Toad]] 13:37, 24 February 2009 (EST)&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;
Further explorations with Tweak leave me convinced we're missing another memory location that holds each block's type. Sandy clay Wall in one area doesn't match up with the data I gathered for my table of IDs, and there isn't enough data to be customized in Tile Edit to account for all the possibilities of ores and gems. Unfortunately I'm not knowledgable enough, nor am I patient enough, to find this memory location. &amp;amp;rarr;[[User:Valarnin|Valarnin]] 19:37, 16 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Tile composition and gem type are special cases that are not held in tile data, and they have not been completely understood. &amp;amp;mdash;[[User:Rick|Rick]] 19:58, 16 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Actually Gems and ore are understood.  They are considered Events (from the memory hack page terms) and are flagged by a bitmap.  The code sample I posted above, to add in finding only deposits of ore to Reveal, uses another 16x16 array to specify quickly that an event is taking place in that tile--then checks the bitmaps for what kind of ore (gem/ore/whatever) goes there.  The events use the global tile ids which it gets from the raw files (and is in the order read in from those raw files).  Using events you can add any type of deposit to the tile area (add sand to obsidian).  When I was looking into the TileIDs I came to the conclusion that the IDs are in a pattern and the type of rock/soil is dependent on the biome set for that tile.  IDs X -&amp;gt; Y for example will always be smooth walls, just of main biome material.  What designates the Biome is probably another one of the 16x16 blocks of data--I just got on a side track and never figured out which one for sure.  To test/confirm this, try finding a value that changes a stone type to a soil type then give that same soil TileID to a different kind of stone on another layer--it should turn into a soil type as well, but most likely not the same kind as before.  Doing that on the first 2 layers of the map will make it easier since it usually has both rock and soil from the same biome.   I started documenting this on my user page.  --[[User:Corc|Corc]] 20:34, 16 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: I'm not sure why you wrote that blurb instead of linking to my page on it. I know the gem stuff is known, I should have been more clear, I meant the composition/type regional layer muckery. &amp;amp;mdash;[[User:Rick|Rick]] 20:51, 16 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Sorry 'bout that. Which page are you talking about? There are so many, that when I was looking for info I really didn't know where to look for valid info.  I wrote the blurb because he was talking about gems and ore specifically, and I guess I misunderstood your response. --[[User:Corc|Corc]] 21:34, 16 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::: [[User:Rick/Memory_research#Mineral_Event]] &amp;amp;mdash;[[User:Rick|Rick]] 22:01, 16 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::: OK, great, I wasn't sure if there was a newer one made. Now Valarnin has a link and a short explanation to go with it.  So now he may be inspired to continue having fun digging in the memory :) --[[User:Corc|Corc]] 00:38, 17 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::::: I'm not sure I understand exactly what's going on there. Is the vector a pointer to the mineral event's location? It would be so much easier if this was mapped out in Tile Edit. Speaking of Tile Edit, is the source available? I may be able to modify it to show the extra info. &amp;amp;rarr;[[User:Valarnin|Valarnin]] 13:37, 17 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::::: Okay, I built Corc's modification to Reveal and learned a bit from that, but I have no example of a GUI and I'm a C++ programmer, not a C# programmer. I need an example of a GUI. &amp;amp;rarr;[[User:Valarnin|Valarnin]] 14:11, 17 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::::: I was trying to do something similar myself. Just in case you didn't see it, here is a link to Rick's Dev discussion ([[User_Talk:Rick/Tweak/Development]]) which might be a better place to talk about all this.  What I did was just go through the c# gui sample and copy and paste stuff in while reading about what does what. --[[User:Corc|Corc]] 14:26, 17 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== New Versions ==&lt;br /&gt;
Any Idea when we will have an update for the most recent versions? What is needed? What do us Noobs do to get it to work?--[[User:ERoberts|ERoberts]] 13:58, 17 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I'm currently busy &amp;quot;in real life&amp;quot; with work so I can't tend to Tweak for the latest version of DF just yet. Aside from minor bugs with Tweak modules (such as the freezing bug with Tile Edit) there is no need for an update other than providing Tweak with data for the version you want to use it with. You can probably find the information needed for Tweak's XML files for the new version on Jifodus's user page. &amp;amp;mdash;[[User:Rick|Rick]] 05:20, 18 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Sorry its been a while since I've done this, do I still just put that info in a memory.ini file?&lt;br /&gt;
&lt;br /&gt;
::: I've got something to do today, but if no one has done it yet, I'll try to get something available later tonight for people. --[[User:Corc|Corc]] 11:42, 18 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::: You get the hash for the newest version, open up versions.xml, and add a new line such as this:&lt;br /&gt;
 	&amp;lt;version name=&amp;quot;0.27.176.39c&amp;quot; hash=&amp;quot;8f8cf06b1cd5ea102881a7cced767d4f&amp;quot; /&amp;gt;&lt;br /&gt;
:::: Then, you copy the newest version's folder you have in the versions folder and rename it to the newest version. Finally, you change the data in each xml file to match Jifodus's user page. I've uploaded the newest versions and the versions.xml file for 39b and 39c here:&lt;br /&gt;
 	http://dffd.wimbli.com/file.php?id=309&lt;br /&gt;
:::: However, I couldn't get anything to do with creatures to work. I couldn't seem to find a value to put in for race_vector from Jifodus's page. Corc, if you happen to know, tell me and I'll update the file.&lt;br /&gt;
&lt;br /&gt;
::::: Sorry to drop the ball. I don't think I could do much more than what was done already without spending a lot of time I don't have. Very grateful to whoever set that up (post your sig next time :P) --[[User:Corc|Corc]] 00:32, 20 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::: T'was me. I was a bit tired when I posted that. You could have checked the uploader on DFFD too. &amp;amp;rarr;[[User:Valarnin|Valarnin]] 02:47, 20 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::::: Any chance of getting compatibility with 39e? --[[User:Deekin|Deekin]] 15:44, 1 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Looks like Deekin beat me to the punch.  Ditto on the 39e request. :)  --Mozleron 12:46, 1 August 2008 (PDT)&lt;br /&gt;
:: Fix for 39e is here (hash included)EDIT: Only address lookup works: http://www.geocities.com/jifodus/tables/dwarvis/v0.28.181.39e.core.xml --[[User:Aluminus|Aluminus]] 11:12, 4 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
If someone who knows how has the time, could you please add a section explaining how to get the hash for the new version? That way we can update this to work with new versions faster. [[User:Dangerous Beans|Dangerous Beans]] 01:54, 3 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:If you're running one instance of the new version of DF, and in Tweak you choose File-&amp;gt;Select Process, it will ask you if you're sure you want to connect to the process (and it will give you the PID).  If you say yes, it will calculate the hash, look it up in versions.xml, find no match, and then show you a message box that includes the hash.  Copy that down, and then you can edit versions.xml.  --[[User:Exponent|Exponent]] 12:19, 9 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Looks like you'll need to manually create a directory in &amp;quot;versions&amp;quot; to keep it from crashing and even then, you'd need to have the correct memory offsets to make it work. --[[User:Aristoi|Aristoi]] 19:31, 10 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
===How I got tweak to work with 39f (and 40c)===&lt;br /&gt;
This should work with newer versions, too, as long as jifodus finds new memory locations as quickly as he did this time. It only got Adjust Start, Reveal, and Tile Edit to work, though.&lt;br /&gt;
* Create a new folder tweak/versions/0.28.181.39f&lt;br /&gt;
* Download http://www.geocities.com/jifodus/tables/dwarvis/v0.28.181.39f.core.xml and save it in the new folder as core.xml&lt;br /&gt;
* Open core.xml and tweak/versions.xml in notepad&lt;br /&gt;
* Add the line ''&amp;lt;version name=&amp;quot;0.28.181.39f&amp;quot; hash=&amp;quot;33db0401081058fb54252210bf371344&amp;quot; /&amp;gt;'' after the other versions in versions.xml; for other versions than 39f, find the hash at the end of the new core.xml&lt;br /&gt;
* In core.xml, delete everything between the last ''&amp;lt;offset name=...'' line and the ''&amp;lt;/memory&amp;gt;'' line.&lt;br /&gt;
* Save and close versions.xml and core.xml.&lt;br /&gt;
* Now start Tweak and use it like normal. Adjust Start, Reveal, and Tile Edit should work fine.&lt;br /&gt;
Of course, it would be nice if someone found all of the Tweak-related memory locations right away, but I'm not willing to be that someone, so I can't be too demanding.&lt;br /&gt;
&lt;br /&gt;
--[[User:Nagromo|Nagromo]] 22:07, 10 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Great work!  I had a bit of a problem with it until I deleted all of these lines fromt he XML:&lt;br /&gt;
:::	&amp;lt; !-- the following is used by 3D Dwarf/Dwarf Visualizer --&amp;gt;&lt;br /&gt;
:::	&amp;lt;pe timestamp_offset=&amp;quot;0x004000F8&amp;quot; timestamp=&amp;quot;0x489D8C7F&amp;quot; /&amp;gt;&lt;br /&gt;
:::	&amp;lt;version name=&amp;quot;v0.28.181.39f&amp;quot; /&amp;gt;&lt;br /&gt;
:::	&amp;lt; !-- add the following line to DwarfFortress.Versions.xml&lt;br /&gt;
:::	&amp;lt;version name=&amp;quot;0.28.181.39f&amp;quot; number=&amp;quot;28181396&amp;quot; hash=&amp;quot;33db0401081058fb54252210bf371344&amp;quot; /&amp;gt;&lt;br /&gt;
:::	-- &amp;gt;&lt;br /&gt;
::--[[User:Aristoi|Aristoi]] 22:33, 11 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I re-worded the directions to try to make it more clear. Also, I just did this for 40c, and it worked fine.&lt;br /&gt;
::--[[User:Nagromo|Nagromo]] 17:12, 30 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==How do I get it to work with the new version?==&lt;br /&gt;
How do I get tweak to work with v0.28.181.40a? I am not good with computers.--[[User:Demosthenes|Demosthenes]] 22:59, 20 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Getting it to work with version 40c==&lt;br /&gt;
Nevermind, found the appropriate core.xml&lt;br /&gt;
&lt;br /&gt;
http://www.geocities.com/jifodus/tables/dwarvis/v0.28.181.40c.core.xml&lt;br /&gt;
&lt;br /&gt;
for the current ones, check here:&lt;br /&gt;
&lt;br /&gt;
http://www.geocities.com/jifodus/tables/dwarvis/&lt;br /&gt;
&lt;br /&gt;
: [http://www.bay12games.com/forum/index.php?topic=23689.0 Test version of Tweak 1.3.0.0 with .40c support] &amp;amp;mdash;[[User:Rick|Rick]] 20:16, 31 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Doesn't seem to work with 40d. ==&lt;br /&gt;
&lt;br /&gt;
After updating tweak to the new version, the modules are still red. I'm assuming this means that they're incompatible. When I enter the log, I get this:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
     Error: Failed to load C:\etc.\tweak\versions\0.28.181.40d\core.xml: There is an error in XML document (34, 3).  Validation error: The element 'memory' has invalid child element 'pe'. List of possible elements expected: 'address, offset'.&lt;br /&gt;
      Info: Welcome to Dwarf Fortress Tweak!&lt;br /&gt;
   Verbose: Found possible game at process ID 4644.&lt;br /&gt;
   Verbose: Selected game with process ID 4644, hash is 2c686c26307dcccd7c36cc79737ebe4f.&lt;br /&gt;
   Verbose: Game is version 0.28.181.40d.&lt;br /&gt;
&lt;br /&gt;
Just a heads up. The core.xml seems to not function correctly.&lt;br /&gt;
&lt;br /&gt;
----------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Never mind. Found a thread to fix my problem.&lt;br /&gt;
&lt;br /&gt;
http://www.bay12games.com/forum/index.php?topic=24745.0&lt;br /&gt;
&lt;br /&gt;
Everything except the Adjust Profile module works, which is a bit awkward, since that's the only one I really wanted. I'll do some more digging.&lt;br /&gt;
&lt;br /&gt;
: That link fixed it for me, the &amp;quot;updated for .40d&amp;quot; link was crashing out for me in all but Tile Edit, so it may not have been correctly updated - or it might just be Vista64 vagaries --[[User:Soor|Soor]] 15:59, 16 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Problem When Selecting Processes ==&lt;br /&gt;
&lt;br /&gt;
Whenever I attempt to select a process, I get this message&lt;br /&gt;
&lt;br /&gt;
Could not a find a version for the following hash: 2c686c26307dcccd7c36cc79737ebe4f&lt;br /&gt;
Look this hash up on the tweak website?&lt;br /&gt;
&lt;br /&gt;
Any help?&lt;br /&gt;
&lt;br /&gt;
== Error 299 ==&lt;br /&gt;
&lt;br /&gt;
When I try to start a module, I've got the following message box :&lt;br /&gt;
&lt;br /&gt;
error 299.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Gibbed.DwarfFortress.Tweak.Win32Exception: error 299&lt;br /&gt;
   à Gibbed.DwarfFortress.Tweak.ProcessMemory.Read(UInt32 address, Byte[]&amp;amp; data, UInt32 size)&lt;br /&gt;
   à Gibbed.DwarfFortress.Tweak.ProcessMemory.ReadVector(UInt32 address, Boolean andData)&lt;br /&gt;
   à Gibbed.DwarfFortress.Tools.Heal.Module.Run(ModuleMode mode, IVersion version, IMemory memory, ILogger log, String[] args)&lt;br /&gt;
   à Gibbed.DwarfFortress.Tweak.ModulePicker.onActivateModule(Object sender, EventArgs e)&lt;br /&gt;
   à System.Windows.Forms.ListView.OnItemActivate(EventArgs e)&lt;br /&gt;
   à System.Windows.Forms.ListView.WmReflectNotify(Message&amp;amp; m)&lt;br /&gt;
   à System.Windows.Forms.ListView.WndProc(Message&amp;amp; m)&lt;br /&gt;
   à System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message&amp;amp; m)&lt;br /&gt;
   à System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message&amp;amp; m)&lt;br /&gt;
   à System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I'm running Vista SP1, DF 0.28.181.40d, Tweak 1.3.0.0, and .NET 3.5 is installed. Any help ?&lt;br /&gt;
&lt;br /&gt;
I'm getting this as well when I try to heal, rather annoying cuz I thought this version was finally fully updated.-Userpay&lt;br /&gt;
&lt;br /&gt;
== Can't use most modules ==&lt;br /&gt;
&lt;br /&gt;
So, I updated tweak to .39e, and I'm having major problems with this software.&lt;br /&gt;
&lt;br /&gt;
It recognizes DF just fine, but when I'm preparing carefully I try to use Adjust Profile and it gives me an error saying &amp;quot;You can only use this when preparing carefully&amp;quot;, even though I am.&lt;br /&gt;
&lt;br /&gt;
So then I designate for mining the entire bottom level of the map, undesignate it, and run reveal, and it says &amp;quot;Map data not available&amp;quot; or something like that.&lt;br /&gt;
&lt;br /&gt;
Then I try to run Tile Edit and it says the same thing.&lt;br /&gt;
&lt;br /&gt;
So then I thought, maybe I need to lookup the addresses each of these modules need, right?&lt;br /&gt;
&lt;br /&gt;
So I run lookup address, and it takes two seconds to find only the addresses needed for &amp;quot;Enable Magma Buildings&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Basically, I'm only using this to enable magma buildings after using tile edit on Dtil, because I get errors on every single module on this software.&lt;br /&gt;
&lt;br /&gt;
I'm running the latest version of tweak, it's properly updated, I'm pretty sure I have net runtime 3.5 installed because otherwise I wouldn't get it to run in the first place.&lt;br /&gt;
&lt;br /&gt;
Help!&lt;br /&gt;
&lt;br /&gt;
== Version 40d11? ==&lt;br /&gt;
&lt;br /&gt;
Tweak currently does not work under 40d11, and any attempts by me to get it to work by editing the XML files has failed. With which methods is the for example the version hash generated? &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Dio82|Dio82]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Considering the relatively rapid releases of the d# series, I wouldn't expect any utility support. I actually don't expect any support for any release not posted on the Official Download page. Among other reasons why, is the high probability that there are a great deal of memory use/address changes related to the OpenGL changes that the d# series uses... possibly even completely breaking the current methods used to find and edit DF's relevant memory locations. (I'm not saying for sure, but it seems pretty likely) --[[User:N9103|Edward]] 22:13, 30 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:There is a version of reveal.exe for 40d11 on dffd at least. For the rest of the modules there seems to be no alternative --[[User:CptFastbreak|CptFastbreak]] 18:45, 20 May 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>CptFastbreak</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Fire_imp&amp;diff=38221</id>
		<title>40d Talk:Fire imp</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Fire_imp&amp;diff=38221"/>
		<updated>2008-10-24T20:42:51Z</updated>

		<summary type="html">&lt;p&gt;CptFastbreak: /* Defensive Uses */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Wrestling? ==&lt;br /&gt;
&lt;br /&gt;
I just had a mechanic get attacked by one. He moved into its tile (I assume to wrestle) and instantly died of heat. Should this be noted?--[[User:Shadow archmagi|Shadow archmagi]] 19:59, 28 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:That is the imp using his fireball attack on a stupid dwarf, so I guess it's already in the article --[[User:MagicGuigz|MagicGuigz]] 20:27, 3 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Just to verify, its very possible to wrestle imps and magmamen to death. I had to do this after embarking, I didn't realize the lava tube would be right next to my wagon and immediately fire imps attacked. I drafted all of my dwarves and wrestled all 3 of them to death, as well as the magma man who came out later. The only dwarf I lost (my woodcutter) was due to a stray fireball. [[User:Forsaken1111|Forsaken1111]] 22:43, 16 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Defensive Uses ==&lt;br /&gt;
&lt;br /&gt;
I'm currently exploring the defensive uses of fire imps after bagging a few in cage traps. They don't seem too keen on fireballing goblin attackers, which was my original plan (had them confined behind some fortifications, but they wouldn't fire on the goblins). Further experiments required, or can someone confirm that they won't attack anyone but my dwarves? --[[User:TangoThree|TangoThree]] 16:35, 31 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::is it possible to tame fire imps with the dungeon master? [[User:Hoborobo|Hoborobo]] 14:12, 12 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::There is no PET_EXOTIC tag, so no.[[User:StrawberryBunny|StrawberryBunny]] 09:35, 8 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Is there a safe way to move fire imp fat? If so, you could put it above your fortress entrance and drop it on invaders since it always burns. I really wish armor made from fire imp hide would protect from burning. [[User:Forsaken1111|Forsaken1111]] 22:45, 16 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Your fortress is probably long gone by now but for anybody else looking for an answer to the question, one solution would be to chain some pets behind doors connected to levers. If you open the doors, the fire imps will (probably) fire at the pets. Purportedly, this works with giant cave spiders, though some hold that the gcs needs to be able to path to its victim. [[User:CptFastbreak|CptFastbreak]] 11:57, 24 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Ok, now I did some experimenting. First, seven tiles is too short for a fire imp with the pressure plate right in front of the bridge, the bridge likely needs to be 10-12 tiles wide. But I also seriously doubt the feasibility of fire imps in defense. For one, it seems that fire imps will not shoot through fortifications, regardless if they can path beyond it. Using a moat made the imp fire a single shot, after that he sat quiet for maybe 2-3 game days, and only then he proceeded to attack the delicious puppy I had chained for him. Overall, I reckon the fire imp is too unreliable to be used in a defense situation. [[User:CptFastbreak|CptFastbreak]] 16:42, 24 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== A vast understatement! ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Fire imps are nasty little creatures that live in magma vents.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Nasty little creatures doesn't cut it.  Every time I settle on top of a volcano, an imp will surface, get pissed at anything, be it an immigrating dwarf or a muskox, and cause a wildfire!  The worst part is that there is no message for &amp;quot;The world is burning!&amp;quot; so I end up losing a dwarf or two before I notice it!&lt;br /&gt;
&lt;br /&gt;
I think the worst was I lost both of my initial miners because they decided to take a break in the path of the fire.  They got the hint when I gave the order &amp;quot;everyone inside&amp;quot; but it was too late, they burned up before they could make it back inside.&lt;br /&gt;
&lt;br /&gt;
That being said, I find some vertical nickel bars do wonders in securing my magma forges from imp tampering.  They're a definite &amp;quot;must bring&amp;quot; on any volcanic expedition.--[[User:Alkyon|Alkyon]] 23:02, 23 October 2008 (EDT)&lt;br /&gt;
(I didn't know to sign my posts when I wrote this, sorry.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Actually I thought that the world burning problem (glitch?) is pretty awesome, except when it burns up your entire booze stock in one go--[[User:Jackrabbit|Jackrabbit]] 22:21, 23 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I do think the forest fires are cool too, but it would be nice if it had a warning, perhaps triggered by maybe an external growing past a certain size.  It's just the imps cause them every time I've turned my back on them.  Also, hunters and imps don't mix.--[[User:Alkyon|Alkyon]] 23:02, 23 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== crush? ==&lt;br /&gt;
''WARNING: Fire imp fat never stops burning. It's also immune to fire damage. Therefore you must crush fire imp fat to stop it from burning.'' - How do you crush it? [[User:Random832|Random832]] 09:31, 24 October 2008 (EDT)&lt;br /&gt;
:Probably with a [[cave-in]].  You can manufacture these by building an up ramp and a support, with some floor constructions above it.  Link the support to a lever and throw the lever to cause the floor constructions to collapse.  You'll definitely want to set a restricted area in the 3x3 zone around the imp fat, plus maybe suspended wall sections (which keep dwarves from standing there when they try to build) to keep some idiot from accidentally setting himself ablaze, though. --[[User:ThunderClaw|ThunderClaw]] 10:53, 24 October 2008 (EDT)&lt;br /&gt;
:: Why not simply build a bridge? --[[User:MagicGuigz|MagicGuigz]] 11:28, 24 October 2008 (EDT)&lt;br /&gt;
:::Forces you to get closer to the fat itself, so it's more hazardous work.  You also can't apply multiple dwarves to the project, and it uses a similar amount of material. Definitely would work, though.  --[[User:ThunderClaw|ThunderClaw]] 11:34, 24 October 2008 (EDT)&lt;br /&gt;
::::A bridge wouldn't work - you can't build a bridge that's raised by default, so the dwarves have to move the fat out of the way, and thus are set on fire. Also the butcher's shop gets in the way too. --[[User:GreyMario|GreyMaria]] 14:30, 24 October 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>CptFastbreak</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Fire_imp&amp;diff=38219</id>
		<title>40d Talk:Fire imp</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Fire_imp&amp;diff=38219"/>
		<updated>2008-10-24T15:57:39Z</updated>

		<summary type="html">&lt;p&gt;CptFastbreak: /* Defensive Uses */ Formatting :(&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Wrestling? ==&lt;br /&gt;
&lt;br /&gt;
I just had a mechanic get attacked by one. He moved into its tile (I assume to wrestle) and instantly died of heat. Should this be noted?--[[User:Shadow archmagi|Shadow archmagi]] 19:59, 28 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:That is the imp using his fireball attack on a stupid dwarf, so I guess it's already in the article --[[User:MagicGuigz|MagicGuigz]] 20:27, 3 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Just to verify, its very possible to wrestle imps and magmamen to death. I had to do this after embarking, I didn't realize the lava tube would be right next to my wagon and immediately fire imps attacked. I drafted all of my dwarves and wrestled all 3 of them to death, as well as the magma man who came out later. The only dwarf I lost (my woodcutter) was due to a stray fireball. [[User:Forsaken1111|Forsaken1111]] 22:43, 16 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Defensive Uses ==&lt;br /&gt;
&lt;br /&gt;
I'm currently exploring the defensive uses of fire imps after bagging a few in cage traps. They don't seem too keen on fireballing goblin attackers, which was my original plan (had them confined behind some fortifications, but they wouldn't fire on the goblins). Further experiments required, or can someone confirm that they won't attack anyone but my dwarves? --[[User:TangoThree|TangoThree]] 16:35, 31 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::is it possible to tame fire imps with the dungeon master? [[User:Hoborobo|Hoborobo]] 14:12, 12 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::There is no PET_EXOTIC tag, so no.[[User:StrawberryBunny|StrawberryBunny]] 09:35, 8 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Is there a safe way to move fire imp fat? If so, you could put it above your fortress entrance and drop it on invaders since it always burns. I really wish armor made from fire imp hide would protect from burning. [[User:Forsaken1111|Forsaken1111]] 22:45, 16 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Your fortress is probably long gone by now but for anybody else looking for an answer to the question, one solution would be to chain some pets behind doors connected to levers. If you open the doors, the fire imps will (probably) fire at the pets. Purportedly, this works with giant cave spiders, though some hold that the gcs needs to be able to path to its victim. [[User:CptFastbreak|CptFastbreak]] 11:57, 24 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== A vast understatement! ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Fire imps are nasty little creatures that live in magma vents.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Nasty little creatures doesn't cut it.  Every time I settle on top of a volcano, an imp will surface, get pissed at anything, be it an immigrating dwarf or a muskox, and cause a wildfire!  The worst part is that there is no message for &amp;quot;The world is burning!&amp;quot; so I end up losing a dwarf or two before I notice it!&lt;br /&gt;
&lt;br /&gt;
I think the worst was I lost both of my initial miners because they decided to take a break in the path of the fire.  They got the hint when I gave the order &amp;quot;everyone inside&amp;quot; but it was too late, they burned up before they could make it back inside.&lt;br /&gt;
&lt;br /&gt;
That being said, I find some vertical nickel bars do wonders in securing my magma forges from imp tampering.  They're a definite &amp;quot;must bring&amp;quot; on any volcanic expedition.--[[User:Alkyon|Alkyon]] 23:02, 23 October 2008 (EDT)&lt;br /&gt;
(I didn't know to sign my posts when I wrote this, sorry.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Actually I thought that the world burning problem (glitch?) is pretty awesome, except when it burns up your entire booze stock in one go--[[User:Jackrabbit|Jackrabbit]] 22:21, 23 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I do think the forest fires are cool too, but it would be nice if it had a warning, perhaps triggered by maybe an external growing past a certain size.  It's just the imps cause them every time I've turned my back on them.  Also, hunters and imps don't mix.--[[User:Alkyon|Alkyon]] 23:02, 23 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== crush? ==&lt;br /&gt;
''WARNING: Fire imp fat never stops burning. It's also immune to fire damage. Therefore you must crush fire imp fat to stop it from burning.'' - How do you crush it? [[User:Random832|Random832]] 09:31, 24 October 2008 (EDT)&lt;br /&gt;
:Probably with a [[cave-in]].  You can manufacture these by building an up ramp and a support, with some floor constructions above it.  Link the support to a lever and throw the lever to cause the floor constructions to collapse.  You'll definitely want to set a restricted area in the 3x3 zone around the imp fat, plus maybe suspended wall sections (which keep dwarves from standing there when they try to build) to keep some idiot from accidentally setting himself ablaze, though. --[[User:ThunderClaw|ThunderClaw]] 10:53, 24 October 2008 (EDT)&lt;br /&gt;
:: Why not simply build a bridge? --[[User:MagicGuigz|MagicGuigz]] 11:28, 24 October 2008 (EDT)&lt;br /&gt;
:::Forces you to get closer to the fat itself, so it's more hazardous work.  You also can't apply multiple dwarves to the project, and it uses a similar amount of material. Definitely would work, though.  --[[User:ThunderClaw|ThunderClaw]] 11:34, 24 October 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>CptFastbreak</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Fire_imp&amp;diff=38218</id>
		<title>40d Talk:Fire imp</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Fire_imp&amp;diff=38218"/>
		<updated>2008-10-24T15:56:04Z</updated>

		<summary type="html">&lt;p&gt;CptFastbreak: /* Defensive Uses */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Wrestling? ==&lt;br /&gt;
&lt;br /&gt;
I just had a mechanic get attacked by one. He moved into its tile (I assume to wrestle) and instantly died of heat. Should this be noted?--[[User:Shadow archmagi|Shadow archmagi]] 19:59, 28 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:That is the imp using his fireball attack on a stupid dwarf, so I guess it's already in the article --[[User:MagicGuigz|MagicGuigz]] 20:27, 3 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Just to verify, its very possible to wrestle imps and magmamen to death. I had to do this after embarking, I didn't realize the lava tube would be right next to my wagon and immediately fire imps attacked. I drafted all of my dwarves and wrestled all 3 of them to death, as well as the magma man who came out later. The only dwarf I lost (my woodcutter) was due to a stray fireball. [[User:Forsaken1111|Forsaken1111]] 22:43, 16 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Defensive Uses ==&lt;br /&gt;
&lt;br /&gt;
I'm currently exploring the defensive uses of fire imps after bagging a few in cage traps. They don't seem too keen on fireballing goblin attackers, which was my original plan (had them confined behind some fortifications, but they wouldn't fire on the goblins). Further experiments required, or can someone confirm that they won't attack anyone but my dwarves? --[[User:TangoThree|TangoThree]] 16:35, 31 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::is it possible to tame fire imps with the dungeon master? [[User:Hoborobo|Hoborobo]] 14:12, 12 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::There is no PET_EXOTIC tag, so no.[[User:StrawberryBunny|StrawberryBunny]] 09:35, 8 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Is there a safe way to move fire imp fat? If so, you could put it above your fortress entrance and drop it on invaders since it always burns. I really wish armor made from fire imp hide would protect from burning. [[User:Forsaken1111|Forsaken1111]] 22:45, 16 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Your fortress is probably long gone by now but for anybody else looking for an answer to the question, one solution would be to chain some pets behind doors connected to levers. If you open the doors, the fire imps will (probably) fire at the pets. Purportedly, this works with giant cave spiders, though some hold that the gcs needs to be able to path to its victim.&lt;br /&gt;
&lt;br /&gt;
== A vast understatement! ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Fire imps are nasty little creatures that live in magma vents.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Nasty little creatures doesn't cut it.  Every time I settle on top of a volcano, an imp will surface, get pissed at anything, be it an immigrating dwarf or a muskox, and cause a wildfire!  The worst part is that there is no message for &amp;quot;The world is burning!&amp;quot; so I end up losing a dwarf or two before I notice it!&lt;br /&gt;
&lt;br /&gt;
I think the worst was I lost both of my initial miners because they decided to take a break in the path of the fire.  They got the hint when I gave the order &amp;quot;everyone inside&amp;quot; but it was too late, they burned up before they could make it back inside.&lt;br /&gt;
&lt;br /&gt;
That being said, I find some vertical nickel bars do wonders in securing my magma forges from imp tampering.  They're a definite &amp;quot;must bring&amp;quot; on any volcanic expedition.--[[User:Alkyon|Alkyon]] 23:02, 23 October 2008 (EDT)&lt;br /&gt;
(I didn't know to sign my posts when I wrote this, sorry.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Actually I thought that the world burning problem (glitch?) is pretty awesome, except when it burns up your entire booze stock in one go--[[User:Jackrabbit|Jackrabbit]] 22:21, 23 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I do think the forest fires are cool too, but it would be nice if it had a warning, perhaps triggered by maybe an external growing past a certain size.  It's just the imps cause them every time I've turned my back on them.  Also, hunters and imps don't mix.--[[User:Alkyon|Alkyon]] 23:02, 23 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== crush? ==&lt;br /&gt;
''WARNING: Fire imp fat never stops burning. It's also immune to fire damage. Therefore you must crush fire imp fat to stop it from burning.'' - How do you crush it? [[User:Random832|Random832]] 09:31, 24 October 2008 (EDT)&lt;br /&gt;
:Probably with a [[cave-in]].  You can manufacture these by building an up ramp and a support, with some floor constructions above it.  Link the support to a lever and throw the lever to cause the floor constructions to collapse.  You'll definitely want to set a restricted area in the 3x3 zone around the imp fat, plus maybe suspended wall sections (which keep dwarves from standing there when they try to build) to keep some idiot from accidentally setting himself ablaze, though. --[[User:ThunderClaw|ThunderClaw]] 10:53, 24 October 2008 (EDT)&lt;br /&gt;
:: Why not simply build a bridge? --[[User:MagicGuigz|MagicGuigz]] 11:28, 24 October 2008 (EDT)&lt;br /&gt;
:::Forces you to get closer to the fat itself, so it's more hazardous work.  You also can't apply multiple dwarves to the project, and it uses a similar amount of material. Definitely would work, though.  --[[User:ThunderClaw|ThunderClaw]] 11:34, 24 October 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>CptFastbreak</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Bedroom_design&amp;diff=25823</id>
		<title>40d:Bedroom design</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Bedroom_design&amp;diff=25823"/>
		<updated>2008-10-14T03:54:42Z</updated>

		<summary type="html">&lt;p&gt;CptFastbreak: /* Decentralized Living */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are many ways to design the layout of bedrooms. Designs must consider simplicity and ease of designating, efficiency, and aesthetics. The ability to modify the design to enlarge, improve, or add rooms can be important as well. Proximity of the rooms to noise should also be considered.&lt;br /&gt;
&lt;br /&gt;
Many of the designs shown here were taken from [http://www.bay12games.com/forum/index.php?topic=16901.0 this forum post].&lt;br /&gt;
&lt;br /&gt;
== Plain square design ==&lt;br /&gt;
&lt;br /&gt;
If it is 2&amp;amp;times;2, 3&amp;amp;times;3 or more, square designs are probably the first choice of many players. Easy to plan, easy to put in place, this kind of design is one of the best when the player value his playing time instead of the overall layout of his fortress. While square designs are easy to reproduce en masse, most are not optimized either for beauty or space efficiency, two aspects that other designs excel at.&lt;br /&gt;
&lt;br /&gt;
[[Image:square_bedroom.png]]&lt;br /&gt;
&lt;br /&gt;
== Line design ==&lt;br /&gt;
&lt;br /&gt;
Line designs have the advantage of being very space efficient and very adaptative. From 1&amp;amp;times;1 to 1&amp;amp;times;4 and longer, it can fit almost anywhere, can be upgraded later on as long as you have the space behind your first original line and do not need excessive corridor space for the bedroom access. Simply dig a few lines out of an access tunnel already in use in your fortress and voila, you have new living quarters. This kind of minimalistic design is perfect for when the economy kicks in, as it can be adapted in a flash for any kind of low wage citizen.&lt;br /&gt;
&lt;br /&gt;
[[Image:line_bedroom.png]]&lt;br /&gt;
&lt;br /&gt;
== '''THLawrence's Living Pods''' ==&lt;br /&gt;
   &lt;br /&gt;
Apartment Complex:&lt;br /&gt;
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Lobby:&lt;br /&gt;
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&lt;br /&gt;
This design is compact and allows for a large number of rooms. Each room has 3 tiles and a door. To add the apartment complex build it one level above or below the lobby. The design can be stretched to make the rooms 3x2 or 3x3 depending on your preference. Though not as impressive as the fractal patterns it is very efficient in that it can allow for large numbers of dwarves to easily access the main hallway.&lt;br /&gt;
&lt;br /&gt;
== '''GnomeChomsky's Tessellated Apartments''' ==&lt;br /&gt;
&lt;br /&gt;
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Access can be from above and/or below by the stairs, or a hallway can be run into the dining room level by removing the bedroom at one of the cardinal points.  This design can be repeated as far as desired in the X, Y, and Z directions.&lt;br /&gt;
&lt;br /&gt;
== High density single floor housing ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Housing_by_Marble_Dice.png|thumb|244px|This is the 61x61 housing plan]]&lt;br /&gt;
&lt;br /&gt;
This fractal-inspired design combines space efficiency with wider access hallways to alleviate traffic.  Stairs are placed in the middle, and the design can expand indefinitely.  To decrease the size, remove the outermost perimeter hallway, and all connected bedrooms.  To increase the size, use the picture as a guide and follow the same radial pattern.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;padding:&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Size&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Capacity&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Max walk distance from center&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 29x29 tiles&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 48 dwarves&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 23 steps&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 45x45 tiles&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 120 dwarves&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 39 steps&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 61x61 tiles&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 224 dwarves&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 55 steps&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 77x77 tiles&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 360 dwarves&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 71 steps&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Shaft design ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Shaft_bedroom_design.gif|thumb|Shaft bedroom design with a few possible variations.]]&lt;br /&gt;
&lt;br /&gt;
The Shaft design allows various options for entry direction and central &amp;quot;shaft&amp;quot; use. The central shaft may be altered to create bedrooms, dining rooms and offices for minor nobles, &amp;quot;deluxe&amp;quot; bedrooms, hospital beds, or simply more bedrooms. The design can easily accomodate several different room sizes while maintaining efficiency. However, the design utilizes Z-levels for efficiency, and you must build several levels of Shaft designs to accomodate a fully grown fortress.&lt;br /&gt;
&lt;br /&gt;
The Shaft design can fit 20 2x2 rooms, or 30 1x1 rooms.&lt;br /&gt;
&lt;br /&gt;
== Fractal designs ==&lt;br /&gt;
&lt;br /&gt;
Betting on design beauty and on geometrical symmetry first, fractal designs can also be at the same time very space and walk efficient. They however require a lot of time and space both to plan and execute and are most likely out of reach of all but the most serious players. Most players however agree to say that they are the most incredible of all the designs around, if not the for the sheer challenge of successfully executing something as complex, then for the extra touch it give to the whole fortress as a whole once it is done.&lt;br /&gt;
&lt;br /&gt;
[[image:Raynard_square_delight1.png]] [[image:Raynard1.png]]&lt;br /&gt;
&lt;br /&gt;
[[image:Raynard_whirlpool_housing.png]]&lt;br /&gt;
&lt;br /&gt;
[[image:Hactar1_3_branch_tree.png]] [[image:Hactar1_Mandelbrot_Tree.png]]&lt;br /&gt;
&lt;br /&gt;
[[Image:SavokisLeaf08a032.png]]&lt;br /&gt;
&lt;br /&gt;
[[image:Andrelius_Windmill_Villas.png]]&lt;br /&gt;
&lt;br /&gt;
[[image:4bh0r53n_h-fractal.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Vaniver's Greek Cross design==&lt;br /&gt;
Minimizing walking distances requires good use of vertical space. This plan is simple, scalable, and only takes up a few floors- 6 if you have 32 per floor, 4 if you have 48. The maximum walking distance should be less than 20 (I'm not sure how much movement stairs take).&lt;br /&gt;
&lt;br /&gt;
[[image:VaniverGreek32.png]]&lt;br /&gt;
[[image:VaniverGreek48.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Decentralized Living==&lt;br /&gt;
In larger fortresses, one of the bigger problems is traffic.  Dwarves have a tendency to all get hungry, thirsty, and tired in waves, and a crowd of 50 of them storming your centralized food stockpiles, one big dining room, and dormitory tunnels can cause a lot of lost time while the hordes shuffle by eachother.  A good solution to this is decentralized archetecture, incorporating most of the essentials of every day life into numerous smaller areas.  This isn't to suggest that you shouldn't have a legendary dining hall set as a meeting area, capable of holding half your fortress at once.  You definitely should!  But decentralizing from that dining hall relieves a lot of congestion in the halls surrounding the main dining hall, and makes it easier for dwarves just to pass through.&lt;br /&gt;
&lt;br /&gt;
[[image:Living.GIF]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In this image, the access stairwell (blue fields in the center), spread out in all directions to a public barracks and dining room for poorer dwarves on the left and right to 3x3 private rooms to the top and bottom.  The design allows for two small stockpiles of food (gray fields) to minimize the walk to a dining hall.&lt;br /&gt;
&lt;br /&gt;
There's also built-in areas for impressive things like statues and cages (for zoos) to keep dwarves admiring your handiwork.  The 3x3 rooms are easy to get up to Decent or higher to keep your most useful dwarves happy as clams.  They're also conveinent for impromptu noble housing, since you can just knock out a wall between two rooms and convert one into a dining room for a whiny noble.  You could even expand the corner rooms a bit more on both the X and Y axes to make four 3x3 rooms to give the noble a dining room, tomb, and office all in one area.  This is especially useful for the mayor, who gets replaced every so often.  When a new Mayor is elected, one can reassign all the trappings to the new mayor in one go.  If you want an even more decentralized and calm traffic pattern, put tables and chairs in all the private rooms; dwarves will prefer to eat in their quarters.  The walls between the doors leading to the Barrack and Dining Room allow for 2 entrances and 2 exits to each predictably higher-traffic room while leaving a pillar of rock for an engraving.  The main corridor also allows you to branch off into 4 restraints per floor in a private 1x2 prison.  Since it's flanked by an animal cage and a statue (or, alternatively, 2 statues.  This may be better because Statues block movement and is effectively the same as surrounding the prisoner with walls) and in an area you want smoothed and engraved to begin with, it gives prisoners a leg upon their happiness immediately and -- once again -- prevents traffic jams from convicts being brought food and water in larger prisons.&lt;br /&gt;
&lt;br /&gt;
Another option for maximizing traffic throughput is to put a 1x3 line of upward stairwells on one end of the blue field, and a 1x3 line of downward stairwells on the other.  This simulates a 3-wide vertical corridor without the safety risks of up/down stairwells.&lt;br /&gt;
&lt;br /&gt;
You may also, at your discretion, knock out the statues and cages near the stairwell to make the entire plan a little more compact (though you lose the easy prisons in this case).  This plan can stretch on the x axis as much as you like, but note that the 1 wide corridors leading to individual rooms can get crowded if more than 10 dwarves are living along each one.  Even with the given layout, though, one floor supports 26 private rooms and as many as 14 public beds.  This works out quite nicely since one floor is enough to handle most immigrant waves, while existing floors' public beds can handle a decent amount of overflow.  The public barrack rooms can also be converted into prisons very easily (just put chains next to every bed) if you decide not to go with the main design.&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;/div&gt;</summary>
		<author><name>CptFastbreak</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Defense_guide&amp;diff=43290</id>
		<title>40d:Defense guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Defense_guide&amp;diff=43290"/>
		<updated>2008-10-13T23:15:13Z</updated>

		<summary type="html">&lt;p&gt;CptFastbreak: /* Civilians stay underground */ The forbidding of corpses and items can be set as a standing order&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Protecting your fortress from intruders is a complex task. There's a variety of threats to consider, and many ways to counter them. &lt;br /&gt;
&lt;br /&gt;
=General Guidelines=&lt;br /&gt;
&lt;br /&gt;
* '''Minimize fortress entrances:''' Have a strong distinction between inside and outside. This usually corresponds to underground and surface, but not always. Each point of contact needs to be hardened against attack. Don't make more entrances than necessary. If there is a useless opening, wall it off.&lt;br /&gt;
&lt;br /&gt;
* '''Concentric circles:''' One wall may not be enough. With the existence of door-destroying and bow-wielding attackers, a double wall between the inside and the outside is essential to fend off the worst assaults. The choke points between the circles are where you build traps and doors. Station troops between the walls. &lt;br /&gt;
&lt;br /&gt;
* '''Assume the worst:''' Build up your defenses ''before'' the enemy shows up. Plan on being [[siege]]d by hordes of [[goblin]] archers, [[troll]]s, [[kobold]] master thieves, [[giant eagle]]s, angry [[elephants]], and a [[bronze colossus]] all at once. Hopefully, you will never have to face that kind of threat, but being ready for anything is the best bet.&lt;br /&gt;
&lt;br /&gt;
=Threats=&lt;br /&gt;
&lt;br /&gt;
==Wild animals==&lt;br /&gt;
The first, and easiest, threat you will have to deal with is the local wildlife. [[Animal]]s are easily excluded by the humble [[door]] or [[hatch]], even if it's not [[forbidden]]. [[Elephant]]s are not nearly as aggressive as they were in the days of [[Boatmurdered]]. The main threat from animals are those that steal items, like [[raccoon]]s or eat your food, like [[bear]]s.&lt;br /&gt;
&lt;br /&gt;
With [[cage]] [[trap]]s and an [[animal trainer]] (or [[Dungeon master]]) animals can be useful. Dwarves love [[zoo]]s, merchants will gladly take your caged animals, and they provide a [[food]] source in times of need. &lt;br /&gt;
&lt;br /&gt;
==Thieves &amp;amp; snatchers==&lt;br /&gt;
Any creature with a career title of [[thief]] or master thief has a few nasty abilities. First, they are invisible until spotted by your dwarves or tame [[animal]]s. When spotted, there's an [[alert]] message, either &amp;quot;Protect the hoard!&amp;quot; or &amp;quot;Protect the children!&amp;quot; depending on the type of thief. Second, they can open [[forbidden]] [[door]]s. Not just for themselves either, the door stays open until a military dwarf &amp;quot;secures&amp;quot; the door, allowing any random creature to walk in. This can be a nasty surprise for players who aren't expecting it. Third, they bypass your [[trap]]s. Thankfully, they don't disarm them the way they neutralize doors. This trap avoidance isn't perfect, there's some element of luck involved, and kobold thieves seem to be a lot better at it than goblins. A thief caught in a cage trap will be revealed automatically, even if no dwarf is in sight of the trap. Last of all, they make dangerous prisoners. Unlike military captives, thieves will break free and attack if you attempt to transfer or [[pit]] them.&lt;br /&gt;
&lt;br /&gt;
==Ambushes==&lt;br /&gt;
An [[ambush]] is a small number of enemies (less than ten) that are invisible until spotted, like thieves, but somewhat easier to detect. The alert message is &amp;quot;An ambush! Curse them!&amp;quot; They skulk around the outside of your fortress, looking for a target of opportunity. They will often attack [[caravan]]s as they move to your depot. Ambushers have random weapons, and typically have a leader (with a career title of &amp;quot;guard&amp;quot;) with a different weapon from the rest. &lt;br /&gt;
&lt;br /&gt;
If you have [[woodcutter]]s or [[hunter]]s roaming the surface, they are likely to be the first to encounter the ambush. This can provide a kind of early alert system, but you'll lose a few of them.&lt;br /&gt;
&lt;br /&gt;
==Sieges==&lt;br /&gt;
''See [[Siege]]''&lt;br /&gt;
&lt;br /&gt;
A siege is a large number of attackers that are announced as soon as they appear on the map. The alert message is &amp;quot;A vile force of darkness has arrived!&amp;quot; While siegers are on the map, the word &amp;quot;SIEGE&amp;quot; appears in the top corners of the screen. Siegers are organized into a number of squads, each squad having a different weapon choice. A siege can be led by a leader figure, often a master warrior. Goblin siegers sometimes bring along creatures such as [[troll]]s or [[beak dog]]s.&lt;br /&gt;
&lt;br /&gt;
==Enemy archers==&lt;br /&gt;
Attackers with [[bow]]s or [[crossbow]]s are much, much more threatening than those with melee weapons. Out-shooting them with your marksdwarves is risky, and charging them with melee fighters is even worse. Advanced techniques are needed to shield your dwarves from the deadly rain of arrows. &lt;br /&gt;
&lt;br /&gt;
==Building destroyers==&lt;br /&gt;
Some creatures have BUILDINGDESTROYER [[creature tokens]] in the data files. This gives them the fearful capacity of tearing apart your doors and bridges (and floodgates?). Trolls have this ability, as do some megabeasts. This doesn't allow creatures to knock down constructed walls.&lt;br /&gt;
&lt;br /&gt;
==Flying animals==&lt;br /&gt;
Currently, the only flying creatures are wild animals, like the [[giant eagle]]. Be aware. &lt;br /&gt;
&lt;br /&gt;
==Megabeasts==&lt;br /&gt;
A [[megabeast]] appears alone, with an alert message that mentions the beast by name. These creature are quite powerful. Approach with caution. &lt;br /&gt;
&lt;br /&gt;
==Death from below==&lt;br /&gt;
There are threats below the surface as well as above. If you breach a [[chasm]], underground [[river]] or lake, wild [[animal]]s and hostile [[humanoid]]s will occasionally emerge to attack your dwarves. They rarely attack in numbers, and can usually be defeated by ordinary traps and doors. &lt;br /&gt;
&lt;br /&gt;
Underground threats may be more common in future versions. Underground roads may allow other [[civilization]]s to siege you from below. {{version|0.28.181.39c}}&lt;br /&gt;
&lt;br /&gt;
=Elements=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Soldiers==&lt;br /&gt;
The core of any defense plan is the soldiers. A [[sparring|trained]], [[weapon|armed]], and [[armor]]ed [[military]] is the only way to bring the fight to the enemy. Keeping them in position is the tricky part. &lt;br /&gt;
&lt;br /&gt;
===Roughing it===&lt;br /&gt;
Always have your soldiers carry food. They will each need  a [[backpack]] to carry it. This keeps your soldiers from wandering off to eat. You can also have them carry [[water]] in [[waterskin]]s or [[flask]]s, but this isn't recommended for the long term, as it keeps your soldiers from drinking [[alcohol]]. For an around the clock guard, have them sleep on the ground while on duty. Hopefully the sounds of combat will wake them up before they get killed. Sleeping on the floor causes unhappy [[thought]]s. &lt;br /&gt;
&lt;br /&gt;
===Daylight training room===&lt;br /&gt;
Put a [[weapon rack]] on the surface near your entrance and make it a training room. Training dwarves will be in position if there's trouble. This also helps prevent [[cave adaption]] in your military. You can use an [[archery target]] this way, too. &lt;br /&gt;
&lt;br /&gt;
==Doors and hatches==&lt;br /&gt;
The most obvious way to keep any enemy out is with a [[door]].  You can [[forbid]] doors to keep [[humanoid]] enemies out, and your dwarves in. Outer doors can be closed against animals, to keep beloved [[pet]]s from wandering into enemy fire. A [[floor hatch]] is just a vertical door.&lt;br /&gt;
&lt;br /&gt;
==Walls==&lt;br /&gt;
Constructing walls around your entrance is an essential part of fortress defense. Currently, no creature can knock down a wall. Not only does it keep enemies out, your archers can stand on top of the wall and fire down. Keep in mind that this makes them vulnerable to enemy fire. To protect against that, build fortifications. &lt;br /&gt;
&lt;br /&gt;
==Fortifications==&lt;br /&gt;
Fortifications block movement, and allow some missiles to pass through. Projectiles have a chance of being blocked, based on the firer's skill and distance to the fortification. There's no miss chance if the firer is adjacent to the fortification. Keep your marksdwarves close and keep enemies away. Build fortified firing platforms above ground level and put a nice wide moat between the wall and the enemy. &lt;br /&gt;
&lt;br /&gt;
==Moats and bridges==&lt;br /&gt;
A retractable [[bridge]] over a [[moat]] is an almost airtight defense. The moat keeps building-destroyers away from the bridge, and the raised bridge blocks arrow fire. There are two important things to remember: Always build the bridge to raise towards the ''inside''. The [[lever]] has to be pulled by a civilian, not a soldier. &lt;br /&gt;
&lt;br /&gt;
The moat doesn't have to be filled with water or magma. Arguably, a dry moat is a better defense. If you want to build an escape rout out of your moat, make sure is leads to the outside, and is barred by a door (at least). &lt;br /&gt;
&lt;br /&gt;
A moat with a non-retractable bridge is still potentially useful: It keeps enemy archers away from your fortifications, and it channels enemies into a narrow area. &lt;br /&gt;
&lt;br /&gt;
A drawbridge without a moat is just a big remote control door. This doesn't work with retracting bridges!&lt;br /&gt;
&lt;br /&gt;
==Remote control doors==&lt;br /&gt;
If you link a [[lever]] to a door, it becomes impossible for your dwarves to open and close it normally. Pulling the lever is the only way to open it. This keeps your dwarves locked in as well as keeping enemies out. It's unknown if thieves can open a door once it's linked. &lt;br /&gt;
&lt;br /&gt;
A [[floodgate]] can be used just like a door, with two differences: A floodgate can be placed next to another floodgate, unlike a door, which needs to be adjacent to a wall. A floodgate is closed by default, and can only be opened with a lever. Be careful not to trap your dwarves. &lt;br /&gt;
&lt;br /&gt;
A [[hatch cover]] can also be used this way. &lt;br /&gt;
&lt;br /&gt;
As mentioned, a drawbridge works as a door&lt;br /&gt;
&lt;br /&gt;
You can use automate a door by using a [[pressure plate]] instead of a lever, but there are many complications there. &lt;br /&gt;
&lt;br /&gt;
==Traps==&lt;br /&gt;
The most reliable way to stop intruders is lots of [[trap]]s. A thief's trap avoidance is subject to chance. A line of traps can wipe out an ambushes entirely, and inflict a lot of damage on a siege. &lt;br /&gt;
&lt;br /&gt;
===Stone fall trap===&lt;br /&gt;
This is the easiest trap to build, so you can easily build them in large numbers. Building lots of them is an easy way to earn experience for your [[mechanic]], and add to your fort's defenses at the same time. Surround every intersection and stairway. &lt;br /&gt;
&lt;br /&gt;
===Cage trap===&lt;br /&gt;
A very strong type of trap. Maybe even too strong. Currently, even a wooden or glass [[cage]] can hold indefinitely any creature, even trolls and megabeasts. Also, a cage trap never fails. A large creature can shrug off damage from a stone or weapon trap, but nothing can escape from a cage. Use cage traps as your outermost traps to catch the occasional wandering animal. A wounded [[elephant]] or [[unicorn]] in your front courtyard is not good at all. &lt;br /&gt;
&lt;br /&gt;
===Weapon trap===&lt;br /&gt;
The gold standard of traps. This is the only simple trap that works repeatedly without reloading. They do get jammed, however. View the trap with the '''items in room''' {{key|t}} mode, and if there's a corpse inside the trap, it's jammed. None of the weapons on a jammed trap will function. It may be wiser to have several weapon traps with fewer weapons, rather than a smaller number of ten-weapon traps. &lt;br /&gt;
&lt;br /&gt;
Using [[crossbow]]s in weapon traps avoids the problem of jamming, but they must be kept loaded with [[ammo]]. &lt;br /&gt;
&lt;br /&gt;
==Guard animals==&lt;br /&gt;
[[Chain]]ed animals are sentries, not fighters. Most animals aren't strong enough to take more than one goblin warrior. Enemies with bows are even worse. The real purpose of guard animals is to spot thieves. Anything will do here, a cat is fine too. Don't use something useful, like a war dog. Put animals in narrow corridors, in places where enemy archers can't see them. &lt;br /&gt;
&lt;br /&gt;
===Meeting hall as defense===&lt;br /&gt;
You can use a meeting hall [[zone]] to attract animals to a given area. This makes a pretty poor defense in general, but in the very early game, it's a way to defend your wagon and stockpiles from thieving animals. Remove the zone later, or it attracts idle dwarves and children. &lt;br /&gt;
&lt;br /&gt;
===Bait animals===&lt;br /&gt;
Most enemies will go after your animals just as blindly as they attack your dwarves. An expendable chained animal can bait enemies into dangerous passages, even into places unconnected to your fortress.&lt;br /&gt;
&lt;br /&gt;
==Siege engines==&lt;br /&gt;
[[Siege engine]]s are not very useful in the current version. Catapults are only useful for training and stone disposal. Ballistas are deadly, but fire expensive ammunition, and hit both friend and foe alike. &lt;br /&gt;
&lt;br /&gt;
Remember that [[siege operator]]s are civilians. Fortunately, siege engines can fire through fortifications, just like normal projectiles. &lt;br /&gt;
&lt;br /&gt;
==Pillboxes and turrets==&lt;br /&gt;
Build a [[tower]] specifically to post archers on. This lets you open fire before the enemy approaches your gates. A pillbox can be attached to your walls, or separate, so that the only access is from tunnels below. Carve fortifications on the second or third floor, so your dwarves can fire out. For extra usefulness, build a [[barracks]], [[archery target]], [[food]] [[stockpile]], and [[dining room]] in or near the tower. &lt;br /&gt;
&lt;br /&gt;
===Siege engine turrets===&lt;br /&gt;
If it's big enough, build a [[siege engine]] inside a pillbox. The device needs to be on ground level. Only a single tile of fortifications is needed to fire through the wall. You may want to build a moat or secondary wall to keep enemies at a distance. Position the tower to fire where invaders tend to congregate. Since [[siege operator]]s are civilians, the &amp;quot;dwarves stay underground&amp;quot; order must be off.&lt;br /&gt;
&lt;br /&gt;
=Considerations=&lt;br /&gt;
&lt;br /&gt;
==Civilians stay underground==&lt;br /&gt;
This setting, in the [[orders and options]] menu is the easiest way to keep your non-military dwarves out of sight of the enemy. It is far from perfect, as dwarves will do the &amp;quot;entrance dance.&amp;quot; They will attempt to leave the fortress, and only cancel jobs once they reach the surface. &lt;br /&gt;
&lt;br /&gt;
It takes a truly airtight fortress to turn this setting off while there are still enemies outside. It's only safe to turn this setting off once the drawbridges and such have sealed off your fortress entirely. If there's even one exit, your dwarves will use it. Try testing this while it's safe: Raise the bridges, just like you would in a siege, and designate some trees for cutting. If there's a way out, your woodcutters will find it. &lt;br /&gt;
&lt;br /&gt;
* '''Screen the entrance.''' Build a simple wall around your entryway. This will keep your dwarves safe from enemy fire while doing the entrance dance. &lt;br /&gt;
&lt;br /&gt;
* '''Seal the entrance.''' Prevents the entry dance, but also blocks your soldiers, which can trap them underground. &lt;br /&gt;
&lt;br /&gt;
* '''Forbid dropped equipment and corpses.''' Mark every item on the battlefield as [[forbidden]]. This includes any items dropped by dead merchants or scuttled wagons. You can have this done automatically for dwarf and enemy corpses and inventories in the '''orders''' {{key|o}} menu at the '''forbid options''' {{key|F}}.&lt;br /&gt;
&lt;br /&gt;
* '''Delete stockpiles and turn off tombs.''' As a preemptive measure, you can delete your stockpiles. Dwarves don't haul things if there's no [[stockpile]] to place them in. Turning off or removing [[coffin]]s stops burials as well. &lt;br /&gt;
&lt;br /&gt;
* '''Keep them busy.''' Make a bunch of busy-work for your dwarves, just to keep them underground. It's not perfect but it helps. Time to re-organize your stockpiles.&lt;br /&gt;
&lt;br /&gt;
==Lever room==&lt;br /&gt;
Be careful where you place the [[lever]]s controlling your drawbridge. Or any lever at all, for that matter. Make sure that the entire path to each lever is [[underground]] or your dwarves might keep canceling the &amp;quot;pull lever&amp;quot; job. You can test this during peacetime, too. Try putting all your defense-related levers in a single room, and put a door on the entrance. Then you can lock your lever-puller inside to ensure rapid response time.&lt;br /&gt;
&lt;br /&gt;
Another solution to the problem of rapid response time is to make your lever room double as a [[Screw pump|pump]] room.  Pumping is a good way to build up your dwarves' [[Attribute|attributes]] regardless of whether the pump is doing work or not.  If you want a dedicated lever operator or three, turn off all their labors except pumping, and set the pumps up so that they can be operated exclusively by your dedicated lever operators.  Rotate these positions every so often so the attribute gain will be distributed among multiple dwarves.&lt;br /&gt;
&lt;br /&gt;
For the truly ambitious, the lever room could be spread over multiple levels, and the pumps could work together to power one or more artificial [[Waterfall|waterfalls]].  (Waterfalls work well in this case because their operation is not fortress-critical, and your dwarves like the mist they produce.)&lt;br /&gt;
&lt;br /&gt;
==Trade depot==&lt;br /&gt;
Factoring in access to the [[trade depot]] adds a layer of complexity. Letting merchants in while keeping enemies out requires a careful balance. The merchants do reveal ambushes, and they can arrive in the middle of a [[siege]]. &lt;br /&gt;
&lt;br /&gt;
[[Wagon]]s need a three tile wide path to the depot. You will probably want to build the depot underground, so civilian dwarves can access the depot. Wagons can't use stairs, so you need a three-tile [[ramp]], unless you can dig into the face of a cliff. &lt;br /&gt;
&lt;br /&gt;
==Airlock defenses/buffer zone==&lt;br /&gt;
Build two walls, each with a drawbridge. Build the trade depot in the buffer zone between them. Keep the outer bridge open, and the inner one closed. When the merchants appear, put crossbows on the walls to guard their approach. Once all the merchants are safely inside, close the outer bridge. Once there's no enemies left in the buffer zone, open the inner bridge so your civilians can start loading up the depot. &lt;br /&gt;
&lt;br /&gt;
The airlock pattern can be useful even without putting the depot there. Let a few siegers in at a time, and crush them. Reset the traps, Rest up the soldiers, and repeat.&lt;br /&gt;
&lt;br /&gt;
==Civilians trapped outdoors==&lt;br /&gt;
Anything that blocks intruders will also block your dwarves. This can cause the problem of dwarves being trapped outside with the enemy. Having more than one entrance can be useful here.  If you make these entrances accessible by drawbridge only, and keep the drawbridge up most of the time, having lots of entrances shouldn't be too much of a problem.&lt;br /&gt;
&lt;br /&gt;
==Branching corridors==&lt;br /&gt;
Enemies will take the most direct path to your fortress. You can use this to your advantage. Have two paths to the fortress: a long, twisting, three-wide road, and a shorter, one tile wide, trap-filled passage. Attackers will usually prefer the short and deadly path. This makes a good line of fire for a ballista, too.&lt;br /&gt;
&lt;br /&gt;
This isn't a perfectly reliable method, but surprisingly effective. &lt;br /&gt;
&lt;br /&gt;
===AI abuse===&lt;br /&gt;
Taking advantage of pathfinding AI is a whole guide in itself. Try leaving a door un-forbidden during an attack. When the bad guys approach the door, forbid it, and the enemy will wander off. Unlock it again, and they turn around and head back towards the door again. You can get enemies to march back and forth over a set of traps this way. This might count as an [[exploit]].&lt;br /&gt;
&lt;br /&gt;
===Roach motel===&lt;br /&gt;
Build a long, narrow, and twisty passage, accessible from the outside, but unconnected to your fortress. Build as many traps as you like. Place a bait animal inside. Enemy attackers walk right in, and get torn apart by the traps. If any manage to make it to the end, and kill the useless animal, they're surrounded by traps, and no closer to your fortress. &lt;br /&gt;
&lt;br /&gt;
If the roach motel is deep enough underground, you can build a tunnel above it, channel down, and mark the channel a [[Activity_zone#Pit.2FPond|pit]]/pond. That way, you can &amp;quot;reload&amp;quot; a new bait animal.&lt;br /&gt;
&lt;br /&gt;
==Water sources==&lt;br /&gt;
Access to [[water]] can be important. Wounded dwarves need water, so if there's not an underground water source, you'll lose valuable soldiers to thirst. Try to have a [[well]] or cistern your dwarves can use safely. Remember to keep an extra [[bucket]] or two available.&lt;br /&gt;
&lt;br /&gt;
=Examples=&lt;br /&gt;
&lt;br /&gt;
==3 Bridges==&lt;br /&gt;
&lt;br /&gt;
[[Image:defense_3bridges.png|thumb|right]]&lt;br /&gt;
An example of some advanced defensive construction tactics to deal with vile forces of &amp;quot;any&amp;quot; size. (See picture).&lt;br /&gt;
&lt;br /&gt;
*'''Bridge 1''' seals off the entire base&lt;br /&gt;
*'''Bridge 2''' forces everyone to take the long, winding, heavily trapped path of death.&lt;br /&gt;
*'''Bridge 3''' seals the inside of the fortress&lt;br /&gt;
&lt;br /&gt;
Clever triggering of the bridges allows you to break the hostile forces into smaller chunks to be trapped in the courtyard while being caught in traps and a crossfire of arrows from the fortifications around.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>CptFastbreak</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Workshop&amp;diff=6101</id>
		<title>40d Talk:Workshop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Workshop&amp;diff=6101"/>
		<updated>2008-10-10T18:24:18Z</updated>

		<summary type="html">&lt;p&gt;CptFastbreak: /* Workshop Design */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==proposed content==&lt;br /&gt;
Maybe something about what the workshops actually do? --[[User:Mizipzor|Mizipzor]] 13:39, 30 October 2007 (EDT)&lt;br /&gt;
==move [[Workshops]] to [[Workshop]]==&lt;br /&gt;
Should this page's title be singluar, in keeping with the rules on the community portal?--[[User:BahamutZERO|BahamutZERO]] 15:31, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Probably, if we choose to keep it.  However, I'm thinking that this page should really just be a redirect to [[:Category:Workshops]].  But not until we make sure that all the content here is also in the individual workshop pages. --[[User:Peristarkawan|Peristarkawan]] 15:35, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Too bad we can't get the hotkeys in the Category--[[User:Vaevictus|Vaevictus]] 15:57, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Do we need them?  There's a perfectly good list of workshops with their hotkeys in the game itself. --[[User:Peristarkawan|Peristarkawan]] 16:04, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::We could add the shortcut key to that little template thingy on the right. --[[User:Mizipzor|Mizipzor]] 21:25, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Either A: We will put many of the workshop descriptions on this page and have those workshop names redirect here, or B: We will delete this page and have any info on this page on the workshop pages.&amp;lt;br&amp;gt;&lt;br /&gt;
The old wiki had two sections as an introduction to workshops for newbies, a very brief list of the workshops and what they did, and a list of the workshop walls created by each workshop. Since the two sections would belong in a newbie tutorial page, and the descriptions of the workshops would belong in the workshop pages, [[workshop]] needs a &amp;lt;nowiki&amp;gt;{{del}}&amp;lt;/nowiki&amp;gt;. --[[User:Savok|Savok]] 22:47, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:We should make one page for each workshop, add them to [[:category:workshops]] and &amp;lt;nowiki&amp;gt;{{del}}&amp;lt;/nowiki&amp;gt; this page. --[[User:Mizipzor|Mizipzor]] 08:12, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Ive made [[siege workshop]] and marked that section of the article with &amp;lt;s&amp;gt;strikout&amp;lt;/s&amp;gt;. When all sections are marked like this, the page is ready to be made into a redirect to [[:category:workshops]]. --[[User:Mizipzor|Mizipzor]] 05:27, 7 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Material/objects for building workshops==&lt;br /&gt;
Should it really be labelled &amp;quot;Materials needed to build&amp;quot; - in all cases except the fishery there they are actually objects.  Perhaps a 'can be built out of' and 'objects required to build'? --[[User:Matryx|Matryx]] 05:41, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Someone has detailed that 'still' is short for 'distillery'.  This is partially incorrect as a still is actually a completely different word and has a different meaning.  A distillery is a an entire establishment (industrial plant and works for example) for distilling things (particularly alcohol) - whereas a still is an apparatus (usually heating/vapour cooling) which would be used inside a distillery to produce alcohol. --[[User:Matryx|Matryx]] 06:50, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Production Image ==&lt;br /&gt;
&lt;br /&gt;
Cheese is missing, as is anything to do with pre-thread silk.&lt;br /&gt;
Additionally, the chain after thread is inconsistent with the rest of the diagram. --[[User:N9103|Edward]] 03:22, 29 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I updated the image to include silk, cheese is already included in food, although it's not quite clear. I am just afraid that naming individual food items is going to create a huge mess. Not sure what you mean that the chain after thread is inconsistent [[User:Aeolist|Aeolist]] 05:47, 22 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Workshop Design ==&lt;br /&gt;
&lt;br /&gt;
Does it strike anyone else as odd that we have a Bedroom Design page that's a few thousand words and 18 images strong, but not so much as a sentence on workshop design?  We should add an extra section to this page discussing that.  If it gets too large, it can be moved to its own page, but for the moment keeping things consolidated is probably best.&lt;br /&gt;
&lt;br /&gt;
The rest of this post will be a first draft for the section.  Please keep comments and discussion in indented (use : at the beginning of your post) lines just below this comment, and out of the drafted article. --[[User:ThunderClaw|ThunderClaw]] 10:28, 10 October 2008 (EDT)&lt;br /&gt;
:In regards to kitchens/butcher shops, whenever possible, I use the &amp;quot;miasma won't go through diagonals&amp;quot; trick instead of doors. Otherwise, you wind up with doors that get stuck open due to pets, items, etc. It gets even worse if your item hauling falls behind and you have to deconstruct a workshop to get its contents to be stockpiled (important if you have spoilable items) and hauled off (Dump and/or funneling stockpiles), resulting in the 4x4 explosion of stacked items. Depending on your point of view, exploting the diagonals may constitute a cheat and it does create a (fairly minimal) space impact adding that off-true wall. Nevertheless, I'm glad to see this article. Getting my workshops running efficiently is one of my biggest bugaboos so far. -[[User:Fuzzy|Fuzzy]] 13:08, 10 October 2008 (EDT)&lt;br /&gt;
::For miasma in butcher's shops, I usually use a vent and place the butcher's shop in the vent area. Each butchering operation leaves behind a bunch of chunks that stunk up my shops far too frequently. With kitchens, miasma is only an occasional problem, so I would go for the doors as well, if the kitchen is emitting miasma its probably too late to salvage the contents. -[[User:CptFastbreak|CptFastbreak]] 20:20, 10 October 2008 (CET) &lt;br /&gt;
&lt;br /&gt;
===Workshop Design===&lt;br /&gt;
Since workshops are where much of your fortress's day to day work happens, it is important to plan them as carefully as you do your [[Bedroom Design|bedrooms]].  Workshop designs have a couple key considerations:&lt;br /&gt;
* Workshops should be as close as possible to the raw materials needed to do their job (usually via stockpiles).&lt;br /&gt;
* There should be room to put in duplicate workshops, to accomodate spikes in demand for things like beds and barrels (carpentry) or stone furniture (masons).&lt;br /&gt;
* Workshops should be lockable by forbidding doors.  This is important for making sure specific bits of furniture get encrusted with gems (you don't want rubies on a mudstone table while you have a platinum statue around), specific items are made with specific materials (bauxite mechanisms for example), or even just locking a dwarf in a Fell [[strange mood]] away so he won't hurt a useful worker.&lt;br /&gt;
* The design should be expandable.  There will ALWAYS be another specialty workshop you'd find useful, whether it be a single-task, lockable Jeweler, a Legendary-only Carpenter's Workshop for beds, a floor of Dabbling to Proficient-only Masonry workshops for a [[Military#Cross-training_.28starting_a_Reserves_program.29|reserves program]], the list goes on.  Never assume you'll never need another workshop.  You'll always find SOMETHING.&lt;br /&gt;
* The design should have good traffic throughput.  Workshop complexes are pretty high-traffic areas, so you'll need to keep this in mind.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
A couple things that may seem like big deals, but really aren't:&lt;br /&gt;
* Being close to where the finished good will go.  You will definitely need to think of where your chairs, tables, prepared meals, and the like will go after they're done being made, but an average fortress has a lot of spare labor and untrained peasants that are qualified for little more than hauling finished goods.  Don't be afraid of putting the prepared food and booze larder 100 steps away from the kitchen and still; just turn off food hauling on your cooks and let the peasants handle it.&lt;br /&gt;
* Setting up resource stockpiles somewhat near where the resource is produced.  Again, the peasants will handle this.&lt;br /&gt;
&lt;br /&gt;
====Decentralized Workshop Complex====&lt;br /&gt;
Designed for use with the [[Bedroom_Design#Decentralized_Living|decentralized living]] plan, this plan emphasizes fine-grained planning with many small, specific stockpiles and planned workshop quarters.  It therefore requires some micro-management to get going.  However, once you have it working, things work extremely smoothly and you should never have a significant delay in production again.&lt;br /&gt;
&lt;br /&gt;
[[Image:Workshops.GIF]]&lt;br /&gt;
&lt;br /&gt;
Total workshop loadout for 1 floor:&lt;br /&gt;
* Sixteen (16) 3x3 workshops&lt;br /&gt;
* Four (4) 4x3 workshops&lt;br /&gt;
* Two (2) 5x5 workshops&lt;br /&gt;
&lt;br /&gt;
Maximum walk to stockpile on same wing: 18.&lt;br /&gt;
&lt;br /&gt;
The light gray crosses are optional doors.  They can be useful for sealing off a Kitchen or Butcher's Shop to keep [[miasma]] from annoying the neighbors.  Beyond that, the blue field is the stairwell access (recommend separate up stairs and down stairs for safety reasons), and the gray fields are stockpiles.&lt;br /&gt;
&lt;br /&gt;
4x3 workshops are useful for workshops with strange blocked square formations (the Bowyer's shop is an example).  They can also be nice for setting up a tiny 1x2 or 1x3 stockpile for a specific workshop - with bins, this can be a significant reserve of material.  Imagine a Clothier or Leatherworker with 3 full bins of cloth or leather right next to them.&lt;br /&gt;
&lt;br /&gt;
The 5x5 workshops are useful for [[shop]]s, [[kennel]]s, and [[siege workshop]]s.  They can also be useful for making a specialty shop with a few stockpiles designed to accomplish only one thing (encrusting statues with gems, for example).&lt;br /&gt;
&lt;br /&gt;
The 3x3 workshops are best organized into wings, where a pair of workshops share a similar function with the pair directly next to them.  They share stockpile space better this way.  When set up correctly, less than 10 dwarves will regularly use each stockpile room, so traffic is a non-issue.  There tends to be a lot of dwarves in the halls, though, because peasant haulers visit the workshops frequently, hence the 3-wide corridors.&lt;br /&gt;
&lt;br /&gt;
Finally, this design offers lots and lots of wall space for smoothing and engraving.  Free wealth is good.&lt;/div&gt;</summary>
		<author><name>CptFastbreak</name></author>
	</entry>
</feed>