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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Ambusher&amp;diff=135873</id>
		<title>v0.31 Talk:Ambusher</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Ambusher&amp;diff=135873"/>
		<updated>2011-02-09T15:07:01Z</updated>

		<summary type="html">&lt;p&gt;Denspb: Natural resource depletion&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Weapons and Tactics==&lt;br /&gt;
With regards to whether or not the crossbow is considered a weak hammer, I lava-forged 64 chambers in arena mode and pitted dwarves against each other - no skills, no armour, but of each pair of dwarves, one had a crossbow (without ammo) and the other had a warhammer of the same material. The first 25 trials were done with steel, the remaining 39 with iron.&lt;br /&gt;
Of the steel trials, 11 hammerdwarves killed their partner, and 14 crossbowdwarves bludgeoned their opponents to death (though one died shortly after).&lt;br /&gt;
Of the iron trials, 22 hammerers emerged victorious, while only 17 of those hirsute little crossbow-wielders could claim the same. And when I say 'emerged victorious', I mean I flooded each chamber with lava after the battle to sanitise the arena.&lt;br /&gt;
So we have, for the hammers vs crossbows - 33 vs 31. In other words, inconclusive.&lt;br /&gt;
It seems that, at least for the moment, beating things down with a crossbow is roughly as effective as with a warhammer.&lt;br /&gt;
I'll be testing hammers and crossbows each vs various kinds of monsters at some point, and I'll write up my results here.&lt;br /&gt;
--[[User:Samthere|Samthere]] 16:25, 14 April 2010 (UTC)&lt;br /&gt;
* So I fought 26 untrained dwarves against wolves; half of the dwarves had steel crossbows without ammo, the other half steel warhammers. In the end, 9 dwarves using each weapon survived, and 4 perished. Two dead hammerdwarves did enough damage for their wolves to die very shortly after them, and one crossbowdwarf did the same. A while later, two further wolves died from sustained wounds, one from each weapon. Extra note - mortal wounds (that weren't happening fast) were discovered on two additional wolves, one on each side. This leaves one wolf that could survive, who killed a crossbowdwarf.&lt;br /&gt;
--[[User:Samthere|Samthere]] 16:46, 14 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Broken== &lt;br /&gt;
Isn't hunting currently somewhat broken? I'm going to add a warning to the top and a bugs section to the bottom. [[User:Garanis|Garanis]] 14:07, 8 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Factual Changes==&lt;br /&gt;
There are some things that need to happen in the military screen to make hunting work now. I haven't played with hunting enough to know what they are. Can someone write a guide section for this? [[User:Garanis|Garanis]] 14:30, 8 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
They need quivers as they cannot hold bolts in their hand any more. Also you need to assign them ammo from the military screen : m &amp;gt; f &amp;gt; hunters &amp;gt; c &amp;gt; bolts (or whatever)&lt;br /&gt;
Also they don't seem to start hunting most of the time but I have noticed that assigning a hunting dog helps. &lt;br /&gt;
Speed&lt;br /&gt;
&lt;br /&gt;
:i have quivers, i have bows, i have bolts. i have wildlife both above and underground, and i have acesss TO the wildlife both above and underground. i have activated bolts for hunters in the '[m]ilitary' -&amp;gt; '[f]?-ammunition' section. i have offered him the default 100 bolts, an inflated 200 bolts, the bare-minimum 10, and a fair-sized 20 bolts. i have offered all the different types of bolts available (metal, wood, bone, or any material (despite having only bone ones available)), i have even asked him to go pick up some unusable 'arrows' and 'blowdarts' (of which, again, i have none), and still have a hunter who's refusing to hunt. he's picked up his bow, and his quiver, but has decided to go sit in the dining hall with his feet up instead of picking up some bolts and going hunting. checking through my stocks, i have a number of stacks of 5 bolts from various different animals, including 8 stacks of 5 finely crafted vulture bone bolts for example (which is 40 total, all of the same kind, and quality, spread over 8 stacks), but none in stacks of 20 (which is currently how many i've asked him to carry). i've also assigned him a hunting dog (not a war dog), and have taken off all his other duties apart from 'hunting' - still nothing.... i used my broker/manager/leader/bookkeeper to become my 'arsenal dwarf', and.. after i had to remove my broker/manager/bookkeeper jobs ([n]obles -&amp;gt; [r]eplace -&amp;gt; 'leave vacant'), his ammunition was eventually assigned, and he went and picked up some bolts! :D  4 stacks of 5 (different animal bones and different quality, so that doesnt affect it), and then..  he went and sat in the dining hall, feet up, refusing to move.. i give up -_- --[[User:DJ Devil|DJ Devil]] 04:19, 16 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Try removing his labor, and re-assigning it again. That usually will make him remember that he doesn't have any bolts and he will go fetch some. [[User:Speed112|Speed112]] 04:32, 16 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:i did do, several times. i completely forgot about the 'arsenal dwarf', and in the raws it says he's in control of the ammo, so.. thinking i was onto a winner, i got my leader to become ONLY the arsenal dwarf, and my hunter was assigned some bolts. he went to pick them up fine, put them in his quiver fine, and then STILL refuses to go out hunting. i'm gonna fiddle about with the military section today, to see if i can get him to hunt via that :]--[[User:DJ Devil|DJ Devil]] 12:53, 16 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:omg, he did it..! he shot some bolts at a few wolves! i r so proud of him ^-^   i created a squad uniform for my hunters (leather armour and any bows, minus the shield), put him as the sole occupant, and after a bit of scurrying 'round, he was set. i was wondering if you had to manually assign quivers, and how to do that (there doesnt seem to be an option for it) but fortunately you dont - he went and picked a new one up after dumping his 'hunting' one (inc. bolts). then going through the [s]quads screen, i selected squad [a], [k]ill, 'wolf', and he seemed happy enough to trot off after one of 'em. he actually killed two in a hundred bolts (the idiot was shooting from halfway across the map, through trees - go figure..), and he went and bludgeoned the third with his bone crossbow. i have organised a party at talc Table, if anyone would like to attend?--[[User:DJ Devil|DJ Devil]] 13:42, 16 May 2010 (UTC)&lt;br /&gt;
p.s. there should be more information on this page about the arsenal dwarf, and unless i'm being truly dense and missing something obvious (like the arsenal dwarf, for example.. lol), that hunting is completely bugged; even WITH animals at his disposal, and all the necessary items in his inventory, my hunter still wouldnt hunt.--[[User:DJ Devil|DJ Devil]]&lt;br /&gt;
&lt;br /&gt;
::for a bit of an update; i have 4 &amp;quot;hunters&amp;quot;, with exactly the same labours turned on, but only one of them willing to hunt. he's been actively hunting for a while now, and the rest still have &amp;quot;no job&amp;quot; or something of the like. i have very little reason to construct a 'why' one will hunt, and the rest wont. all four are also in a military squad i sometimes use to chase off wildlife, with varying success - some dont re-equip a quiver/arrows before giving chase, some dont re-equip a bow, some dont equip anything (and before you say 'arsenal dwarf', i've removed all his labours but the arsenal dwarf one..). could it perhaps be something to do with the dwarves not dropping their military-assigned bows and picking up their hunting-assigned bow to become hunters again, and vice-versa? i.e. not being allowed to go hunting using the bow they've been assigned for military work? perhaps bolts have something similar stopping hunting-assigned bolts being used for military work, and vice-versa. i'm gonna have a play around with it and see what i figure out, anyway.. some help would be greatly appreciated xD  --[[User:DJ Devil|DJ Devil]] 00:24, 21 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:okay, so i dont fully know why my hunters wouldnt hunt, but i now have THREE of them actively hunting 'til they run out of bolts. one of them still refuses to do a single thing, but that's also true of all his other tasks.. i dumped all the bows, ammo and quivers, reclaimed them, waited 'til they were back in the stockpiles, then asked them to re-equip (turned their hunting labours back on). as they had other jobs, it took a while, but two of them went after some prey once they'd done, with a bow, bolts, and a quiver. they continued until they ran out, which i believe is a current bug. then an indestructable titan showed up, and i had to 'end task', so tried it again with just dumping and reclaiming bows and quivers, which worked just aswell :]   i'm gonna presume it's something to do with the hunting/marksdwarves jobs clashing over which bows/bolts/quivers should be used, and the inability of the hunters to decipher between them (thus, not dropping a perfectly good hunting bow to pick up their military bow for military work, etc), and the quivers - if they have military bolts in them, they cant be used for hunting, and vice-versa. i think they definitely need to be dumped so the old ammo is cleaned out, before reequipping. i figured i'd bulletpoint a few tips, if it's not working for you...&lt;br /&gt;
* either they're a hunter, or a marksdwarf/soldier. both is buggy&lt;br /&gt;
* you must have a quiver per hunter to hold his bolts in.&lt;br /&gt;
* quivers need to be cleaned of previous bolts (via dumping of the quiver itself, or of the individual bolts held in the quiver(presumably, but dumping the quiver seems easier)). if the quiver was empty (like after your hunter had used the last of his bolts), then there are no problems.&lt;br /&gt;
* the arsenal dwarf must assign bolts to your hunters, specifically. i had my leader doing it along with the other 5 or so admin jobs, but have since employed a secondary bookkeeper to keep him free to &amp;quot;upgrade equipment manifests&amp;quot; and the like.&lt;br /&gt;
* once your hunters are out of bolts, and decide to bum about in the main hall, turn off their hunting labour, then put it back on again at some point (either immediately or after they've dumped their stuff - i dont think it makes a difference) for them to re-equip bolts (and possibly grab a new bow, too).&lt;br /&gt;
perhaps these (reworded) should be put on the wiki itself? i'm sure they could help other people in a similar predicament as i was :]&lt;br /&gt;
::i found out why it was, btw; known issue 0000605 - &amp;quot;When relieved from a squad, dwarves do not resume civilian jobs, even when squad is deleted entirely&amp;quot;. my first hunter was part of my military for a very short time before i assigned him to become a hunter. he started a combat drill, then i deleted the squad (cant remember the reason), and that's why he's not working as a hunter now, but the other 3 are. so apart from the arsenal dwarf delaying things, and i'm relatively sure the bolts affect things now and again (wrong material, or not the specifically assigned ones, etc), or the fact you gotta keep switching the hunting labour on and off.. i cant see too many problems with hunting in general--[[User:DJ Devil|DJ Devil]] 15:50, 9 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Old Information==&lt;br /&gt;
Hunting seems to have changed drastically, though it might be an effect of the bugs cursing the labor for the time being. So, I suggest not claiming that the old things havn't changed.&lt;br /&gt;
Those things that I have experienced (and can remember now) that this article might be incorrect in the article (Please confirm my experience, or the article) are as follows:&lt;br /&gt;
*Hunters seem to only use crossbows and bolts, they do not go at it with assigned weapons as in 40d, since weapons can only be assigned weapons if they are in a squad. The only thing you can assign your hunters is ammunition.&lt;br /&gt;
*Hunters will cancel hunting if they run out of bolts, and will not proceed to wrestle (or hammer, with crossbow) its prey down.&lt;br /&gt;
*Waterskins/flasks might not be that detrimental to hunters anymore, as dwarves in the military can be allowed alcohol in their waterskins/flasks, I'm not sure whether the same can be done for hunters, or whether they even carry waterskins/flasks. (This bullet is speculation)&lt;br /&gt;
--[[User:Ramperkash|Ramperkash]] 18:03, 8 April 2010 (UTC)&lt;br /&gt;
:Agreed. A lot of the stuff from the 40d article should just be culled. [[User:Garanis|Garanis]] 18:08, 8 April 2010 (UTC)&lt;br /&gt;
::This article just generally sucks. [[Special:Contributions/207.114.92.10|207.114.92.10]] 00:55, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Effect of Skill Levels? ==&lt;br /&gt;
Does anyone have any idea what happens as the skill gets higher? --[[User:Romeofalling|Romeofalling]] 19:45, 2 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:High skill, faster sneaking, less likely to be detected even after a few rounds of combat. At max, sneaking movement rate has no penalty, and it's possible to punch a colossus for a good couple of minutes before he notices you. Ranged ambushers probably make the most of this due to distance, esp with interference from melee squadmates.&lt;br /&gt;
: It's still kind of broken though (as of v.16), hostiles will still close in even if they don't detect the ambusher, and may attempt to swing, but usually miss. Also, fleeing NPCs and creatures will still run directly away from you even if unable to detect you. [[User:Uzu Bash|Uzu Bash]] 16:42, 13 October 2010 (UTC)&lt;br /&gt;
:: Well, imagine you're a giant hulking monster walking through the forest and suddenly an arrow flies out at you. Would you stand there dumbly, continue on your way, or go in the direction the arrow seemed to come from and try to root out the source of it? It feels like it's going against standard game mechanics, but this behavior is actually quite realistic for those more likely to fight than flee. No comment on panicked, fleeing people, though you'd imagine thieves might be so overly paranoid that a sound or split-second sighting that others might shrug off would catch their attention enough for their cowardly selves to get out of there. --[[User:Twilightdusk|Twilightdusk]] 00:22, 24 November 2010 (UTC)&lt;br /&gt;
::: It's more broken than simply homing in on the direction of ranged attacks; hostile NPC's and monsters move toward sneaking adventurers, and timid NPC's and animals flee away, even with no plausible environmental stimulus. Your comments don't show much familiarity with how it actually functions in adventure mode. [[User:Uzu Bash|Uzu Bash]] 22:07, 25 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Freebies ==&lt;br /&gt;
&lt;br /&gt;
Started out with an Ambusher/Marksman in v.18, and my hunter came with bismuth bronze equipment (crossbow and mail) and was packing silver bolts, not just leather and wood.&lt;br /&gt;
&lt;br /&gt;
== Natural resource depletion ==&lt;br /&gt;
&lt;br /&gt;
After some time of hunting new huntable animals stop to appear on the map. Is there some information on what triggers it?&lt;br /&gt;
I had made a fort in Joyous Wilds, and animals killed before new ones stopped appearing were 2 Cougars, 13 Unicorns and 16 Groundhogs.&lt;br /&gt;
Trigger factor was not population - animals stopped to appear between two immigration waves.&lt;br /&gt;
I didn't do much mining, just a 5x5 room for chairs/tables/beds.&lt;br /&gt;
It might be related to a number of killed animals or to a wealth. Had anybody done some Science on this subject?&lt;/div&gt;</summary>
		<author><name>Denspb</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Maximizing_framerate&amp;diff=135681</id>
		<title>v0.31 Talk:Maximizing framerate</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Maximizing_framerate&amp;diff=135681"/>
		<updated>2011-02-04T12:03:40Z</updated>

		<summary type="html">&lt;p&gt;Denspb: Link to Contaminants&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==World Gen editing to speed Fortress Mode==&lt;br /&gt;
&lt;br /&gt;
On an old slow computer, I have found that editing the world_gen.txt file in the date/init folder to help:&lt;br /&gt;
&lt;br /&gt;
 [CAVERN_LAYER_COUNT:3] - reduce for fewer cavern layers, so less fun, but more speed.&lt;br /&gt;
 [CAVERN_LAYER_OPENNESS_MIN:0]&lt;br /&gt;
 [CAVERN_LAYER_OPENNESS_MAX:20] not entirely sure what these do, but these were the figures when I stopped testing.&lt;br /&gt;
 [CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]&lt;br /&gt;
 [CAVERN_LAYER_PASSAGE_DENSITY_MAX:0] restricts the density of passages, at these figures the caves are not filled with tiny passages&lt;br /&gt;
&lt;br /&gt;
Since I haven't tested exhaustively I don't feel this should be on the front page yet. - JimiD&lt;br /&gt;
&lt;br /&gt;
==More World Gen editing to speed Fortress Mode==&lt;br /&gt;
&lt;br /&gt;
I did some similar testing but instead of changing the number of cavern layers I changed the size of the caverns themselves.  The defaults are '''Minimum Natural Cave Size 5, Maximum Natural Cave Size 25'''.  I lowered these to 4 and 12 and ended up with a map with less than 40 z levels below ground.  This significantly improved performance, load and save time without sacrificing the cave features.  In fact it's a little funner since I don't have to travel so far to get to magma.  Currently I'm running close to 50 dwarves and I'm noticing almost no hiccups or drop in frame rate(from 100).&lt;br /&gt;
&lt;br /&gt;
I have only tested this on one map and each cavern layer has exactly 5 z levels each which is odd.  More testing needs to be done to get exact figures but it does seem to be an excellent alternative to lowering the number of caves or the size of embark.  Using this method, increasing the embark size isn't out of the question. &lt;br /&gt;
&lt;br /&gt;
I tested this map on my 1.6GHZ EeePC Netbook and got a reliable framerate of 34, which is quite playable. - Lemunde&lt;br /&gt;
::maybe you are confusing rare '''natural caves''' (familiar from 40d version, home to megabeasts, see worldgen-exported sites_and_pops.txt) with the new Cavern Layers which are guaranteed under every embark area. (.31.12) --[[User:TomiTapio|TomiTapio]] 00:49, 26 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Importance of Speedup==&lt;br /&gt;
&lt;br /&gt;
I think this is a really important feature which should have a high priority. Maybe this page can get some special attention on the front page along with other pages with high priority?&lt;br /&gt;
A lot of people just don't play anymore with all of the graphics problems in this version, which is sad.&lt;br /&gt;
&lt;br /&gt;
Another possibility here is for an explanation of the various init.txt settings, they can really change a LOT in your performance. - Nether&lt;br /&gt;
:: try a 3x2 embark. --[[User:TomiTapio|TomiTapio]] 00:49, 26 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Obsolete for the current version in italic==&lt;br /&gt;
&lt;br /&gt;
I have changed the parts where it is explained that the action is obsolete for the current version into italic font. I believe that this is a minor change which makes the page a lot easier to read. &lt;br /&gt;
- Nether&lt;br /&gt;
&lt;br /&gt;
==How true is any of this?==&lt;br /&gt;
I've applied the various recommendations given here and noticed absolutely no speedup.  Getting rid of thousands of items by atom smashing or gifting to merchants? Nothing. Caging and uncaging fifty animals? Nothing. Blocking off the outside, or the cavern levels, with a locked door, a bridge, a floodgate, a channel? Nothing. Turning off my indoor waterfall was the only thing that seemed to help, getting me about 8FPS extra, from 25 to 33FPS with 105 dorfs. [[User:GhostDwemer|GhostDwemer]] 20:34, 10 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== PRINT_MODE: TEXT ==&lt;br /&gt;
&lt;br /&gt;
Changing PRINT_MODE to TEXT increases my framerate to max (linux). Certain keypresses are however not noticed in terminal, such as shift + arrow key as well as the function keys.&lt;br /&gt;
--[[User:Questionmark|Questionmark]] 21:03, 27 November 2010 (UTC)&lt;br /&gt;
:PRINT_MODE: TEXT (vs 2D) made zero difference for me on Linux (Ubuntu 10.04) [[Special:Contributions/202.156.10.234|202.156.10.234]] 13:08, 14 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Success Stories == &lt;br /&gt;
&lt;br /&gt;
Losing is {{l|Fun}}! But there's nothing fun about abandoning your fortress because the framerate has dropped to 6. For many, more fortresses are lost to FPS death than anything else, and improving framerate remains a something of a mystery. If you find something that works, please share it here.&lt;br /&gt;
&lt;br /&gt;
===From 40fps to 140fps===&lt;br /&gt;
&lt;br /&gt;
''pc: 2.2ghz 1.5gb ram. fortress: 2x2 embark, 40-50 dwarves, 130 animals. temp &amp;amp; weather off. 1 cavern''&lt;br /&gt;
&lt;br /&gt;
This fort ran at 150fps for a while but gradually after 11 years slowed to 27.&lt;br /&gt;
At this point I've focused my efforts exclusively on maximizing framerate, trying the usual tricks: &lt;br /&gt;
* Atom-smashing: no help AT ALL. &lt;br /&gt;
* Animal slaughtering / caging: gained 10-15fps for killing about 50 animals.&lt;br /&gt;
* Then I notice that my dwarves are FILTHY! Some having over 10+ pages of various blood and pus spatterings in their inventories.&lt;br /&gt;
I dig a crude bath, which consists of a hallway which dips down into a brief channel and back up before hitting a dead end.&lt;br /&gt;
I designate a Pond zone over the channel and the dwarves waste no time in drawing a bath (1/7 deep). &lt;br /&gt;
After designating a burrow on the other side of the bath, I order the entire fortress to it via the Alerts screen (restricting them to that burrow).&lt;br /&gt;
Immediately upon crossing the channel my framerate went from ~40 to ~140 and it is decided the fortress will live on!&lt;br /&gt;
&lt;br /&gt;
'''Conclusion''': The amount of items on the map and pathfinding were very minor causes of slowdown in my case. The increases gained from slaughtering animals may well have been from their [[Contaminant|contaminants]] being destroyed in the process rather than the pathing they were calculating. Above all, the contaminants were the cause of this fortresses near-demise. --[[User:Uninvited Guest|Uninvited Guest]] 07:27, 1 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===From 11fps to 24fps===&lt;br /&gt;
&lt;br /&gt;
''pc: 2.1ghz 2gb ram. fortress: 2x2 embark (i think), 110 dwarves, 100 animals.''&lt;br /&gt;
&lt;br /&gt;
As this was my first playthough, I didnt noticed any strange (only that the game was designed to be a bit too low) until I read somewhere about the framerate problems, so I activated mine to show them and saw i was at 11 fps!&lt;br /&gt;
&lt;br /&gt;
I found this guide, and followed the previous case example, I skipped killing animals, or smashing objects, and when straight for the dwarf-wash.&lt;br /&gt;
&lt;br /&gt;
I downloaded DFHacks (http://www.bay12forums.com/smf/index.php?topic=58809) and made some 7 high water blocks on some chocke points. After unpausing, the whole place was full of mud and blood, so used the dfcleanmap on the same utility pack to make then dissapear.&lt;br /&gt;
&lt;br /&gt;
My FPS went straight to 24 fps; Basically I now see everything x2 the speed i was used to see!&lt;br /&gt;
&lt;br /&gt;
BTW, be carefull with this method, I killed 3 dogs by accident as they smashed on other objects (tidal force I guess) and the 3 of them were pets of my main warrior, who is very angry now! I fear a lot of fun is comming xD&lt;br /&gt;
&lt;br /&gt;
'''Conclusion''': I did not tried any of the other methods, so I cant say they dont work, but I can say, that the filthiness of the dwarf population have a HUGE impact on FPS. &lt;br /&gt;
'''Krelian'''&lt;br /&gt;
&lt;br /&gt;
== Running water ==&lt;br /&gt;
&lt;br /&gt;
Nice work by DeMatt in tidying up this page.&lt;br /&gt;
&lt;br /&gt;
Is there any reason running water isn't mentioned?  I was under the impression brooks and rivers were big FPS killers, at least in previous versions.  Perhaps a sentence about having an off switch for any mist generators, too?&lt;br /&gt;
&lt;br /&gt;
[[User:Bognor|Bognor]] 14:39, 4 January 2011 (UTC)&lt;br /&gt;
:Short answer - I forgot.  So did Gzalzi.  So me using his revamp as a reference for my revamp missed it.  I'll go put a note in.  If it's something that is pretty much inarguable, feel free to add your own points;  take care to explain it clearly.  --[[User:DeMatt|DeMatt]] 19:19, 4 January 2011 (UTC)&lt;br /&gt;
::Yeah, I pretty much just edited the information that was already on the page to make it sound better, rather than adding anything else to it. --[[User:Gzalzi|Gzalzi]] 20:04, 4 January 2011 (UTC)&lt;br /&gt;
Cool, that was what I'd guessed... Glad it's in now.  Copyeditors/Wiki-gnomes are valuable creatures.  [[User:Bognor|Bognor]] 13:38, 5 January 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Denspb</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Denspb&amp;diff=135658</id>
		<title>User talk:Denspb</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Denspb&amp;diff=135658"/>
		<updated>2011-02-03T19:49:47Z</updated>

		<summary type="html">&lt;p&gt;Denspb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* To tell us who you are when you talk, please sign your posts on discussion pages by typing &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;--~~~~&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; after your posts. This can also be inserted with the [[Image:Button sig756222.png]] button if JavaScript is enabled.&lt;br /&gt;
* Generally, [[Dwarf_Fortress_Wiki:Community_Portal#We_are_doing_this.21_Let_us_do_it_right.|read and follow the rules.]] They're like a little constitution, except not boring! Really, read them.&lt;br /&gt;
&lt;br /&gt;
Regarding the change you made to seeds and the 200 seed cap, do you know if there's a location to change the maximum number of seeds or is this hard-coded somewhere not yet discovered? [[User:Grigarn|Grigarn]] 19:39, 3 February 2011 (UTC)&lt;br /&gt;
: It seems to be hard-coded in the binaries. --[[User:Denspb|Denspb]] 19:46, 3 February 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Denspb</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Denspb&amp;diff=135657</id>
		<title>User talk:Denspb</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Denspb&amp;diff=135657"/>
		<updated>2011-02-03T19:46:43Z</updated>

		<summary type="html">&lt;p&gt;Denspb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to this wiki! Dwarf Fortress rapidly becomes more complicated, and we're always glad to have new writers.&amp;lt;br&amp;gt;&lt;br /&gt;
Since you should try to follow wiki standards, and you probably don't know ours yet, we've made a list of basic guidelines. Note that this is a template, not a customized message for you.&lt;br /&gt;
* To tell us who you are when you talk, please sign your posts on discussion pages by typing &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;--~~~~&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; after your posts. This can also be inserted with the [[Image:Button sig756222.png]] button if JavaScript is enabled.&lt;br /&gt;
* Don't put a question mark in the title of a page. Question marks mess things up, and your page will be moved to a different name.&lt;br /&gt;
* When making comments on a talk page, use one more colon before each line in your comment than was used in the comment you reply to. In general, put exactly one empty line between comments by different users but do not use blank lines inside of a comment.&lt;br /&gt;
* Avoid making many small edits to a page. Instead, try to make one large edit. This makes the history of the page a lot easier to read.&lt;br /&gt;
* Don't edit the user page of another user. If you want to tell them something, add the comment to their talk page.&lt;br /&gt;
* If you put a comment at the bottom of a talk page with section headers, you've probably put it in a section. Putting things in the wrong sections is confusing. You can create a section!&lt;br /&gt;
* Generally, [[Dwarf_Fortress_Wiki:Community_Portal#We_are_doing_this.21_Let_us_do_it_right.|read and follow the rules.]] They're like a little constitution, except not boring! Really, read them.&lt;br /&gt;
&amp;lt;div align=center&amp;gt;&amp;lt;div style=&amp;quot;width: 28em; padding: 0.5em; margin-bottom: 0.5em; margin-top: 0.5em; border: 1px solid #ccc; background: #eee; text-align: center&amp;quot;&amp;gt;''&amp;quot;You have been processed! Go forth, now, and edit!&amp;quot; --[[User:Savok|Savok]]''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hi, welcome to the wiki. Look to the old version (40d:_____) for article organization - if at all possible, try to redirect individual, parallel topics to one umbrella article.  For instance, all attributes redirect to... [[attribute]]. Readya later. --[[User:Albedo|Albedo]] 18:36, 2 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Regarding the change you made to seeds and the 200 seed cap, do you know if there's a location to change the maximum number of seeds or is this hard-coded somewhere not yet discovered? [[User:Grigarn|Grigarn]] 19:39, 3 February 2011 (UTC)&lt;br /&gt;
: It seems to be hard-coded in the binaries. --[[User:Denspb|Denspb]] 19:46, 3 February 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Denspb</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Seed&amp;diff=135655</id>
		<title>v0.31:Seed</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Seed&amp;diff=135655"/>
		<updated>2011-02-03T18:30:46Z</updated>

		<summary type="html">&lt;p&gt;Denspb: Note about cap for seeds, amount of seeds in bag.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|08:00, 22 May 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
Seeds are used in {{l|farming}}. They can be stored in bags (100 seeds per bag), which can in turn be stored in barrels. They can be brought on embark or obtained by {{l|gather plants|gathering}} or growing the respective {{l|crops}}. When crops are eaten or used in {{l|brewing}}, they typically leave one or more plantable seeds. One notable exception is the {{l|Valley herb}} which will not leave behind seeds after processing. &lt;br /&gt;
There is a cap for number of seeds, once there are 200 seeds for one kind of plant, no seeds will be generated by either eating or {{l|brewing}} (saving a number of hauling jobs). Hitting the cap does not prevent player from buying extra seeds from traders.&lt;/div&gt;</summary>
		<author><name>Denspb</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Attribute&amp;diff=78157</id>
		<title>v0.31 Talk:Attribute</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Attribute&amp;diff=78157"/>
		<updated>2010-04-02T14:49:15Z</updated>

		<summary type="html">&lt;p&gt;Denspb: mental attributes.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Why is Agility on the attribute page, but every other attribute has its own page?  Should we redirect all the attributes individual pages to here and condense information, or put links here and give agility its own page? --[[User:Squirrelloid|Squirrelloid]] 14:29, 2 April 2010 (UTC)&lt;br /&gt;
:You know, screw it, the page proliferation is ridiculous, I'm consolidating. --[[User:Squirrelloid|Squirrelloid]] 14:39, 2 April 2010 (UTC)&lt;br /&gt;
:Here are strings for mental attributes:&lt;br /&gt;
awesome intellectual powers&lt;br /&gt;
great analytical abilities&lt;br /&gt;
a sharp intellect&lt;br /&gt;
a good intellect&lt;br /&gt;
a stunning lack of analytical ability&lt;br /&gt;
a lousy intellect&lt;br /&gt;
very bad analytical abilities&lt;br /&gt;
poor analytical abilities&lt;br /&gt;
&lt;br /&gt;
unbreakable focus&lt;br /&gt;
a great ability to focus&lt;br /&gt;
very good focus&lt;br /&gt;
the ability to focus&lt;br /&gt;
the absolute inability to focus&lt;br /&gt;
really poor focus&lt;br /&gt;
quite poor focus&lt;br /&gt;
poor focus&lt;br /&gt;
&lt;br /&gt;
an unbreakable will&lt;br /&gt;
an iron will&lt;br /&gt;
a lot of willpower&lt;br /&gt;
willpower&lt;br /&gt;
absolutely no willpower&lt;br /&gt;
next to no willpower&lt;br /&gt;
a large deficit of willpower&lt;br /&gt;
little willpower&lt;br /&gt;
&lt;br /&gt;
a boundless creative imagination&lt;br /&gt;
great creativity&lt;br /&gt;
very good creativity&lt;br /&gt;
good creativity&lt;br /&gt;
next to no creative talent&lt;br /&gt;
lousy creativity&lt;br /&gt;
poor creativity&lt;br /&gt;
meager creativity&lt;br /&gt;
&lt;br /&gt;
uncanny intuition&lt;br /&gt;
great intuition&lt;br /&gt;
very good intuition&lt;br /&gt;
good intuition&lt;br /&gt;
horrible intuition&lt;br /&gt;
lousy intuition&lt;br /&gt;
very bad intuition&lt;br /&gt;
bad intuition&lt;br /&gt;
absolutely boundless patience&lt;br /&gt;
&lt;br /&gt;
a deep well of patience&lt;br /&gt;
a great deal of patience&lt;br /&gt;
a sum of patience&lt;br /&gt;
no patience at all&lt;br /&gt;
very little patience&lt;br /&gt;
little patience&lt;br /&gt;
a shortage of patience&lt;br /&gt;
&lt;br /&gt;
an astonishing memory&lt;br /&gt;
an amazing memory&lt;br /&gt;
a great memory&lt;br /&gt;
a good memory&lt;br /&gt;
little memory to speak of&lt;br /&gt;
a really bad memory&lt;br /&gt;
a poor memory&lt;br /&gt;
an iffy memory&lt;br /&gt;
&lt;br /&gt;
an astonishing ability with languages and words&lt;br /&gt;
a great affinity for language&lt;br /&gt;
a natural inclination toward language&lt;br /&gt;
a way with words&lt;br /&gt;
difficulty with words and language&lt;br /&gt;
very little linguistic ability&lt;br /&gt;
little linguistic ability&lt;br /&gt;
a little difficulty with words&lt;br /&gt;
&lt;br /&gt;
a stunning feel for spatial relationships&lt;br /&gt;
an amazing spatial sense&lt;br /&gt;
a great feel for the surrounding space&lt;br /&gt;
a good spatial sense&lt;br /&gt;
no sense for spatial relationships&lt;br /&gt;
an atrocious spatial sense&lt;br /&gt;
poor spatial senses&lt;br /&gt;
a questionable spatial sense&lt;br /&gt;
&lt;br /&gt;
an astonishing knack for music&lt;br /&gt;
a great musical sense&lt;br /&gt;
a natural ability with music&lt;br /&gt;
a feel for music&lt;br /&gt;
absolutely no feel for music at all&lt;br /&gt;
next to no natural musical ability&lt;br /&gt;
little natural inclination toward music&lt;br /&gt;
an iffy sense for music&lt;br /&gt;
&lt;br /&gt;
an astounding feel for the position of own body&lt;br /&gt;
a great kinesthetic sense&lt;br /&gt;
a very good sense of the position of own body&lt;br /&gt;
a good kinesthetic sense&lt;br /&gt;
an unbelievably atrocious sense of the position of own body&lt;br /&gt;
a very clumsy kinesthetic sense&lt;br /&gt;
a poor kinesthetic sense&lt;br /&gt;
a meager kinesthetic sense&lt;br /&gt;
&lt;br /&gt;
an absolutely remarkable sense of others' emotions&lt;br /&gt;
a great sense of empathy&lt;br /&gt;
a very good sense of empathy&lt;br /&gt;
an ability to read emotions fairly well&lt;br /&gt;
the utter inability to judge others' emotions&lt;br /&gt;
next to no empathy&lt;br /&gt;
a very bad sense of empathy&lt;br /&gt;
poor empathy&lt;br /&gt;
&lt;br /&gt;
a shockingly profound feel for social relationships&lt;br /&gt;
a great feel for social relationships&lt;br /&gt;
a very good feel for social relationships&lt;br /&gt;
a good feel for social relationships&lt;br /&gt;
an absolute inability to understand social relationships&lt;br /&gt;
a lack of understanding of social relationships&lt;br /&gt;
a poor ability to manage or understand social relationships&lt;br /&gt;
a meager ability with social relationships&lt;br /&gt;
[[User:Denspb|Denspb]]&lt;/div&gt;</summary>
		<author><name>Denspb</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Endurance&amp;diff=78081</id>
		<title>v0.31:Endurance</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Endurance&amp;diff=78081"/>
		<updated>2010-04-02T12:56:15Z</updated>

		<summary type="html">&lt;p&gt;Denspb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DFNewVersion}}&lt;br /&gt;
{{NewVersionStub}}&lt;br /&gt;
Known attribute levels:&lt;br /&gt;
* absolutely inexhaustible&lt;br /&gt;
* indefatigable&lt;br /&gt;
* very slow to tire&lt;br /&gt;
* slow to tire&lt;br /&gt;
* truly quick to tire&lt;br /&gt;
* extremely quick to tire&lt;br /&gt;
* very quick to tire&lt;br /&gt;
* quick to tire&lt;/div&gt;</summary>
		<author><name>Denspb</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Toughness&amp;diff=78080</id>
		<title>v0.31:Toughness</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Toughness&amp;diff=78080"/>
		<updated>2010-04-02T12:55:37Z</updated>

		<summary type="html">&lt;p&gt;Denspb: Created page with '{{DFNewVersion}} {{NewVersionStub}}  Known attribute levels: * basically unbreakable * incredibly tough * quite durable * tough * shockingly fragile * remarkably flimsy * very fl…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DFNewVersion}}&lt;br /&gt;
{{NewVersionStub}}&lt;br /&gt;
&lt;br /&gt;
Known attribute levels:&lt;br /&gt;
* basically unbreakable&lt;br /&gt;
* incredibly tough&lt;br /&gt;
* quite durable&lt;br /&gt;
* tough&lt;br /&gt;
* shockingly fragile&lt;br /&gt;
* remarkably flimsy&lt;br /&gt;
* very flimsy&lt;br /&gt;
* flimsy&lt;/div&gt;</summary>
		<author><name>Denspb</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Agility&amp;diff=78079</id>
		<title>v0.31:Agility</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Agility&amp;diff=78079"/>
		<updated>2010-04-02T12:54:48Z</updated>

		<summary type="html">&lt;p&gt;Denspb: Created page with '{{DFNewVersion}} {{NewVersionStub}}  Known attribute levels: * amazingly agile * extremely agile * very agile * agile  * abysmally clumsy * totally clumsy * quite clumsy * clumsy'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DFNewVersion}}&lt;br /&gt;
{{NewVersionStub}}&lt;br /&gt;
&lt;br /&gt;
Known attribute levels:&lt;br /&gt;
* amazingly agile&lt;br /&gt;
* extremely agile&lt;br /&gt;
* very agile&lt;br /&gt;
* agile&lt;br /&gt;
&lt;br /&gt;
* abysmally clumsy&lt;br /&gt;
* totally clumsy&lt;br /&gt;
* quite clumsy&lt;br /&gt;
* clumsy&lt;/div&gt;</summary>
		<author><name>Denspb</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Strength&amp;diff=78078</id>
		<title>v0.31:Strength</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Strength&amp;diff=78078"/>
		<updated>2010-04-02T12:52:56Z</updated>

		<summary type="html">&lt;p&gt;Denspb: Created page with '{{DFNewVersion}} {{NewVersionStub}} Known attribute levels:  * unbelievably strong * mighty * very strong * strong * unfathomably weak * unquestionably weak * very weak * weak'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DFNewVersion}}&lt;br /&gt;
{{NewVersionStub}}&lt;br /&gt;
Known attribute levels:&lt;br /&gt;
&lt;br /&gt;
* unbelievably strong&lt;br /&gt;
* mighty&lt;br /&gt;
* very strong&lt;br /&gt;
* strong&lt;br /&gt;
* unfathomably weak&lt;br /&gt;
* unquestionably weak&lt;br /&gt;
* very weak&lt;br /&gt;
* weak&lt;/div&gt;</summary>
		<author><name>Denspb</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Disease_resistance&amp;diff=78077</id>
		<title>v0.31:Disease resistance</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Disease_resistance&amp;diff=78077"/>
		<updated>2010-04-02T12:51:24Z</updated>

		<summary type="html">&lt;p&gt;Denspb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DFNewVersion}}&lt;br /&gt;
{{NewVersionStub}}&lt;br /&gt;
Known attribute levels:&lt;br /&gt;
* virtually never sick&lt;br /&gt;
* almost never sick&lt;br /&gt;
* very rarely sick&lt;br /&gt;
* rarely sick&lt;br /&gt;
* stunningly susceptible to disease&lt;br /&gt;
* really susceptible to disease&lt;br /&gt;
* quite susceptible to disease&lt;br /&gt;
* susceptible to disease&lt;/div&gt;</summary>
		<author><name>Denspb</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Recuperation&amp;diff=78076</id>
		<title>v0.31:Recuperation</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Recuperation&amp;diff=78076"/>
		<updated>2010-04-02T12:50:36Z</updated>

		<summary type="html">&lt;p&gt;Denspb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DFNewVersion}}&lt;br /&gt;
{{NewVersionStub}}&lt;br /&gt;
Known levels of attribute:&lt;br /&gt;
* possessed of amazing recuperative powers&lt;br /&gt;
* incredibly quick to heal&lt;br /&gt;
* quite quick to heal&lt;br /&gt;
* quick to heal&lt;br /&gt;
* shockingly slow to heal&lt;br /&gt;
* really slow to heal&lt;br /&gt;
* very slow to heal&lt;br /&gt;
* slow to heal&lt;/div&gt;</summary>
		<author><name>Denspb</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Fire_man&amp;diff=53955</id>
		<title>40d Talk:Fire man</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Fire_man&amp;diff=53955"/>
		<updated>2009-10-05T18:13:23Z</updated>

		<summary type="html">&lt;p&gt;Denspb: /* Fire Men and Ocean Waves */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==drowning?==&lt;br /&gt;
They have the tag [nobreathe]. Do they actually drown? The alternate method of fighting them with drowning rooms doesn't seem like it would work. Do stone fall traps work? I've captured one so I guess I can experiment. I just thought my experiments might go quicker if someone already knew. So far the fire man is doing just fine being underwater. It's fellow cellmates (goblins) all drown (and were beaten badly by the fire man as they drown) &amp;amp; the water level in there is 7/7.  [[User:AmisiBastet|AmisiBastet]] 21:12, 28 September 2008 (EDT)&lt;br /&gt;
:The tag &amp;lt;tt&amp;gt;[NOBREATHE]&amp;lt;/tt&amp;gt; means that the creature does not need to breathe - all lava-swimming entities need this to be able to traverse the entire tube. Otherwise they'd drown. So they won't drown. Also, there is no strangling a creature with &amp;lt;tt&amp;gt;[NOBREATHE]&amp;lt;/tt&amp;gt;, nor can you make it winded by puncturing its lungs. --[[User:GreyMario|GreyMaria]] 21:59, 28 September 2008 (EDT)&lt;br /&gt;
::Thanks! Oh! And the stone-fall trap killed the fire man. --[[User:AmisiBastet|AmisiBastet]] 23:02, 28 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==protecting workshops==&lt;br /&gt;
I am a little confused about the fourth step in stopping fire men from attacking smelters.  Could someone put up a diagram of how the walls should &amp;quot;box in the lava squares?&amp;quot;--[[User:Zipdog|Zipdog]] 23:25, 15 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Yeah, I was hoping for a diagram as well when I came to this page. I think it means though to put walls on the side of the channel going up to where the steel bars are and just preventing the fire men from escaping the boxed in area. However, I still can't see how this helps eliminate fire men and beyond that, all of these suggestions for protecting against them seem to result in not being able to use the magma for working.[[User:Shardok|Shardok]] 18:05, 3 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Poorly written, fixed (I hope).  Shard' has it right.  What the OP was saying was to use walls to keep the mm's from escaping the channel ''before'' the bars/fortifications.  But that whole description made several narrow assumptions - I believe it now is both clearer and more widely applicable.  --[[User:Albedo|Albedo]] 19:43, 3 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Insta-death? ==&lt;br /&gt;
&lt;br /&gt;
I stationed my wrestlers somewhere past where a fire man was, and it seemed like they were just walking to there station but the fire man threw a fireball at one and that was it. After a couple seconds i was really confused so i looked at all the units on the map and it said the fire man was deceased, when i zoomed in on him i only saw his lower body. I still can't find his upper body. Did he explode himself with the fireball or something?&lt;br /&gt;
&lt;br /&gt;
== Fire Men and Ocean Waves ==&lt;br /&gt;
It looks a bit strange, but fire men can walk in ocean waves and even get Water Coverings over their body parts. (Temperature is turned on in init file).&lt;br /&gt;
--[[User:Denspb|Denspb]] 18:13, 5 October 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Denspb</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Fire_man&amp;diff=53954</id>
		<title>40d Talk:Fire man</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Fire_man&amp;diff=53954"/>
		<updated>2009-10-05T18:12:38Z</updated>

		<summary type="html">&lt;p&gt;Denspb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==drowning?==&lt;br /&gt;
They have the tag [nobreathe]. Do they actually drown? The alternate method of fighting them with drowning rooms doesn't seem like it would work. Do stone fall traps work? I've captured one so I guess I can experiment. I just thought my experiments might go quicker if someone already knew. So far the fire man is doing just fine being underwater. It's fellow cellmates (goblins) all drown (and were beaten badly by the fire man as they drown) &amp;amp; the water level in there is 7/7.  [[User:AmisiBastet|AmisiBastet]] 21:12, 28 September 2008 (EDT)&lt;br /&gt;
:The tag &amp;lt;tt&amp;gt;[NOBREATHE]&amp;lt;/tt&amp;gt; means that the creature does not need to breathe - all lava-swimming entities need this to be able to traverse the entire tube. Otherwise they'd drown. So they won't drown. Also, there is no strangling a creature with &amp;lt;tt&amp;gt;[NOBREATHE]&amp;lt;/tt&amp;gt;, nor can you make it winded by puncturing its lungs. --[[User:GreyMario|GreyMaria]] 21:59, 28 September 2008 (EDT)&lt;br /&gt;
::Thanks! Oh! And the stone-fall trap killed the fire man. --[[User:AmisiBastet|AmisiBastet]] 23:02, 28 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==protecting workshops==&lt;br /&gt;
I am a little confused about the fourth step in stopping fire men from attacking smelters.  Could someone put up a diagram of how the walls should &amp;quot;box in the lava squares?&amp;quot;--[[User:Zipdog|Zipdog]] 23:25, 15 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Yeah, I was hoping for a diagram as well when I came to this page. I think it means though to put walls on the side of the channel going up to where the steel bars are and just preventing the fire men from escaping the boxed in area. However, I still can't see how this helps eliminate fire men and beyond that, all of these suggestions for protecting against them seem to result in not being able to use the magma for working.[[User:Shardok|Shardok]] 18:05, 3 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Poorly written, fixed (I hope).  Shard' has it right.  What the OP was saying was to use walls to keep the mm's from escaping the channel ''before'' the bars/fortifications.  But that whole description made several narrow assumptions - I believe it now is both clearer and more widely applicable.  --[[User:Albedo|Albedo]] 19:43, 3 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Insta-death? ==&lt;br /&gt;
&lt;br /&gt;
I stationed my wrestlers somewhere past where a fire man was, and it seemed like they were just walking to there station but the fire man threw a fireball at one and that was it. After a couple seconds i was really confused so i looked at all the units on the map and it said the fire man was deceased, when i zoomed in on him i only saw his lower body. I still can't find his upper body. Did he explode himself with the fireball or something?&lt;br /&gt;
&lt;br /&gt;
== Fire Men and Ocean Waves ==&lt;br /&gt;
It looks a bit strange, but fire men can walk in ocean waves and even get Water Coverings over their body parts. (Temperature is turned on in init file).&lt;/div&gt;</summary>
		<author><name>Denspb</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Denspb&amp;diff=50297</id>
		<title>User:Denspb</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Denspb&amp;diff=50297"/>
		<updated>2009-08-03T13:48:14Z</updated>

		<summary type="html">&lt;p&gt;Denspb: Some more fields&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Hacking]]&lt;br /&gt;
I'm planning to continue [[User:Rick/Save_research|Save file research]] started by [[User:Rick]].&lt;br /&gt;
&lt;br /&gt;
I am currently trying to investigate Entity  structure (Civilization Structure in research above).&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Size&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Name&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| short&lt;br /&gt;
| Type of entity&lt;br /&gt;
| 0 for Civilization, 1 for Group, 5 for Religion. Entities with value 3 are not displayed in list of entities in Legends mode. May mean &amp;quot;dead&amp;quot; entities.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| int&lt;br /&gt;
| ID&lt;br /&gt;
| Entity ID&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| DFString&lt;br /&gt;
| EntityRawName&lt;br /&gt;
| Name of Entity. For non-modded DF will be FOREST/EVIL/SKULKING/MOUNTAIN/PLAINS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Short&lt;br /&gt;
| Unknown 0&lt;br /&gt;
| Observed values (in medium-sized world) are -10 to 75.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Short&lt;br /&gt;
| Unknown 1&lt;br /&gt;
| Observed values (in medium-sized world) are -10 to 103.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| int&lt;br /&gt;
| Unknown 2&lt;br /&gt;
| Looks like some ID, not sequential, but unique.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| int&lt;br /&gt;
| Unknown 3&lt;br /&gt;
| non-zero only for civilizaions, observed values : 1, 4, 5, 6, 18, 21, 26, 27, 32, 37, 38, 42, 47, 54, 66, 68, 74, 94&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Short&lt;br /&gt;
| Unknown 4 - zero&lt;br /&gt;
| Only observed value was 0. May be some String.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Byte&lt;br /&gt;
| Unknown 5 - one&lt;br /&gt;
| Only observed value was 1&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| DFString&lt;br /&gt;
| KoboldName&lt;br /&gt;
| Non-empty only for SKULKING entities, contains name.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Short&lt;br /&gt;
| Unknown 6 - zero&lt;br /&gt;
| Only observed value was 0. May be some String.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 7*2 = 14&lt;br /&gt;
| 7 * Short&lt;br /&gt;
| Entity Name&lt;br /&gt;
| 7 values, either -1 or index of word in dictionary. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Int&lt;br /&gt;
| Unknown 7 - zero&lt;br /&gt;
| Only observed value was 0. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Short&lt;br /&gt;
| Unknown 8 &lt;br /&gt;
| Only observed values were 0 and 2.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Short&lt;br /&gt;
| Unknown 9&lt;br /&gt;
| Only observed values were 0 and 2.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Short&lt;br /&gt;
| Unknown 10&lt;br /&gt;
| Only observed values were 0, 1, 2 and 3.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Short&lt;br /&gt;
| Unknown 11&lt;br /&gt;
| Only observed values were 0 and 1.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Short&lt;br /&gt;
| Unknown 12&lt;br /&gt;
| Only observed values were 0, 1 and 8.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Int&lt;br /&gt;
| Civilization ID?&lt;br /&gt;
| -1 for SKULKING entities. Seems to be a Civilization id for others.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Short&lt;br /&gt;
| Unknown 13&lt;br /&gt;
| Observed values 0, 3, 13, 16, 18. 0 iff SKULKING. 5 iff type=5 (Religion). 3 iff type=0 (Civilization). No rule found in other cases. Looks like some flag or reference.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Short&lt;br /&gt;
| Creature ID&lt;br /&gt;
| Index of creature for this civilizaion (Dwarf/Elf/Human/etc)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Int&lt;br /&gt;
| Unknown 14&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| ShortList&lt;br /&gt;
| Unknown 15&lt;br /&gt;
| 0 length for Religion and FOREST&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| ShortList&lt;br /&gt;
| Unknown 16&lt;br /&gt;
| 0 length for Religion and EVIL/SKULKING, 1 for others&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| ShortList&lt;br /&gt;
| Unknown 17&lt;br /&gt;
| 0 length for Religion, 0, 1 or 2 or rest&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| ShortList&lt;br /&gt;
| Unknown 18&lt;br /&gt;
| 0 length for Religion&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| ShortList&lt;br /&gt;
| Unknown 19&lt;br /&gt;
| 0 length for Religion&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Int&lt;br /&gt;
| Unknown 20 - zero&lt;br /&gt;
| Only observed value was 0. May be some ShortList&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Int&lt;br /&gt;
| Unknown 21 - zero&lt;br /&gt;
| Only observed value was 0. May be some ShortList&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| ShortList&lt;br /&gt;
| Unknown 22 &lt;br /&gt;
| Seems like contents is all-zeroes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| ShortList&lt;br /&gt;
| Unknown 23&lt;br /&gt;
| Have same length as previous list.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| ShortList&lt;br /&gt;
| Unknown 24&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| ShortList&lt;br /&gt;
| Unknown 25&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| ShortList&lt;br /&gt;
| Unknown 26&lt;br /&gt;
| Have same length as previous list.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| ShortList&lt;br /&gt;
| Unknown 27 &lt;br /&gt;
| Seems like contents is all-zeroes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| ShortList&lt;br /&gt;
| Unknown 28&lt;br /&gt;
| Have same length as previous list.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| ShortList&lt;br /&gt;
| Unknown 29&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| ShortList&lt;br /&gt;
| Unknown 30&lt;br /&gt;
| Have same length as previous list.&lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| ShortList&lt;br /&gt;
| Unknown 31&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| ShortList&lt;br /&gt;
| Unknown 32&lt;br /&gt;
| Have same length as previous list.&lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| ShortList&lt;br /&gt;
| Unknown 33&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| ShortList&lt;br /&gt;
| Unknown 34&lt;br /&gt;
| Have same length as previous list.&lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| ShortList&lt;br /&gt;
| Unknown 35&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| ShortList&lt;br /&gt;
| Unknown 36&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| ShortList&lt;br /&gt;
| Unknown 37&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| ShortList&lt;br /&gt;
| Unknown 38&lt;br /&gt;
| Length is either 0 or 4. If it is 4, there will be 3 values 0000 and one 4e00.&lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| ShortList&lt;br /&gt;
| Unknown 39&lt;br /&gt;
| Have same length as previous list. Values seem to be all - FFFF's&lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| ShortList&lt;br /&gt;
| Unknown 40&lt;br /&gt;
| Have same length as previous list. &lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| ShortList&lt;br /&gt;
| Unknown 41&lt;br /&gt;
| Have same length as previous list. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| ShortList&lt;br /&gt;
| Unknown 42&lt;br /&gt;
| 0 length for Religion or FOREST, 1 for others&lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| ShortList&lt;br /&gt;
| Unknown 43&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| ShortList&lt;br /&gt;
| Unknown 44&lt;br /&gt;
| Observer lengths were 0, 1, 2&lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| ShortList&lt;br /&gt;
| Unknown 45&lt;br /&gt;
| Observer lengths were 0, 1, 2, but they're not necessary same as previous.&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Int&lt;br /&gt;
| Unknown 46 - zero&lt;br /&gt;
| Only observed value was 0. May be some ShortList&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| ShortList&lt;br /&gt;
| Unknown 47&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| ShortList&lt;br /&gt;
| Unknown 48&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| ShortList&lt;br /&gt;
| Unknown 49&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| ShortList&lt;br /&gt;
| Unknown 50&lt;br /&gt;
| Only MOUNTAIN has non-zero length&lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| ShortList&lt;br /&gt;
| Unknown 51&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Int&lt;br /&gt;
| Unknown 52 - zero&lt;br /&gt;
| Only observed value was 0. May be some ShortList&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Int&lt;br /&gt;
| Unknown 53 - zero&lt;br /&gt;
| Only observed value was 0. May be some ShortList&lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| ShortList&lt;br /&gt;
| Unknown 54&lt;br /&gt;
| Observed length either 0 or 1&lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| ShortList&lt;br /&gt;
| Unknown 55&lt;br /&gt;
| Observed length either 0 or 1&lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| ShortList&lt;br /&gt;
| Unknown 56&lt;br /&gt;
| Observed length either 0 or 2 (some PLAINS)&lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| ShortList&lt;br /&gt;
| Unknown 57&lt;br /&gt;
| Same length as prev???&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Short&lt;br /&gt;
| Unknown 58&lt;br /&gt;
| Only observed value is FFFF = -1&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Short&lt;br /&gt;
| Unknown 59&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Short&lt;br /&gt;
| Unknown 60&lt;br /&gt;
| Only observed value is FFFF = -1&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Short&lt;br /&gt;
| Unknown 61&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Short&lt;br /&gt;
| Unknown 62&lt;br /&gt;
| Only observed value is FFFF = -1&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Short&lt;br /&gt;
| Unknown 63&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| ShortList&lt;br /&gt;
| Unknown 64&lt;br /&gt;
| Observed length is either 0 or 1&lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| ShortList&lt;br /&gt;
| Unknown 65&lt;br /&gt;
| Observed length is same for all entities that have same EntityRawName&lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| ShortList&lt;br /&gt;
| Unknown 66&lt;br /&gt;
| Observed length is same for all entities that represent a Civilization entity and groups that belong to it.&lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| ShortList&lt;br /&gt;
| Unknown 67&lt;br /&gt;
| Observed lengths are 1 and 2&lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| ShortList&lt;br /&gt;
| Unknown 68&lt;br /&gt;
| Observed lengths are 0 for SKULKING, 3 and 4 for rest&lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| ShortList&lt;br /&gt;
| Unknown 69&lt;br /&gt;
| Observed lengths are 0 for SKULKING, 2 and 3 for rest&lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| ShortList&lt;br /&gt;
| Unknown 70&lt;br /&gt;
| Observed lengths are 0 for SKULKING,  3,4,5 for rest&lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| ShortList&lt;br /&gt;
| Unknown 71&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| ShortList&lt;br /&gt;
| Unknown 72&lt;br /&gt;
| Observed lengths are 0 for SKULKING, 2 for rest&lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| ShortList&lt;br /&gt;
| Unknown 73&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| ShortList&lt;br /&gt;
| Unknown 74&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| ShortList&lt;br /&gt;
| Unknown 75&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| ShortList&lt;br /&gt;
| Unknown 76&lt;br /&gt;
| Observed lengths are 0 and 1&lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| ShortList&lt;br /&gt;
| Unknown 77&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| ShortList&lt;br /&gt;
| Unknown 78&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| ShortList&lt;br /&gt;
| Unknown 79&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| ShortList&lt;br /&gt;
| Unknown 80&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| ShortList&lt;br /&gt;
| Unknown 81&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| ShortList&lt;br /&gt;
| Unknown 82&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| ShortList&lt;br /&gt;
| Unknown 83&lt;br /&gt;
| This field and following 4 fields have same length&lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| ShortList&lt;br /&gt;
| Unknown 84&lt;br /&gt;
| Same length as above&lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| ShortList&lt;br /&gt;
| Unknown 85&lt;br /&gt;
| Same length as above&lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| ShortList&lt;br /&gt;
| Unknown 86&lt;br /&gt;
| Same length as above&lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| ShortList&lt;br /&gt;
| Unknown 87&lt;br /&gt;
| Same length as above&lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| ShortList&lt;br /&gt;
| Unknown 88&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| ShortList&lt;br /&gt;
| Unknown 89&lt;br /&gt;
| Same length as above&lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| ShortList&lt;br /&gt;
| Unknown 90&lt;br /&gt;
| Pretty rare has non-zero length&lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| ShortList&lt;br /&gt;
| Unknown 91&lt;br /&gt;
| Same length as above&lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| IntList&lt;br /&gt;
| Unknown 92&lt;br /&gt;
| Same length as above. Note that it is an list of 4-byte ints&lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| ByteList&lt;br /&gt;
| Unknown 93&lt;br /&gt;
| Size = number of creatures&lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| ByteList&lt;br /&gt;
| Unknown 94&lt;br /&gt;
| Size = number of creatures&lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| ByteList&lt;br /&gt;
| Unknown 95&lt;br /&gt;
| Size = number of plants&lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| ByteList&lt;br /&gt;
| Unknown 96&lt;br /&gt;
| Size = number of plants&lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| ByteList&lt;br /&gt;
| Unknown 97&lt;br /&gt;
| Size = number of wood&lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| ByteList&lt;br /&gt;
| Unknown 98&lt;br /&gt;
| Size = number of wood&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| int&lt;br /&gt;
| Unknown 99 - zero&lt;br /&gt;
| Only observed value was 0. May be some list.&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| int&lt;br /&gt;
| Unknown 100 - zero&lt;br /&gt;
| Only observed value was 0. May be some list.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
More coming later.&lt;/div&gt;</summary>
		<author><name>Denspb</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Denspb&amp;diff=50296</id>
		<title>User:Denspb</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Denspb&amp;diff=50296"/>
		<updated>2009-08-03T13:23:55Z</updated>

		<summary type="html">&lt;p&gt;Denspb: Fix link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Hacking]]&lt;br /&gt;
I'm planning to continue [[User:Rick/Save_research|Save file research]] started by [[User:Rick]].&lt;br /&gt;
&lt;br /&gt;
I am currently trying to investigate Entity  structure (Civilization Structure in research above).&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Size&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Name&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| short&lt;br /&gt;
| Type of entity&lt;br /&gt;
| 0 for Civilization, 1 for Group, 5 for Religion. Entities with value 3 are not displayed in list of entities in Legends mode. May mean &amp;quot;dead&amp;quot; entities.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| int&lt;br /&gt;
| ID&lt;br /&gt;
| Entity ID&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| DFString&lt;br /&gt;
| EntityRawName&lt;br /&gt;
| Name of Entity. For non-modded DF will be FOREST/EVIL/SKULKING/MOUNTAIN/PLAINS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Short&lt;br /&gt;
| Unknown 0&lt;br /&gt;
| Observed values (in medium-sized world) are -10 to 75.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Short&lt;br /&gt;
| Unknown 1&lt;br /&gt;
| Observed values (in medium-sized world) are -10 to 103.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| int&lt;br /&gt;
| Unknown 2&lt;br /&gt;
| Looks like some ID, not sequential, but unique.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| int&lt;br /&gt;
| Unknown 3&lt;br /&gt;
| non-zero only for civilizaions, observed values : 1, 4, 5, 6, 18, 21, 26, 27, 32, 37, 38, 42, 47, 54, 66, 68, 74, 94&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Short&lt;br /&gt;
| Unknown 4 - zero&lt;br /&gt;
| Only observed value was 0. May be some String.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Byte&lt;br /&gt;
| Unknown 5 - one&lt;br /&gt;
| Only observed value was 1&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| DFString&lt;br /&gt;
| KoboldName&lt;br /&gt;
| Non-empty only for SKULKING entities, contains name.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Short&lt;br /&gt;
| Unknown 6 - zero&lt;br /&gt;
| Only observed value was 0. May be some String.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 7*2 = 14&lt;br /&gt;
| 7 * Short&lt;br /&gt;
| Entity Name&lt;br /&gt;
| 7 values, either -1 or index of word in dictionary. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Int&lt;br /&gt;
| Unknown 7 - zero&lt;br /&gt;
| Only observed value was 0. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Short&lt;br /&gt;
| Unknown 8 &lt;br /&gt;
| Only observed values were 0 and 2.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Short&lt;br /&gt;
| Unknown 9&lt;br /&gt;
| Only observed values were 0 and 2.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Short&lt;br /&gt;
| Unknown 10&lt;br /&gt;
| Only observed values were 0, 1, 2 and 3.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Short&lt;br /&gt;
| Unknown 11&lt;br /&gt;
| Only observed values were 0 and 1.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Short&lt;br /&gt;
| Unknown 12&lt;br /&gt;
| Only observed values were 0, 1 and 8.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Int&lt;br /&gt;
| Civilization ID?&lt;br /&gt;
| -1 for SKULKING entities. Seems to be a Civilization id for others.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Short&lt;br /&gt;
| Unknown 13&lt;br /&gt;
| Observed values 0, 3, 13, 16, 18. 0 iff SKULKING. 5 iff type=5 (Religion). 3 iff type=0 (Civilization). No rule found in other cases. Looks like some flag or reference.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Short&lt;br /&gt;
| Creature ID&lt;br /&gt;
| Index of creature for this civilizaion (Dwarf/Elf/Human/etc)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Int&lt;br /&gt;
| Unknown 14&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| ShortList&lt;br /&gt;
| Unknown 15&lt;br /&gt;
| 0 length for Religion and FOREST&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| ShortList&lt;br /&gt;
| Unknown 16&lt;br /&gt;
| 0 length for Religion and EVIL/SKULKING, 1 for others&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| ShortList&lt;br /&gt;
| Unknown 17&lt;br /&gt;
| 0 length for Religion, 0, 1 or 2 or rest&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| ShortList&lt;br /&gt;
| Unknown 18&lt;br /&gt;
| 0 length for Religion&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| ShortList&lt;br /&gt;
| Unknown 19&lt;br /&gt;
| 0 length for Religion&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Int&lt;br /&gt;
| Unknown 20 - zero&lt;br /&gt;
| Only observed value was 0. May be some ShortList&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Int&lt;br /&gt;
| Unknown 21 - zero&lt;br /&gt;
| Only observed value was 0. May be some ShortList&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| ShortList&lt;br /&gt;
| Unknown 22 &lt;br /&gt;
| Seems like contents is all-zeroes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| ShortList&lt;br /&gt;
| Unknown 23&lt;br /&gt;
| Have same length as previous list.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| ShortList&lt;br /&gt;
| Unknown 24&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| ShortList&lt;br /&gt;
| Unknown 25&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| ShortList&lt;br /&gt;
| Unknown 26&lt;br /&gt;
| Have same length as previous list.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| ShortList&lt;br /&gt;
| Unknown 27 &lt;br /&gt;
| Seems like contents is all-zeroes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| ShortList&lt;br /&gt;
| Unknown 28&lt;br /&gt;
| Have same length as previous list.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| ShortList&lt;br /&gt;
| Unknown 29&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| ShortList&lt;br /&gt;
| Unknown 30&lt;br /&gt;
| Have same length as previous list.&lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| ShortList&lt;br /&gt;
| Unknown 31&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| ShortList&lt;br /&gt;
| Unknown 32&lt;br /&gt;
| Have same length as previous list.&lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| ShortList&lt;br /&gt;
| Unknown 33&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| ShortList&lt;br /&gt;
| Unknown 34&lt;br /&gt;
| Have same length as previous list.&lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| ShortList&lt;br /&gt;
| Unknown 35&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| ShortList&lt;br /&gt;
| Unknown 36&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| ShortList&lt;br /&gt;
| Unknown 37&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| ShortList&lt;br /&gt;
| Unknown 38&lt;br /&gt;
| Length is either 0 or 4. If it is 4, there will be 3 values 0000 and one 4e00.&lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| ShortList&lt;br /&gt;
| Unknown 39&lt;br /&gt;
| Have same length as previous list. Values seem to be all - FFFF's&lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| ShortList&lt;br /&gt;
| Unknown 40&lt;br /&gt;
| Have same length as previous list. &lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| ShortList&lt;br /&gt;
| Unknown 41&lt;br /&gt;
| Have same length as previous list. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| ShortList&lt;br /&gt;
| Unknown 42&lt;br /&gt;
| 0 length for Religion or FOREST, 1 for others&lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| ShortList&lt;br /&gt;
| Unknown 43&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| ShortList&lt;br /&gt;
| Unknown 44&lt;br /&gt;
| Observer lengths were 0, 1, 2&lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| ShortList&lt;br /&gt;
| Unknown 45&lt;br /&gt;
| Observer lengths were 0, 1, 2, but they're not necessary same as previous.&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Int&lt;br /&gt;
| Unknown 46 - zero&lt;br /&gt;
| Only observed value was 0. May be some ShortList&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| ShortList&lt;br /&gt;
| Unknown 47&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| ShortList&lt;br /&gt;
| Unknown 48&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| ShortList&lt;br /&gt;
| Unknown 49&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| ShortList&lt;br /&gt;
| Unknown 50&lt;br /&gt;
| Only MOUNTAIN has non-zero length&lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| ShortList&lt;br /&gt;
| Unknown 51&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Int&lt;br /&gt;
| Unknown 52 - zero&lt;br /&gt;
| Only observed value was 0. May be some ShortList&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Int&lt;br /&gt;
| Unknown 53 - zero&lt;br /&gt;
| Only observed value was 0. May be some ShortList&lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| ShortList&lt;br /&gt;
| Unknown 54&lt;br /&gt;
| Observed length either 0 or 1&lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| ShortList&lt;br /&gt;
| Unknown 55&lt;br /&gt;
| Observed length either 0 or 1&lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| ShortList&lt;br /&gt;
| Unknown 56&lt;br /&gt;
| Observed length either 0 or 2 (some PLAINS)&lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| ShortList&lt;br /&gt;
| Unknown 57&lt;br /&gt;
| Same length as prev???&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Short&lt;br /&gt;
| Unknown 58&lt;br /&gt;
| Only observed value is FFFF = -1&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Short&lt;br /&gt;
| Unknown 59&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Short&lt;br /&gt;
| Unknown 60&lt;br /&gt;
| Only observed value is FFFF = -1&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Short&lt;br /&gt;
| Unknown 61&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Short&lt;br /&gt;
| Unknown 62&lt;br /&gt;
| Only observed value is FFFF = -1&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Short&lt;br /&gt;
| Unknown 63&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
More coming later.&lt;/div&gt;</summary>
		<author><name>Denspb</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Denspb&amp;diff=50295</id>
		<title>User:Denspb</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Denspb&amp;diff=50295"/>
		<updated>2009-08-03T13:13:00Z</updated>

		<summary type="html">&lt;p&gt;Denspb: Some more fields&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I'm planning to continue [[http://www.dwarffortresswiki.net/index.php/User:Rick/Save_research|Save file research]] started by [[User:Rick]].&lt;br /&gt;
&lt;br /&gt;
I am currently trying to investigate Entity  structure (Civilization Structure in research above).&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Size&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Name&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| short&lt;br /&gt;
| Type of entity&lt;br /&gt;
| 0 for Civilization, 1 for Group, 5 for Religion. Entities with value 3 are not displayed in list of entities in Legends mode. May mean &amp;quot;dead&amp;quot; entities.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| int&lt;br /&gt;
| ID&lt;br /&gt;
| Entity ID&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| DFString&lt;br /&gt;
| EntityRawName&lt;br /&gt;
| Name of Entity. For non-modded DF will be FOREST/EVIL/SKULKING/MOUNTAIN/PLAINS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Short&lt;br /&gt;
| Unknown 0&lt;br /&gt;
| Observed values (in medium-sized world) are -10 to 75.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Short&lt;br /&gt;
| Unknown 1&lt;br /&gt;
| Observed values (in medium-sized world) are -10 to 103.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| int&lt;br /&gt;
| Unknown 2&lt;br /&gt;
| Looks like some ID, not sequential, but unique.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| int&lt;br /&gt;
| Unknown 3&lt;br /&gt;
| non-zero only for civilizaions, observed values : 1, 4, 5, 6, 18, 21, 26, 27, 32, 37, 38, 42, 47, 54, 66, 68, 74, 94&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Short&lt;br /&gt;
| Unknown 4 - zero&lt;br /&gt;
| Only observed value was 0. May be some String.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Byte&lt;br /&gt;
| Unknown 5 - one&lt;br /&gt;
| Only observed value was 1&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| DFString&lt;br /&gt;
| KoboldName&lt;br /&gt;
| Non-empty only for SKULKING entities, contains name.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Short&lt;br /&gt;
| Unknown 6 - zero&lt;br /&gt;
| Only observed value was 0. May be some String.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 7*2 = 14&lt;br /&gt;
| 7 * Short&lt;br /&gt;
| Entity Name&lt;br /&gt;
| 7 values, either -1 or index of word in dictionary. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Int&lt;br /&gt;
| Unknown 7 - zero&lt;br /&gt;
| Only observed value was 0. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Short&lt;br /&gt;
| Unknown 8 &lt;br /&gt;
| Only observed values were 0 and 2.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Short&lt;br /&gt;
| Unknown 9&lt;br /&gt;
| Only observed values were 0 and 2.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Short&lt;br /&gt;
| Unknown 10&lt;br /&gt;
| Only observed values were 0, 1, 2 and 3.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Short&lt;br /&gt;
| Unknown 11&lt;br /&gt;
| Only observed values were 0 and 1.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Short&lt;br /&gt;
| Unknown 12&lt;br /&gt;
| Only observed values were 0, 1 and 8.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Int&lt;br /&gt;
| Civilization ID?&lt;br /&gt;
| -1 for SKULKING entities. Seems to be a Civilization id for others.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Short&lt;br /&gt;
| Unknown 13&lt;br /&gt;
| Observed values 0, 3, 13, 16, 18. 0 iff SKULKING. 5 iff type=5 (Religion). 3 iff type=0 (Civilization). No rule found in other cases. Looks like some flag or reference.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Short&lt;br /&gt;
| Creature ID&lt;br /&gt;
| Index of creature for this civilizaion (Dwarf/Elf/Human/etc)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Int&lt;br /&gt;
| Unknown 14&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| ShortList&lt;br /&gt;
| Unknown 15&lt;br /&gt;
| 0 length for Religion and FOREST&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| ShortList&lt;br /&gt;
| Unknown 16&lt;br /&gt;
| 0 length for Religion and EVIL/SKULKING, 1 for others&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| ShortList&lt;br /&gt;
| Unknown 17&lt;br /&gt;
| 0 length for Religion, 0, 1 or 2 or rest&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| ShortList&lt;br /&gt;
| Unknown 18&lt;br /&gt;
| 0 length for Religion&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| ShortList&lt;br /&gt;
| Unknown 19&lt;br /&gt;
| 0 length for Religion&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Int&lt;br /&gt;
| Unknown 20 - zero&lt;br /&gt;
| Only observed value was 0. May be some ShortList&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Int&lt;br /&gt;
| Unknown 21 - zero&lt;br /&gt;
| Only observed value was 0. May be some ShortList&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| ShortList&lt;br /&gt;
| Unknown 22 &lt;br /&gt;
| Seems like contents is all-zeroes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| ShortList&lt;br /&gt;
| Unknown 23&lt;br /&gt;
| Have same length as previous list.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| ShortList&lt;br /&gt;
| Unknown 24&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| ShortList&lt;br /&gt;
| Unknown 25&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| ShortList&lt;br /&gt;
| Unknown 26&lt;br /&gt;
| Have same length as previous list.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| ShortList&lt;br /&gt;
| Unknown 27 &lt;br /&gt;
| Seems like contents is all-zeroes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| ShortList&lt;br /&gt;
| Unknown 28&lt;br /&gt;
| Have same length as previous list.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| ShortList&lt;br /&gt;
| Unknown 29&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| ShortList&lt;br /&gt;
| Unknown 30&lt;br /&gt;
| Have same length as previous list.&lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| ShortList&lt;br /&gt;
| Unknown 31&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| ShortList&lt;br /&gt;
| Unknown 32&lt;br /&gt;
| Have same length as previous list.&lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| ShortList&lt;br /&gt;
| Unknown 33&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| ShortList&lt;br /&gt;
| Unknown 34&lt;br /&gt;
| Have same length as previous list.&lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| ShortList&lt;br /&gt;
| Unknown 35&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| ShortList&lt;br /&gt;
| Unknown 36&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| ShortList&lt;br /&gt;
| Unknown 37&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| ShortList&lt;br /&gt;
| Unknown 38&lt;br /&gt;
| Length is either 0 or 4. If it is 4, there will be 3 values 0000 and one 4e00.&lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| ShortList&lt;br /&gt;
| Unknown 39&lt;br /&gt;
| Have same length as previous list. Values seem to be all - FFFF's&lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| ShortList&lt;br /&gt;
| Unknown 40&lt;br /&gt;
| Have same length as previous list. &lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| ShortList&lt;br /&gt;
| Unknown 41&lt;br /&gt;
| Have same length as previous list. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| ShortList&lt;br /&gt;
| Unknown 42&lt;br /&gt;
| 0 length for Religion or FOREST, 1 for others&lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| ShortList&lt;br /&gt;
| Unknown 43&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| ShortList&lt;br /&gt;
| Unknown 44&lt;br /&gt;
| Observer lengths were 0, 1, 2&lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| ShortList&lt;br /&gt;
| Unknown 45&lt;br /&gt;
| Observer lengths were 0, 1, 2, but they're not necessary same as previous.&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Int&lt;br /&gt;
| Unknown 46 - zero&lt;br /&gt;
| Only observed value was 0. May be some ShortList&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| ShortList&lt;br /&gt;
| Unknown 47&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| ShortList&lt;br /&gt;
| Unknown 48&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| ShortList&lt;br /&gt;
| Unknown 49&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| ShortList&lt;br /&gt;
| Unknown 50&lt;br /&gt;
| Only MOUNTAIN has non-zero length&lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| ShortList&lt;br /&gt;
| Unknown 51&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Int&lt;br /&gt;
| Unknown 52 - zero&lt;br /&gt;
| Only observed value was 0. May be some ShortList&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Int&lt;br /&gt;
| Unknown 53 - zero&lt;br /&gt;
| Only observed value was 0. May be some ShortList&lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| ShortList&lt;br /&gt;
| Unknown 54&lt;br /&gt;
| Observed length either 0 or 1&lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| ShortList&lt;br /&gt;
| Unknown 55&lt;br /&gt;
| Observed length either 0 or 1&lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| ShortList&lt;br /&gt;
| Unknown 56&lt;br /&gt;
| Observed length either 0 or 2 (some PLAINS)&lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| ShortList&lt;br /&gt;
| Unknown 57&lt;br /&gt;
| Same length as prev???&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Short&lt;br /&gt;
| Unknown 58&lt;br /&gt;
| Only observed value is FFFF = -1&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Short&lt;br /&gt;
| Unknown 59&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Short&lt;br /&gt;
| Unknown 60&lt;br /&gt;
| Only observed value is FFFF = -1&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Short&lt;br /&gt;
| Unknown 61&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Short&lt;br /&gt;
| Unknown 62&lt;br /&gt;
| Only observed value is FFFF = -1&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Short&lt;br /&gt;
| Unknown 63&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
More coming later.&lt;/div&gt;</summary>
		<author><name>Denspb</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Denspb&amp;diff=50294</id>
		<title>User:Denspb</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Denspb&amp;diff=50294"/>
		<updated>2009-08-03T11:52:57Z</updated>

		<summary type="html">&lt;p&gt;Denspb: Created page with 'I'm planning to continue Save file research started by User:Rick.  I am currently trying to investigate...'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I'm planning to continue [[http://www.dwarffortresswiki.net/index.php/User:Rick/Save_research|Save file research]] started by [[User:Rick]].&lt;br /&gt;
&lt;br /&gt;
I am currently trying to investigate Entity  structure (Civilization Structure in research above).&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Size&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Name&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| short&lt;br /&gt;
| Type of entity&lt;br /&gt;
| 0 for Civilization, 1 for Group, 5 for Religion. Entities with value 3 are not displayed in list of entities in Legends mode. May mean &amp;quot;dead&amp;quot; entities.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| int&lt;br /&gt;
| ID&lt;br /&gt;
| Entity ID&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| DFString&lt;br /&gt;
| EntityRawName&lt;br /&gt;
| Name of Entity. For non-modded DF will be FOREST/EVIL/SKULKING/MOUNTAIN/PLAINS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Short&lt;br /&gt;
| Unknown 0&lt;br /&gt;
| Observed values (in medium-sized world) are -10 to 75.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Short&lt;br /&gt;
| Unknown 1&lt;br /&gt;
| Observed values (in medium-sized world) are -10 to 103.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| int&lt;br /&gt;
| Unknown 2&lt;br /&gt;
| Looks like some ID, not sequential, but unique.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| int&lt;br /&gt;
| Unknown 3&lt;br /&gt;
| non-zero only for civilizaions, observed values : 1, 4, 5, 6, 18, 21, 26, 27, 32, 37, 38, 42, 47, 54, 66, 68, 74, 94&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Short&lt;br /&gt;
| Unknown 4 - zero&lt;br /&gt;
| Only observed value was 0. May be some String.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Byte&lt;br /&gt;
| Unknown 5 - one&lt;br /&gt;
| Only observed value was 1&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| DFString&lt;br /&gt;
| KoboldName&lt;br /&gt;
| Non-empty only for SKULKING entities, contains name.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Short&lt;br /&gt;
| Unknown 6 - zero&lt;br /&gt;
| Only observed value was 0. May be some String.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 7*2 = 14&lt;br /&gt;
| 7 * Short&lt;br /&gt;
| Entity Name&lt;br /&gt;
| 7 values, either -1 or index of word in dictionary. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Int&lt;br /&gt;
| Unknown 7 - zero&lt;br /&gt;
| Only observed value was 0. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Short&lt;br /&gt;
| Unknown 8 &lt;br /&gt;
| Only observed values were 0 and 2.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Short&lt;br /&gt;
| Unknown 9&lt;br /&gt;
| Only observed values were 0 and 2.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Short&lt;br /&gt;
| Unknown 10&lt;br /&gt;
| Only observed values were 0, 1, 2 and 3.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Short&lt;br /&gt;
| Unknown 11&lt;br /&gt;
| Only observed values were 0 and 1.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Short&lt;br /&gt;
| Unknown 12&lt;br /&gt;
| Only observed values were 0, 1 and 8.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Int&lt;br /&gt;
| Civilization ID?&lt;br /&gt;
| -1 for SKULKING entities. Seems to be a Civilization id for others.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Short&lt;br /&gt;
| Unknown 13&lt;br /&gt;
| Observed values 0, 3, 13, 16, 18. 0 iff SKULKING. 5 iff type=5 (Religion). 3 iff type=0 (Civilization). No rule found in other cases. Looks like some flag or reference.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Short&lt;br /&gt;
| Creature ID&lt;br /&gt;
| Index of creature for this civilizaion (Dwarf/Elf/Human/etc)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Int&lt;br /&gt;
| Unknown 14&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| ShortList&lt;br /&gt;
| Unknown 15&lt;br /&gt;
| 0 length for Religion and FOREST&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| ShortList&lt;br /&gt;
| Unknown 16&lt;br /&gt;
| 0 length for Religion and EVIL/SKULKING, 1 for others&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| ShortList&lt;br /&gt;
| Unknown 17&lt;br /&gt;
| 0 length for Religion, 0, 1 or 2 or rest&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| ShortList&lt;br /&gt;
| Unknown 18&lt;br /&gt;
| 0 length for Religion&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| ShortList&lt;br /&gt;
| Unknown 19&lt;br /&gt;
| 0 length for Religion&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Int&lt;br /&gt;
| Unknown 20 - zero&lt;br /&gt;
| Only observed value was 0. May be some ShortList&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Int&lt;br /&gt;
| Unknown 21 - zero&lt;br /&gt;
| Only observed value was 0. May be some ShortList&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| ShortList&lt;br /&gt;
| Unknown 22 &lt;br /&gt;
| Seems like contents is all-zeroes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| ShortList&lt;br /&gt;
| Unknown 23&lt;br /&gt;
| Have same length as previous list.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| ShortList&lt;br /&gt;
| Unknown 24&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| ShortList&lt;br /&gt;
| Unknown 25&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| ShortList&lt;br /&gt;
| Unknown 26&lt;br /&gt;
| Have same length as previous list.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| ShortList&lt;br /&gt;
| Unknown 27 &lt;br /&gt;
| Seems like contents is all-zeroes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| ShortList&lt;br /&gt;
| Unknown 28&lt;br /&gt;
| Have same length as previous list.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| ShortList&lt;br /&gt;
| Unknown 29&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| ShortList&lt;br /&gt;
| Unknown 30&lt;br /&gt;
| Have same length as previous list.&lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| ShortList&lt;br /&gt;
| Unknown 31&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| var&lt;br /&gt;
| ShortList&lt;br /&gt;
| Unknown 32&lt;br /&gt;
| Have same length as previous list.&lt;br /&gt;
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| Unknown 33&lt;br /&gt;
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| Unknown 34&lt;br /&gt;
| Have same length as previous list.&lt;br /&gt;
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| Unknown 35&lt;br /&gt;
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More coming later.&lt;/div&gt;</summary>
		<author><name>Denspb</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Challenges&amp;diff=22587</id>
		<title>40d Talk:Challenges</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Challenges&amp;diff=22587"/>
		<updated>2009-05-15T19:26:42Z</updated>

		<summary type="html">&lt;p&gt;Denspb: signature&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Prison Complex==&lt;br /&gt;
The idea is to build a large detention centre for the Mountainhomes.&lt;br /&gt;
Your starting 7 are the only dwarves allowed as wardens (except immigrants already in the military) and should have military skills and some basic construction skills.&lt;br /&gt;
All immigrants are treated as prisoners, and should be met as soon as possible once they enter the map and shepherded into the prison.&lt;br /&gt;
The cells should be arranged on three or four z-levels and all cell doors on a row linked to a lever in a seperate guard-only area.&lt;br /&gt;
'New fish' entered into general population during the out-of-cell hours, then all prisoners locked up for the night.&lt;br /&gt;
Some prisoners are on food duties - farming and such - but all food for prisoners to be dished out in a canteen.&lt;br /&gt;
Prisoners may also work on crafting items for the guards to trade.&lt;br /&gt;
Ideally many of your inmates are going to lose the plot and start attacking other inmates, leading to riots and all sorts. Send in the dogs!&lt;br /&gt;
&lt;br /&gt;
I'm sure there are other interesting additions to this concept, but my experience with large and especially themed fortresses is limited.&lt;br /&gt;
I'd love it if anyone could expand this, and maybe figure out how to control the prisoners, get them all to bed etc.&lt;br /&gt;
Also, this is my first post on these pages, so hope I'm doing it right. :)&lt;br /&gt;
&lt;br /&gt;
==Colorful==&lt;br /&gt;
This is an idea I got by reading trough all the challenges, what if you make it a goal to have the fortress in the colour of the rainbow. (Example, 80x80 tile fortress, first 10 tiles are red, second 10 tiles are brown-orange, the third 10 are yellow and go on) --[[User:G1real|G1real]] 08:43, 27 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Sparta==&lt;br /&gt;
&amp;quot;You shouldn't create chainmail or plate armour.&amp;quot;&lt;br /&gt;
&amp;lt;br&amp;gt;why? --Savok &lt;br /&gt;
:because spartans don't wear chest armor. you should definately watch 300, it's like Dwarf Fortress on crack! --AlexFili &lt;br /&gt;
::from what I've read, 300 isn't an accurate depiction of Spartan life. However, this challenge build is based on 300 --Savok&lt;br /&gt;
:::Alright, fair point, 300 was based from a graphic novel, but many similarities between Spartans in 300 and in real history are present. --[[User:AlexFili|AlexFili]] 10:39, 9 June 2008 (EDT) &lt;br /&gt;
::::&amp;quot;However, this challenge build is based on 300&amp;quot; No it isn't. At least, it wasn't intended to be. I guess I shouldn't have referred to pop culture when I added it. --juckto&lt;br /&gt;
:::::The hell with it. Split off spartans from 300. [[User:Juckto|Juckto]] 16:55, 14 June 2008 (EDT)&lt;br /&gt;
::::::Not only did Spartans use chest armour (although in the form of bronze muscel cuirasses), but it was illegal and finable to fight without your armour. Theres one story of a Prince praying in Temple when some enemies attacked, he ran out naked and killed them, the Oligarchs awarded and praised him with one hand and then fined him with the other. Further specific Spartan attributes, the largely did not wear sandals except during war (don't want your feet to be soft and flabby, gotta make them rock-proof), Sparta itself didn't rely on walls (although they did use them [notably at the battle of the Hot Gates to keep the Persians from landing south of the gates] and the city did eventually make some). Theres also the complicated issue of their government, not sure how to replicate that, dual monarchy with the Kings having no real governmental powers and an oligarchy ruling at home. Maybe having a Legendary warrior lead each of two squads and having every position (Book Keeper, Mayor, Captain of the Guard even maybe) filled by a useless fat rich guy in a nice shiny house. I should also point out alot of their generals and kings were known for a love of gold and that 50% of the population being in the military is not very accurate, actual Spartan soldiers were vastly outnumbered by the Helots. --[[User:Lowlandlord|Lowlandlord]] 01:37, 31 July 2008 (EDT)&lt;br /&gt;
==No mining==&lt;br /&gt;
Now that you construct walls and fortifications out of wood, I wonder if anyone is going to take on a 'no mining' challenge?  You're going to need a ''lot'' of wood! --[[User:Mechturk|Mechturk]] 17:00, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Some people already are :p --[[User:Turgid Bolk|Turgid Bolk]] 17:44, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::I'm running a game with Elves as the playable civilization, a challenge on its own--The Forest Retreat of Inalamina is well into its ninth year, with a population of 220, and this is without mining ''or'' cutting down any trees. It's defended entirely by spearmen, swordsmen, and wrestlers, and the nobles/admins and wounded elves live happily in tree forts and lean-tos! Worth adding, maybe? I'd even consider writing an article for it... --[[User:Navian|Navian]] 10:23, 6 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::: I am completely enthralled. I'd love to see it written up. Screenshots, the whole thing. --[[User:RomeoFalling|RomeoFalling]] 10:37, 6 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::Oh, you mean for the game I'm running itself? I'd love to, but I can't seem to find what the rules for that are and I don't want to step on any toes by randomly creating a page. --[[User:Navian|Navian]] 10:48, 6 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::: Either for the game itself, or a general essay sorta thing on the challenges and solutions for that kind of gameplay. As for the [[rules]], I don't know what you're talking about exactly. A wiki is a kind of anarchistic democracy. If you think it's worth putting up, you are free to put it up. If someone wants to take it down, they're free to do that too. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:RomeoFalling|RomeoFalling]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:::Put the writeup on your userpage, and if it can be broadened into something else, we'll move it into the mainspace.--[[User:Maximus|Maximus]] 23:09, 6 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Assassination==&lt;br /&gt;
I tried &amp;quot;Assassination&amp;quot; the other day and found that it was incredibly easy with a group of axedwarves. Not only did I kill the hardest-to-get-at goblin, I killed every last other goblin too. In the end, there were only 2 dogs and 2 dwarves dead (the last one fell, sadly, to the last goblin left, who was hiding in the tunnels.--[[User:Smoking Gnu|Smoking Gnu]] 22:51, 15 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Now do it with 7 untrained dwarves with no armor. --[[User:TheUbie|TheUbie]] 19:30, 29 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Mwa ha ha ha!--[[User:Jackrabbit|Jackrabbit]] 18:38, 11 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::: How did you get it to work?  I've tried starting with goblins and they are always &amp;quot;friendly&amp;quot; on the unit screen and so I can not attack them.  Is there some trick to getting them hostile so you can do this sort of thing? 40d, by the way. --[[User:Kwieland|Kwieland]] 11:33, 18 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Humanlike? ==&lt;br /&gt;
It should be noted that the 'human-like fortress' as described is historically inaccurate.  In particular, its either misrepresenting or confusing various details.  One major point is that a _castle_ never incorporated a town.  There are walled towns and there are castles, but these are entirely different things.  A couple of historical periods/styles would lead to the following different suggestions:&lt;br /&gt;
&lt;br /&gt;
(A) Larger (stone) medieval castles sometimes had industry in the bailey.  This was often pressed up against the outer wall to save on space and wall building.  It was usually militarily useful industry (ie, metalsmithing of various types).  Cooking and possibly brewing might also happen, and cooking at least would have been handled in the keep itself.  Industries including jewelry, carpentry (on a permanent basis), and other non-military production would have been outside the castle, quite possibly in a town nearby.  &lt;br /&gt;
&lt;br /&gt;
(B) More isolated smaller castles would have done necessary production in the bailey on a temporary basis (ie, erecting a carpentry work area when needed and disassembling it afterwards), with a few permanent industries (notably blacksmithing).&lt;br /&gt;
&lt;br /&gt;
(C) 'Dark Ages' castles would be made of wood, and weren't large enough to accomodate much industry.  Instead they would have imported everything.  The early castle was a defensible home for the lord and his family, and would only house them and a few military retainers.&lt;br /&gt;
&lt;br /&gt;
It should be noted that the lack of focus on industry in a castle meant diverse tasks might share the same workspace and in fact be handled by the same person.  The purpose of a castle is military, not production, and castle's only produced goods for internal demand that either could not be imported, would be inconvenient to import, or were critical to the military purpose (and couldn't afford access to those goods being lost during a siege).&lt;br /&gt;
&lt;br /&gt;
(D) A walled town would have no keep.  Nobles would not live there.  Basically, towns would build a wall around their perimeter for defense.  More important towns often grew to encompass nearby castles, and often outgrew their walls - which might either lead to substantial portions beyond the walls or accruing walls occasionally to encompass new growth.  Despite a castle potentially being encompassed by a town, the castle and town were administratively separate - towns receiving independent charters from the crown - and the town was never subject to the lord of the castle (who may well control the surrounding countryside).&lt;br /&gt;
&lt;br /&gt;
Given the nature of Dwarf Fortress, treating it as a town rather than a castle is probably preferable unless you really want to emphasize military skills, which could be interesting.  You could, of course, create a castle and a town, keeping them as virtually separate entities, with military dwarves and nobles living in the castle and other dwarves living in the town.&lt;br /&gt;
&lt;br /&gt;
--[[User:Squirrelloid|Squirrelloid]] 18:11, 30 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:When did we start trying to make DF fit real-world history?&lt;br /&gt;
:His idea seems perfectly fine when compared to in-game human towns/cities, as they have a keep and whatnot as part of the city. Only difference is adding a wall around it all. --[[User:N9103|Edward]] 18:25, 30 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Insane Renegade (just a thought) ==&lt;br /&gt;
&lt;br /&gt;
Well I was thinking something along these lines,&lt;br /&gt;
&lt;br /&gt;
They all think that your crazy, so you and some others ran. You shouldn't trust them... They want you dead. Except for the (random profession/job) they think like you. KILL THEM KILL ALL THAT OPPOSE YOU!!,&lt;br /&gt;
&lt;br /&gt;
Description:&lt;br /&gt;
Xenophobia, Do not trade with others, Kill all immigrants except ones of a certain job/profession. If you want to go as a truly insane person, ban all statues and engravings of Dwarven faces (the statues, THE ROCKS! THEY ALL WANT ME DEAD!!!!) Be prepared for a long life of hatred and sieges.&lt;br /&gt;
&lt;br /&gt;
P.S. if anyone edits this and puts it on the main thing please give me partial credit... Thank you and goodnight! &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:LrZeph|LrZeph]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:How is this different from [[Challenges#Outcast|Outcast]], aside from the RP? --[[User:Savok|Savok]] 16:41, 22 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Oh dear, i missed that one. never mind &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:LrZeph|LrZeph]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Dystopian society ==&lt;br /&gt;
&lt;br /&gt;
Anyone thought of making a fortress based off one of those dystopian futures found in scifi novels like 1984, We, Brave New World, and Fahrenheit 451? The way I imagine it, it would be similar to the Equaland challenge, with variations based on the dystopian principle of your choice. For example, if you want to encourage uniformity across your population, enable all labor for every dwarf and persecute anyone who skills up too quickly at a given skill. A strict caste system might also be implementable, a la Brave New World. Another idea would be to kill off or at least &amp;quot;re-educate&amp;quot; any dwarf that falls below ecstatic for an extended period of time. Tons of ideas at {{wiki|Dystopia}}. Thoughts? --[[User:Mikaka|Mikaka]] 04:56, 24 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:That sounds like a good challenge. --[[User:Savok|Savok]] 08:24, 24 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Underwater Building ==&lt;br /&gt;
&lt;br /&gt;
I've decided to take on the underwater building challenge, and have started Migrurmestthos, The Ocean-Citadel. But ah... I can't for the live of me figure out how I'm going to get glass blocks to the bottom of the ocean. Any ideas? --[[User:Anfini|Anfini]] 20:36, 19 July 2008 (EDT)&amp;lt;br&amp;gt;&lt;br /&gt;
''P.S.: I've altered the creature tokens and set my Dwarves to Aquatic.''&lt;br /&gt;
&lt;br /&gt;
:I recommend either&lt;br /&gt;
:#Don't build it in the ocean.&lt;br /&gt;
:#Use pumping to pump a large area of the top level of the ocean out. Do the same with a slightly smaller area one level down. Repeat as desired.&lt;br /&gt;
:#Pump the ocean out, build, then let it flow back in. This is like the above, but with the whole visible ocean. --[[User:Savok|Savok]] 22:45, 20 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Oookay, okay. I have single-handedly diverted the courses of raging rapids to give my children something to drink, harnessed the power of lava, and built towers of glass. However, I cannot help but approach the idea of pumping out '''the entire ocean''' with a bit of skepticism. Is this ''really'' possible? --[[User:Anfini|Anfini]] 22:53, 21 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Aye, it is. Aside from waves, the &amp;quot;entire&amp;quot; ocean is really, due to map limitations, just a large, fast-refilling lake. If you build a ring of pumps properly, you should be able to clear the water from a section, which can be as large as your fortress map. --[[User:Savok|Savok]] 02:34, 23 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::: I've personally been using 'canals' in my fortress for quite a while, and what I do is simply allocate nobles' rooms along the side of the canal, and before flooding the waterway, I dig into it and build glass windows and blocks so the nobles can watch the fish swim by.  I doubt it actually raises the room value by any more than the glass windows' base value, but I like the effect.  This isn't really an &amp;quot;underwater city&amp;quot; per se, but it's born of the same concept.  --[[User:Eddie|Eddie]] 07:45, 26 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Check out [[User:Squirrelloid/Under the Sea]], then note that I haven't quite tested any of the possible methods yet.  I'm about ready to turn on the magma tap and see if I can create an obsidian stalagmite with successive bursts of magma followed by channelling - that may provide a way to build stairs down through and assemble a mass pump appartus - yes, this is going to be a lot of work.  Its took 6 years of game time to get to the point where I was ready and able to do a trial run - admittedly, it wasn't the only thing I was focused on.  --[[User:Squirrelloid|Squirrelloid]] 12:28, 19 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Dwarf Factory ==&lt;br /&gt;
&lt;br /&gt;
--[[User:Bilkinson|Bilkinson]] 18:12, 28 August 2008 (EDT)&lt;br /&gt;
Looking to develop this callenge concept:&lt;br /&gt;
&lt;br /&gt;
Your fortress is a highly specialized industrial complex. Select one item, or very narrow category of items. (ie Flour, Scepters, Shoes, Silk Bags, Crossbow Bolts) This is your factory's product. You must produce as much of it as possible, and it may only be used for export to any any and all caravans which visit your factory. Set up shift schedules, assign massive teams of dwarves (or even all of them!) to your core product, and generally devote your fort to maximizing output. &lt;br /&gt;
&lt;br /&gt;
Variants: &amp;lt;br /&amp;gt;&lt;br /&gt;
Assembly line - Each Dwarf is assigned a single stage of the production cycle, this is their only labour. Workshops should be grouped togeather by type, ordered based on the production cycle and grouped with relevant stockpiles.&amp;lt;br /&amp;gt;&lt;br /&gt;
Communal - Every Dwarf has every relevant labour enabled, in addition to whatever else they do for the fort.&amp;lt;br /&amp;gt;&lt;br /&gt;
High Management - For each Task in your production, appoint a department head. As the number of workers in each department grows, start appointing shift managers. As your factory expands in size, appoint reigonal coordinators and quality control bureaus. Cap this off with a board of directors and a CEO. None of these dwarves do anything but fill noble slots and build social skills.&amp;lt;br /&amp;gt;&lt;br /&gt;
Prison/Work Camp - Noble dwarves do not contribute to labour. Max the fortress/royal Guard at all times and draft 20% of the population into the army. The remaining dwarves are prisoners who must produce output. Build walls, rig traps, and make an example of anyone who fails to meet their quota.&amp;lt;br /&amp;gt;&lt;br /&gt;
People's Glorious Five-Year Plan - As above, but arrive with no skilled workers, rig all facilities with self destructs and kill switches, and only arm one in ten of your soldiers.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Bonus: Only produce things vital to the survival of your workers, or directly involved in making your product. Anything else must be imported.&amp;lt;br /&amp;gt;&lt;br /&gt;
Further Bonus: Produce only your final product, all raw materials must be imported. spend the surplus on anything else you may need.&lt;br /&gt;
&lt;br /&gt;
How's it sound?&lt;br /&gt;
&lt;br /&gt;
== Luxurious Tomb ==&lt;br /&gt;
&lt;br /&gt;
Build an extravagant mausoleum for your entire dwarf community.  Make it multi-leveled, make it a pyramid, make it out of glass if you want - but it must serve no other purpose than to be a dying place, and must not be accessed for any purpose other than to build it.  Add a few decorations here and there, statues, tables, and a whole lot of coffins to house everyone.&lt;br /&gt;
&lt;br /&gt;
Once it's complete, turn your fortress into a ghost town.  Remove the designation of all your stockpiles.  Forbid all the workshops and forbid access to the different areas of the fort as they get deserted to limit dwarf movement.  Lure everyone into the tomb, seal the entrance from the inside and watch everyone die inside their new mausoleum.  The tomb should be designed such that the initial entry point cannot easily be guessed (i.e.: The entrance should be sealed using a wall or some other solid structure - not via a door you just mark forbidden.&lt;br /&gt;
&lt;br /&gt;
BONUS: make access to the tomb difficult or impossible, either by causing a cave-in in the tunnel that leads towards it, or by flooding the surrounding area in water or magma.&lt;br /&gt;
&lt;br /&gt;
BONUS #2: Build the tomb over a chasm.  Find a way to drop the whole tomb-building into it once everyone's inside.&lt;br /&gt;
&lt;br /&gt;
:Suggestion: DON'T build it over a chasm; build it over a very large pit (deep enough to be called a 'chasm' by some) and make a set of ramps that lead down to the bottom. 1x2 setup; that is:&lt;br /&gt;
 ^^&lt;br /&gt;
 ^^&lt;br /&gt;
 ^^&lt;br /&gt;
 ^^&lt;br /&gt;
 ^^&lt;br /&gt;
 ^^&lt;br /&gt;
 ..&lt;br /&gt;
 That is, up ramps, turn on normal flooring, then continue back up in the opposite direction. So a dwarf would travel in this path:&lt;br /&gt;
 VV&lt;br /&gt;
 VV&lt;br /&gt;
 VV&lt;br /&gt;
 VV&lt;br /&gt;
 VV&lt;br /&gt;
 VV&lt;br /&gt;
 &amp;gt;^&lt;br /&gt;
:They'd come down the left ramp, turn left twice, and go down via the right ramp. Then they'd take two more lefts, and go down the left ramp, etc..&lt;br /&gt;
:Just a neat little suggestion that's way too complicated, but'd look nice...also, {{k|V}} is a ramp; {{k|^}} is not.&lt;br /&gt;
:I can't wait to try this out, then watch the temple I build go down, down, down, and '''SMASH'''--then use the ramps alongside it to view (and plunder, of course--it IS a tomb in adventure mode) it.&lt;br /&gt;
:Oh, and just a Z-level view:&lt;br /&gt;
 |   / &lt;br /&gt;
 |  /&lt;br /&gt;
 | /&lt;br /&gt;
 |/&lt;br /&gt;
 |\&lt;br /&gt;
 | \&lt;br /&gt;
 |  \&lt;br /&gt;
 |   \&lt;br /&gt;
:Or:&lt;br /&gt;
 |   /&lt;br /&gt;
 |  /&lt;br /&gt;
 | /&lt;br /&gt;
 |/___&lt;br /&gt;
 |   /&lt;br /&gt;
 |  /&lt;br /&gt;
 | /&lt;br /&gt;
 |/___&lt;br /&gt;
:Etc.. ~ [[User:Midna|Midna]] 23:45, 25 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Agoraphobia  ==&lt;br /&gt;
&lt;br /&gt;
Your dwarves are absolutely terrified of the great outdoors, ([[carp|and]] [[Elephant|with]] [[Giant eagle|good]] [[undead|reason]] and want nothing more than to be nestled tightly in the &amp;quot;[[Giant Cave Spider|relative]] [[Pit|saftey]]&amp;quot; of the underground. Upon arrival, immediately burrow into the ground and haul all your supplies out of the sun's glare, and then never set foot on the surface again. Also, to help reduce anxiety, have no single chamber larger than 5x5, and let no hall stretch farther than 5 tiles between doors.--[[User:Bilkinson|Bilkinson]] 11:42, 15 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;insert material&amp;gt; Fort....wait, what? ==&lt;br /&gt;
&lt;br /&gt;
Ok, now I can understand a glass fort...and I can understand making it all outside, but how does one build it under water?  Can someone please tell me how to do this so I can try to create my own Dwarven SeaLab? [[User:Alkyon|Alkyon]] 05:58, 17 October 2008 (EDT)&lt;br /&gt;
:I believe its either done via pump rings (enough screw pumps can hollow out sections of the ocean long enough to build something to hold the water back), or in a cold enough seasonal environment, only doing construction during the winter. [[User:HeWhoIsPale|HeWhoIsPale]] 08:44, 17 October 2008 (EDT)&lt;br /&gt;
:: The third option would be building the fort, and then making a lake around it. --[[User:Bilkinson|Bilkinson]] 08:51, 17 October 2008 (EDT)&lt;br /&gt;
::The real trick with building enough screw pumps is in water deeper than 1 z-level you need to find a way to build down - you cannot hang down staircases off sides like you can up staircases.  I'm attempting to pump magma to form an obsidian sheen - tunnel down through it and channel a hole, pump more magma, and so on.  I'll let people know how it works... --[[User:Squirrelloid|Squirrelloid]] 12:41, 19 November 2008 (EST)&lt;br /&gt;
:::So I've heard.  Have you tried just carving a staircase along the underwater cliff on your game?  I hope to see, or at least hear, the results of your work.  As for me, I'm trying this challenge the other way around: Turn a hilly desert map into a massive glass aquarium, with my dwarves living the good life inside. --[[User:Alkyon|Alkyon]] 13:41, 19 November 2008 (EST)&lt;br /&gt;
:::::Well, my goal was to build a free-standing structure in 15 z-levels of water, so yes, if there is a convenient cliff it works, but that limits you to cliffs which start 1 z-level below water.  As all my really deep water areas aren't even close to being accessible in that way, its not even an option.  --[[User:Squirrelloid|Squirrelloid]] 19:34, 19 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::To me, the solution that comes to mind is to place a weapon rack on a narrow causeway and get recruits to wrestle until one punts another into the abyss. The lucky winner gets to build the up staircase. Getting materials below is easy, you can just build something and deconstruct it, among other more elaborate means. --[[User:Navian|Navian]] 17:41, 19 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::That only works if its only 2 z-levels down, because otherwise the dwarf falls into deeper water and drowns... and as 2 z-levels is boring... --[[User:Squirrelloid|Squirrelloid]] 19:34, 19 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Genesis==&lt;br /&gt;
Kill all but two of your starting dwarves off (one male and one female).  Seal them in your fortress (no trading).  Repopulate the earth.  Measure of success is based on number of children before the fortress dies.  Thoughts?&lt;br /&gt;
--[[User:Squirrelloid|Squirrelloid]] 05:12, 22 November 2008 (EST)&lt;br /&gt;
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:How reliably can you get them to mate?--[[User:Maximus|Maximus]] 16:57, 22 November 2008 (EST)&lt;br /&gt;
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:: Tried this out - 3 years in and not even lovers yet.  Ick.  So, here's the problem: you really want two dwarves who won't start as friends with many other people (although each other is ok), and who can handle stress and aren't quick to anger.  Because of course your first hurdle is going to be surviving the unhappiness generated by killing off everyone else.  (You may just want to build some coffins early just in case).  Unfortunately, the embark screen view mode won't let you see who they're friends with before embarking, so if you want to assign just two of them skills you're making guesses based solely on their personality traits as two which dwarves will be compatible and likely to survive the initial culling.  After that you then need to reduce your job queue to almost nothing and basically lock them in the same room together so they spend their time talking - because you've already chosen otherwise self-reliant and anti-social dwarves.  &lt;br /&gt;
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::Some evidence on the Relationships talk page suggests giving some social skills to your dwarves may increase the rate at which they progress to friends/lovers.&lt;br /&gt;
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::My first attempt was a Carpenter 5/Cook 5 and a Mason 5/Grower 5... I might have to revise that to Mason 5/Grower 3/Something social 2 and Carpenter 4/Cook 4/something social 2 - but carpenter and mason are going to be important for generating happy thoughts.&lt;br /&gt;
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::Apparently setting the .init file to a max of 2 dwarves doesn't stop immigrants from coming - which is annoying because I really don't want to keep killing them off, and they keep stealing my moods.  (Yes, i put a stone stockpile outside so the immigrants can build their own deathtrap over the lava vent).  I do recommend playing on an island so you only have to deal with not going outside for the dwarf caravan each year.  And the liaison will happily join your migrants on the death trap if you make it a meeting area.&lt;br /&gt;
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::--[[User:Squirrelloid|Squirrelloid]] 10:18, 23 November 2008 (EST)&lt;br /&gt;
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:::It's all a matter of compatibility. Dwarves actually don't start out friends, they just make them almost instantly at the start (and can make grudges here, too. I had one who had a very low sense of adventure while everyone else had high, and five of the seven had grudges with her.) To become lovers and get married requires a very, very high compatibility--whatever that means. It seems that some dwarves never upgrade from lovers to married, either, perhaps due to being not compatible enough, but being faced with a lack of programming to handle breakups. (I'll leave that one to the playwrights.) Getting this challenge to work is probably more than half the challenge! --[[User:Navian|Navian]] 11:29, 23 November 2008 (EST)&lt;br /&gt;
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:::Do social skills make dwarves more likely to make friends, or does being friendly make dwarves more likely to gain social skills?  Instead of focusing on social skills, you might need to pick dwarves with a lot of friendly traits (or even compatible traits, like Navian suggests).  You can check their personalities before setting out -- if you don't see compatible traits, scrap it and start building another party.&lt;br /&gt;
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:::For happiness, build several native gold (i.e., masonry) statues and put them in their bedrooms -- that will dwarf (ahem) the bonus you will get from the bed itself being high-quality.  You can potentially skip carpentry altogether.&lt;br /&gt;
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:::For them to actually form a relationship, you might need to give them idle time, during which they will socialize.  &lt;br /&gt;
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:::To keep other dwarves away, you could try putting a moat around the entire perimeter of the map (better still, a magma moat).  This worked with the 2D version, but with finite quantities of fluid in the 3D version, it might not work anymore.  But if you do want to try, put a wall as close to the edge of the map as it allows you, and flood everything outside it.  Have the sacrificial five (and all immigrants) work on that.&lt;br /&gt;
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:::Supposedly you won't get moods at all in a fortress with less than 20 dwarves.  You also won't get moods if you haven't produced enough goods or revealed enough tiles through mining (see [[strange mood]]).--[[User:Maximus|Maximus]] 12:30, 23 November 2008 (EST)&lt;br /&gt;
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==Noblesse requis==&lt;br /&gt;
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Build your fortress to please the sick, twisted, evil nobles needs. Build a execution chamber for your rowdy dwarves and build a torture chamber for your dungeon master, using your imagination! Use this to punish pathetic dwarves who dare rebel. Build palaces for your nobles and pamper them in every way. Pour most of your resources into a beautiful place for nobles to live whilst letting your dwarves sleep in tiny, pathetic rooms.  The only exception is your mayor, who rises from the rank of the disgusting peons. He must live in squalor as well, preferably next to noble rooms to so the nobles can taunt him. score yourself according to how happy your nobles are, and your worth. Evil. And fun! can I add this to the main page? --[[User:Jackrabbit|Jackrabbit]] 03:04, 11 December 2008 (EST)&lt;br /&gt;
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:Sure &amp;amp;ndash; it's a wiki, after all. You can edit the pages yourself!&lt;br /&gt;
:Also, is that really what [http://en.wikipedia.org/wiki/Noblesse_oblige Noblesse/noblis oblige] means? --[[User:Savok|Savok]] 10:55, 11 December 2008 (EST)&lt;br /&gt;
::Nope, just sounds good. I was hoping nobody would look it up. Maybe I'll change the name. Also, I'm new to wikis in general so I don't really know how everything works, desipte making this profile about a year ago. Thanks!--[[User:Jackrabbit|Jackrabbit]] 18:26, 11 December 2008 (EST)&lt;br /&gt;
:::Okay, changed it to Noble demand. Thanks!--[[User:Jackrabbit|Jackrabbit]] 18:30, 11 December 2008 (EST)&lt;br /&gt;
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== Magma/Lava Waterfall ==&lt;br /&gt;
&lt;br /&gt;
Would creating a sustainable magmafall, or one that can be triggered as part of a defense system, be considered a challenge?  Or is it more of a Stupid Dwarf Trick?  I'm just curious because one has to take into account building the thing, making sure it won't set your dwarves on fire, and where to put the excess magma/lava since you can't really just pump it back into the magma pipe without some sort of massive and elaborate pump system. (Oh wow, I feel stupid.  I created a new subject and forgot to sign it for at least two days.) --[[User:Alkyon|Alkyon]] 20:26, 10 January 2009 (EST)&lt;br /&gt;
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:I'm inclined to declare it a SDT, due to the overly dangerous side effects. But then... I'd also call half the challenges SDTs too. I think that if the side effects are more dangerous than the intended effect, it's no longer a challenge, but something some random (insane) dwarf felt needed to be done. To put it in perspective, there's few cases where a 20-dwarf squad can't handle an entire siege, with or without fortifications and traps. Give them those, and they can handle all the siegers rushing and arriving at the same time. Even if you never have any mistakes during the construction of the magma-defenses (and that's a rare thing) then you could easily lose more than 20 in the first siege alone from dwarves trying to gather dropped goods. It's also almost useless against any other defenses (thieves &amp;amp; ambushes) since you'll have little, if any forewarning that you need to clear the area and throw the switch.&lt;br /&gt;
:On the other side of the fence, if you're particularly interested in making this, you should do the little things, like making a near-exact count of how much lava you'll need to let flow, to both keep all tiles where it will settle to less than 2/7 (since then it would never evaporate, the best cleaning method) and how to direct the flow so that it covers the path, but doesn't flow to other areas you didn't intend. --[[User:N9103|Edward]] 15:38, 11 January 2009 (EST)&lt;br /&gt;
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::Well, it doesn't have to be part of a defense system, one could just have massive magma waterfalls lining their entrance.  Though I have to say from experience that the hardest part is drainage.  Creating a massive magma cistern is one thing, it just takes some pumps and construction, but getting the stuff to not backup on the way to the disposal chasm and therefore not flood your fortress is a bit more complex than it first seems.--[[User:Alkyon|Alkyon]] 11:13, 12 January 2009 (EST)&lt;br /&gt;
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:::Which is why it's great building your fort into the the ledge a few levels over a Magma Pipe ;) --[[User:N9103|Edward]] 21:01, 12 January 2009 (EST)&lt;br /&gt;
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::::Hmm, that would be one way to do it, too bad I can't search for maps with that specific of a terrain set.  Anyways, there has to be a way to spill off at least some of the magma as the magma pipes fill slowly but constantly from the bottom.  Also, I learned from my failed experiment that Coke roads + magma spillover = road of fire.  Unusable except for turning your fortress into Mordor, which is awesome in it's own way. --[[User:Alkyon|Alkyon]] 21:29, 12 January 2009 (EST)&lt;br /&gt;
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:::::LOL, yes, I saw that and was thinking something along the lines of Mordor myself ;)  As for spill over, the magma tends to flow off to the side off the top of the magma pipe where I'm at, resulting in a net loss to evaporation, so I just turn it off for a season once or twice a year. As for finding a magma pipe that's exposed *and* sunken, to provide atleast one level of inaccessible floor around the pipe, I'd look in the mountains, where you've got many many levels of elevation. Or atleast, that's what my map looks like (50+ levels) with the majority of the map being mountain tiles, and one corner (of a 2x4 map) being desert. It had two * listed in the height map, '''''but no chasm''''', so that could help to find one. --[[User:N9103|Edward]] 23:35, 14 January 2009 (EST)&lt;br /&gt;
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:Or, how about a dual water/magma waterfall, meeting on the road leading in? Encase your enemies in carbonite, err, obsidian. [[User:Random|Random]] 20:31, 15 January 2009 (EST)&lt;br /&gt;
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== &amp;quot;Real time&amp;quot; challenge talk ==&lt;br /&gt;
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1) As mentioned in the challenge, opening any menu pauses the game&lt;br /&gt;
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2) &amp;quot;You have struck Alunite!&amp;quot;  Anyone else get this message and a pause every 5 minutes?&lt;br /&gt;
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If you were to keep the game running while you slept -- and trust me, I have -- all it takes is one minor inconvenience of the legion the game contains to pause it.  I set the game to keep running before I went to bed one night, and between doing that and going to brush my teeth, it paused.  I resumed, lay down in bed, and not a minute later, I opened my eyes to see the game had paused ''again.''  Too much stuff causes the game to pause to really execute this without constant babying.&lt;br /&gt;
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Overall, I don't see this challenge as being feasible.  Not bad in theory, but impossible in practice.  --[[User:Eddie|Eddie]] 06:15, 16 January 2009 (EST)&lt;br /&gt;
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:Yes, thats true. That challenge would require either a new version where pausing-for-announcements can be disabled or a helper program to automatically acknowledge them and unpause the game. [[User:Random|Random]] 20:54, 16 January 2009 (EST)&lt;br /&gt;
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== Hermit Challenge ==&lt;br /&gt;
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Does anyone have any tips for not having any damn migrants? The carps can't eat everyone.&lt;br /&gt;
: Well, you can just kill them all. Atom smasher, lava, water, goblin siege, choose your way to kill them. Even random ballista bolt could do the trick! Bonus point for the creative part !? :D [[User:Karl|Karl]] 19:45, 21 January 2009 (EST)&lt;br /&gt;
::Well, if the problem gets too extreme, you can adjust your maximum population to 1 in the ini files, and see if that works...--[[User:Quil|Quil]] 20:43, 21 January 2009 (EST)&lt;br /&gt;
::: It doesn't work. The POPULATION_CAP seems bugged something awful. [[User:AbuDhabi|AbuDhabi]] 02:36, 23 January 2009 (EST)&lt;br /&gt;
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== The Great Wall of [Kingdom] ==&lt;br /&gt;
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Here's an interesting challenge:&lt;br /&gt;
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Your kingdom needs a great impenetrable defense to protect against your goblin enemies. You have been assigned to build a giant wall!&lt;br /&gt;
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The wall must stretch from one side to the opposite, have a height of 5 z-axis, be four tiles wide complete with gate(s), towers, fortifications, ballistas and catapults. You must also position a crossbowdwarf at every ten tiles.&lt;br /&gt;
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* BONUS: Build it right next to a goblin lair.&lt;br /&gt;
* BONUS: Build it all using only wood.&lt;br /&gt;
* BONUS++: Build it all using only soap!&lt;br /&gt;
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[[User:Myroc|Myroc]] 15:16, 22 January 2009 (EST)&lt;br /&gt;
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:This wouldn't work due to the fact that you can't build walls (among other things) too close to the edge.  At best, it would have to start six tiles in on both sides.  However, you could implement an existing hill/mountain to &amp;quot;assist&amp;quot; with the completion of the wall.&lt;br /&gt;
:[[User:Nocash|Nocash]] 18:30, 24 January 2009 (EST)&lt;br /&gt;
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::Ah, good point. I kinda forgot about that. [[User:Myroc|Myroc]] 05:50, 25 January 2009 (EST)&lt;br /&gt;
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:::You could use raised bridges at the ends, they can be built right up to the edges.  --[[User:Torasin|Torasin]] 13:25, 25 January 2009 (EST)&lt;br /&gt;
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== Pave the World? ==&lt;br /&gt;
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If one where to flood the world with magma, then flood it with water, you would be left with a solid block of obsidian, am I right? (along with ALOT of steam.)  Bonus for paving the elves. --[[User:Zchris13|Zchris13]] 18:13, 7 April 2009 (UTC)&lt;br /&gt;
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== Rewrite ==&lt;br /&gt;
Alright, this article is getting way too messy. 60 top-level items is more than most talk pages, many of them overlap each other, the ones involving goblin forts are out of date (as local goblins are automatically friendly as of 40d) and some of them just plain aren't challenges.&lt;br /&gt;
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For now I've split them up into three broad categories, and I plan to weed out redundant/wrong bits and streamline the whole thing while still hopefully preserving some of the &amp;quot;flavor text&amp;quot;. [[User:Walliard|Walliard]] 04:06, 14 April 2009 (UTC)&lt;br /&gt;
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== College ==&lt;br /&gt;
A center for enlighted craftsmanship studying and teaching. There should be auditoriums for each workshop type lined with chairs and a few lecture rooms with ascending rows of chairs where nobles rant to the peasants how lesser they are and to teach them manners. A canteen and dorms will also be needed.&lt;br /&gt;
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Minor bonus: auditoriums are designated as meeting halls and have balconies and floor hatches on the ceiling to allow best studying with illuminated stages.&amp;lt;br /&amp;gt;&lt;br /&gt;
Minor bonus: Hold keger parties each night.&amp;lt;br /&amp;gt;&lt;br /&gt;
Bonus: Do not make co-ed dorms; married couples can rent a small apartment from nearby study houses.&amp;lt;br /&amp;gt;&lt;br /&gt;
Bonus +: Engligthen other races.&amp;lt;br /&amp;gt;&lt;br /&gt;
Ultimate bonus: Englighten orcs, goblins and other less friendly creatures. -[[User:Karpatius|Karp]] 08:00, 6 May 2009 (UTC)&lt;br /&gt;
: How does one &amp;quot;enlighten&amp;quot; other races? [[User:Lymojo|Lymojo]] 21:38, 13 May 2009 (UTC)Lymojo&lt;br /&gt;
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== Adam and Eve ==&lt;br /&gt;
I was thinking kind of a variation on the Hermit challenge except you keep one male and one female, and kill off any migrants or trade caravans, while keeping any babies those two produce.&lt;br /&gt;
:Worlds with no dwarves in them makes it a bit easier to achieve. --[[User:Denspb|Denspb]] 19:26, 15 May 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Denspb</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Challenges&amp;diff=22586</id>
		<title>40d Talk:Challenges</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Challenges&amp;diff=22586"/>
		<updated>2009-05-15T19:26:29Z</updated>

		<summary type="html">&lt;p&gt;Denspb: &lt;/p&gt;
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&lt;div&gt;==Prison Complex==&lt;br /&gt;
The idea is to build a large detention centre for the Mountainhomes.&lt;br /&gt;
Your starting 7 are the only dwarves allowed as wardens (except immigrants already in the military) and should have military skills and some basic construction skills.&lt;br /&gt;
All immigrants are treated as prisoners, and should be met as soon as possible once they enter the map and shepherded into the prison.&lt;br /&gt;
The cells should be arranged on three or four z-levels and all cell doors on a row linked to a lever in a seperate guard-only area.&lt;br /&gt;
'New fish' entered into general population during the out-of-cell hours, then all prisoners locked up for the night.&lt;br /&gt;
Some prisoners are on food duties - farming and such - but all food for prisoners to be dished out in a canteen.&lt;br /&gt;
Prisoners may also work on crafting items for the guards to trade.&lt;br /&gt;
Ideally many of your inmates are going to lose the plot and start attacking other inmates, leading to riots and all sorts. Send in the dogs!&lt;br /&gt;
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I'm sure there are other interesting additions to this concept, but my experience with large and especially themed fortresses is limited.&lt;br /&gt;
I'd love it if anyone could expand this, and maybe figure out how to control the prisoners, get them all to bed etc.&lt;br /&gt;
Also, this is my first post on these pages, so hope I'm doing it right. :)&lt;br /&gt;
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==Colorful==&lt;br /&gt;
This is an idea I got by reading trough all the challenges, what if you make it a goal to have the fortress in the colour of the rainbow. (Example, 80x80 tile fortress, first 10 tiles are red, second 10 tiles are brown-orange, the third 10 are yellow and go on) --[[User:G1real|G1real]] 08:43, 27 June 2008 (EDT)&lt;br /&gt;
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==Sparta==&lt;br /&gt;
&amp;quot;You shouldn't create chainmail or plate armour.&amp;quot;&lt;br /&gt;
&amp;lt;br&amp;gt;why? --Savok &lt;br /&gt;
:because spartans don't wear chest armor. you should definately watch 300, it's like Dwarf Fortress on crack! --AlexFili &lt;br /&gt;
::from what I've read, 300 isn't an accurate depiction of Spartan life. However, this challenge build is based on 300 --Savok&lt;br /&gt;
:::Alright, fair point, 300 was based from a graphic novel, but many similarities between Spartans in 300 and in real history are present. --[[User:AlexFili|AlexFili]] 10:39, 9 June 2008 (EDT) &lt;br /&gt;
::::&amp;quot;However, this challenge build is based on 300&amp;quot; No it isn't. At least, it wasn't intended to be. I guess I shouldn't have referred to pop culture when I added it. --juckto&lt;br /&gt;
:::::The hell with it. Split off spartans from 300. [[User:Juckto|Juckto]] 16:55, 14 June 2008 (EDT)&lt;br /&gt;
::::::Not only did Spartans use chest armour (although in the form of bronze muscel cuirasses), but it was illegal and finable to fight without your armour. Theres one story of a Prince praying in Temple when some enemies attacked, he ran out naked and killed them, the Oligarchs awarded and praised him with one hand and then fined him with the other. Further specific Spartan attributes, the largely did not wear sandals except during war (don't want your feet to be soft and flabby, gotta make them rock-proof), Sparta itself didn't rely on walls (although they did use them [notably at the battle of the Hot Gates to keep the Persians from landing south of the gates] and the city did eventually make some). Theres also the complicated issue of their government, not sure how to replicate that, dual monarchy with the Kings having no real governmental powers and an oligarchy ruling at home. Maybe having a Legendary warrior lead each of two squads and having every position (Book Keeper, Mayor, Captain of the Guard even maybe) filled by a useless fat rich guy in a nice shiny house. I should also point out alot of their generals and kings were known for a love of gold and that 50% of the population being in the military is not very accurate, actual Spartan soldiers were vastly outnumbered by the Helots. --[[User:Lowlandlord|Lowlandlord]] 01:37, 31 July 2008 (EDT)&lt;br /&gt;
==No mining==&lt;br /&gt;
Now that you construct walls and fortifications out of wood, I wonder if anyone is going to take on a 'no mining' challenge?  You're going to need a ''lot'' of wood! --[[User:Mechturk|Mechturk]] 17:00, 6 November 2007 (EST)&lt;br /&gt;
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:Some people already are :p --[[User:Turgid Bolk|Turgid Bolk]] 17:44, 6 November 2007 (EST)&lt;br /&gt;
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::I'm running a game with Elves as the playable civilization, a challenge on its own--The Forest Retreat of Inalamina is well into its ninth year, with a population of 220, and this is without mining ''or'' cutting down any trees. It's defended entirely by spearmen, swordsmen, and wrestlers, and the nobles/admins and wounded elves live happily in tree forts and lean-tos! Worth adding, maybe? I'd even consider writing an article for it... --[[User:Navian|Navian]] 10:23, 6 November 2008 (EST)&lt;br /&gt;
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::: I am completely enthralled. I'd love to see it written up. Screenshots, the whole thing. --[[User:RomeoFalling|RomeoFalling]] 10:37, 6 November 2008 (EST)&lt;br /&gt;
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::Oh, you mean for the game I'm running itself? I'd love to, but I can't seem to find what the rules for that are and I don't want to step on any toes by randomly creating a page. --[[User:Navian|Navian]] 10:48, 6 November 2008 (EST)&lt;br /&gt;
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::: Either for the game itself, or a general essay sorta thing on the challenges and solutions for that kind of gameplay. As for the [[rules]], I don't know what you're talking about exactly. A wiki is a kind of anarchistic democracy. If you think it's worth putting up, you are free to put it up. If someone wants to take it down, they're free to do that too. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:RomeoFalling|RomeoFalling]]&amp;lt;/small&amp;gt;&lt;br /&gt;
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:::Put the writeup on your userpage, and if it can be broadened into something else, we'll move it into the mainspace.--[[User:Maximus|Maximus]] 23:09, 6 November 2008 (EST)&lt;br /&gt;
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==Assassination==&lt;br /&gt;
I tried &amp;quot;Assassination&amp;quot; the other day and found that it was incredibly easy with a group of axedwarves. Not only did I kill the hardest-to-get-at goblin, I killed every last other goblin too. In the end, there were only 2 dogs and 2 dwarves dead (the last one fell, sadly, to the last goblin left, who was hiding in the tunnels.--[[User:Smoking Gnu|Smoking Gnu]] 22:51, 15 December 2007 (EST)&lt;br /&gt;
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:Now do it with 7 untrained dwarves with no armor. --[[User:TheUbie|TheUbie]] 19:30, 29 December 2007 (EST)&lt;br /&gt;
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::Mwa ha ha ha!--[[User:Jackrabbit|Jackrabbit]] 18:38, 11 December 2008 (EST)&lt;br /&gt;
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::: How did you get it to work?  I've tried starting with goblins and they are always &amp;quot;friendly&amp;quot; on the unit screen and so I can not attack them.  Is there some trick to getting them hostile so you can do this sort of thing? 40d, by the way. --[[User:Kwieland|Kwieland]] 11:33, 18 February 2009 (EST)&lt;br /&gt;
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== Humanlike? ==&lt;br /&gt;
It should be noted that the 'human-like fortress' as described is historically inaccurate.  In particular, its either misrepresenting or confusing various details.  One major point is that a _castle_ never incorporated a town.  There are walled towns and there are castles, but these are entirely different things.  A couple of historical periods/styles would lead to the following different suggestions:&lt;br /&gt;
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(A) Larger (stone) medieval castles sometimes had industry in the bailey.  This was often pressed up against the outer wall to save on space and wall building.  It was usually militarily useful industry (ie, metalsmithing of various types).  Cooking and possibly brewing might also happen, and cooking at least would have been handled in the keep itself.  Industries including jewelry, carpentry (on a permanent basis), and other non-military production would have been outside the castle, quite possibly in a town nearby.  &lt;br /&gt;
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(B) More isolated smaller castles would have done necessary production in the bailey on a temporary basis (ie, erecting a carpentry work area when needed and disassembling it afterwards), with a few permanent industries (notably blacksmithing).&lt;br /&gt;
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(C) 'Dark Ages' castles would be made of wood, and weren't large enough to accomodate much industry.  Instead they would have imported everything.  The early castle was a defensible home for the lord and his family, and would only house them and a few military retainers.&lt;br /&gt;
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It should be noted that the lack of focus on industry in a castle meant diverse tasks might share the same workspace and in fact be handled by the same person.  The purpose of a castle is military, not production, and castle's only produced goods for internal demand that either could not be imported, would be inconvenient to import, or were critical to the military purpose (and couldn't afford access to those goods being lost during a siege).&lt;br /&gt;
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(D) A walled town would have no keep.  Nobles would not live there.  Basically, towns would build a wall around their perimeter for defense.  More important towns often grew to encompass nearby castles, and often outgrew their walls - which might either lead to substantial portions beyond the walls or accruing walls occasionally to encompass new growth.  Despite a castle potentially being encompassed by a town, the castle and town were administratively separate - towns receiving independent charters from the crown - and the town was never subject to the lord of the castle (who may well control the surrounding countryside).&lt;br /&gt;
&lt;br /&gt;
Given the nature of Dwarf Fortress, treating it as a town rather than a castle is probably preferable unless you really want to emphasize military skills, which could be interesting.  You could, of course, create a castle and a town, keeping them as virtually separate entities, with military dwarves and nobles living in the castle and other dwarves living in the town.&lt;br /&gt;
&lt;br /&gt;
--[[User:Squirrelloid|Squirrelloid]] 18:11, 30 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:When did we start trying to make DF fit real-world history?&lt;br /&gt;
:His idea seems perfectly fine when compared to in-game human towns/cities, as they have a keep and whatnot as part of the city. Only difference is adding a wall around it all. --[[User:N9103|Edward]] 18:25, 30 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Insane Renegade (just a thought) ==&lt;br /&gt;
&lt;br /&gt;
Well I was thinking something along these lines,&lt;br /&gt;
&lt;br /&gt;
They all think that your crazy, so you and some others ran. You shouldn't trust them... They want you dead. Except for the (random profession/job) they think like you. KILL THEM KILL ALL THAT OPPOSE YOU!!,&lt;br /&gt;
&lt;br /&gt;
Description:&lt;br /&gt;
Xenophobia, Do not trade with others, Kill all immigrants except ones of a certain job/profession. If you want to go as a truly insane person, ban all statues and engravings of Dwarven faces (the statues, THE ROCKS! THEY ALL WANT ME DEAD!!!!) Be prepared for a long life of hatred and sieges.&lt;br /&gt;
&lt;br /&gt;
P.S. if anyone edits this and puts it on the main thing please give me partial credit... Thank you and goodnight! &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:LrZeph|LrZeph]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:How is this different from [[Challenges#Outcast|Outcast]], aside from the RP? --[[User:Savok|Savok]] 16:41, 22 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Oh dear, i missed that one. never mind &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:LrZeph|LrZeph]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Dystopian society ==&lt;br /&gt;
&lt;br /&gt;
Anyone thought of making a fortress based off one of those dystopian futures found in scifi novels like 1984, We, Brave New World, and Fahrenheit 451? The way I imagine it, it would be similar to the Equaland challenge, with variations based on the dystopian principle of your choice. For example, if you want to encourage uniformity across your population, enable all labor for every dwarf and persecute anyone who skills up too quickly at a given skill. A strict caste system might also be implementable, a la Brave New World. Another idea would be to kill off or at least &amp;quot;re-educate&amp;quot; any dwarf that falls below ecstatic for an extended period of time. Tons of ideas at {{wiki|Dystopia}}. Thoughts? --[[User:Mikaka|Mikaka]] 04:56, 24 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:That sounds like a good challenge. --[[User:Savok|Savok]] 08:24, 24 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Underwater Building ==&lt;br /&gt;
&lt;br /&gt;
I've decided to take on the underwater building challenge, and have started Migrurmestthos, The Ocean-Citadel. But ah... I can't for the live of me figure out how I'm going to get glass blocks to the bottom of the ocean. Any ideas? --[[User:Anfini|Anfini]] 20:36, 19 July 2008 (EDT)&amp;lt;br&amp;gt;&lt;br /&gt;
''P.S.: I've altered the creature tokens and set my Dwarves to Aquatic.''&lt;br /&gt;
&lt;br /&gt;
:I recommend either&lt;br /&gt;
:#Don't build it in the ocean.&lt;br /&gt;
:#Use pumping to pump a large area of the top level of the ocean out. Do the same with a slightly smaller area one level down. Repeat as desired.&lt;br /&gt;
:#Pump the ocean out, build, then let it flow back in. This is like the above, but with the whole visible ocean. --[[User:Savok|Savok]] 22:45, 20 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Oookay, okay. I have single-handedly diverted the courses of raging rapids to give my children something to drink, harnessed the power of lava, and built towers of glass. However, I cannot help but approach the idea of pumping out '''the entire ocean''' with a bit of skepticism. Is this ''really'' possible? --[[User:Anfini|Anfini]] 22:53, 21 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Aye, it is. Aside from waves, the &amp;quot;entire&amp;quot; ocean is really, due to map limitations, just a large, fast-refilling lake. If you build a ring of pumps properly, you should be able to clear the water from a section, which can be as large as your fortress map. --[[User:Savok|Savok]] 02:34, 23 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::: I've personally been using 'canals' in my fortress for quite a while, and what I do is simply allocate nobles' rooms along the side of the canal, and before flooding the waterway, I dig into it and build glass windows and blocks so the nobles can watch the fish swim by.  I doubt it actually raises the room value by any more than the glass windows' base value, but I like the effect.  This isn't really an &amp;quot;underwater city&amp;quot; per se, but it's born of the same concept.  --[[User:Eddie|Eddie]] 07:45, 26 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Check out [[User:Squirrelloid/Under the Sea]], then note that I haven't quite tested any of the possible methods yet.  I'm about ready to turn on the magma tap and see if I can create an obsidian stalagmite with successive bursts of magma followed by channelling - that may provide a way to build stairs down through and assemble a mass pump appartus - yes, this is going to be a lot of work.  Its took 6 years of game time to get to the point where I was ready and able to do a trial run - admittedly, it wasn't the only thing I was focused on.  --[[User:Squirrelloid|Squirrelloid]] 12:28, 19 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Dwarf Factory ==&lt;br /&gt;
&lt;br /&gt;
--[[User:Bilkinson|Bilkinson]] 18:12, 28 August 2008 (EDT)&lt;br /&gt;
Looking to develop this callenge concept:&lt;br /&gt;
&lt;br /&gt;
Your fortress is a highly specialized industrial complex. Select one item, or very narrow category of items. (ie Flour, Scepters, Shoes, Silk Bags, Crossbow Bolts) This is your factory's product. You must produce as much of it as possible, and it may only be used for export to any any and all caravans which visit your factory. Set up shift schedules, assign massive teams of dwarves (or even all of them!) to your core product, and generally devote your fort to maximizing output. &lt;br /&gt;
&lt;br /&gt;
Variants: &amp;lt;br /&amp;gt;&lt;br /&gt;
Assembly line - Each Dwarf is assigned a single stage of the production cycle, this is their only labour. Workshops should be grouped togeather by type, ordered based on the production cycle and grouped with relevant stockpiles.&amp;lt;br /&amp;gt;&lt;br /&gt;
Communal - Every Dwarf has every relevant labour enabled, in addition to whatever else they do for the fort.&amp;lt;br /&amp;gt;&lt;br /&gt;
High Management - For each Task in your production, appoint a department head. As the number of workers in each department grows, start appointing shift managers. As your factory expands in size, appoint reigonal coordinators and quality control bureaus. Cap this off with a board of directors and a CEO. None of these dwarves do anything but fill noble slots and build social skills.&amp;lt;br /&amp;gt;&lt;br /&gt;
Prison/Work Camp - Noble dwarves do not contribute to labour. Max the fortress/royal Guard at all times and draft 20% of the population into the army. The remaining dwarves are prisoners who must produce output. Build walls, rig traps, and make an example of anyone who fails to meet their quota.&amp;lt;br /&amp;gt;&lt;br /&gt;
People's Glorious Five-Year Plan - As above, but arrive with no skilled workers, rig all facilities with self destructs and kill switches, and only arm one in ten of your soldiers.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Bonus: Only produce things vital to the survival of your workers, or directly involved in making your product. Anything else must be imported.&amp;lt;br /&amp;gt;&lt;br /&gt;
Further Bonus: Produce only your final product, all raw materials must be imported. spend the surplus on anything else you may need.&lt;br /&gt;
&lt;br /&gt;
How's it sound?&lt;br /&gt;
&lt;br /&gt;
== Luxurious Tomb ==&lt;br /&gt;
&lt;br /&gt;
Build an extravagant mausoleum for your entire dwarf community.  Make it multi-leveled, make it a pyramid, make it out of glass if you want - but it must serve no other purpose than to be a dying place, and must not be accessed for any purpose other than to build it.  Add a few decorations here and there, statues, tables, and a whole lot of coffins to house everyone.&lt;br /&gt;
&lt;br /&gt;
Once it's complete, turn your fortress into a ghost town.  Remove the designation of all your stockpiles.  Forbid all the workshops and forbid access to the different areas of the fort as they get deserted to limit dwarf movement.  Lure everyone into the tomb, seal the entrance from the inside and watch everyone die inside their new mausoleum.  The tomb should be designed such that the initial entry point cannot easily be guessed (i.e.: The entrance should be sealed using a wall or some other solid structure - not via a door you just mark forbidden.&lt;br /&gt;
&lt;br /&gt;
BONUS: make access to the tomb difficult or impossible, either by causing a cave-in in the tunnel that leads towards it, or by flooding the surrounding area in water or magma.&lt;br /&gt;
&lt;br /&gt;
BONUS #2: Build the tomb over a chasm.  Find a way to drop the whole tomb-building into it once everyone's inside.&lt;br /&gt;
&lt;br /&gt;
:Suggestion: DON'T build it over a chasm; build it over a very large pit (deep enough to be called a 'chasm' by some) and make a set of ramps that lead down to the bottom. 1x2 setup; that is:&lt;br /&gt;
 ^^&lt;br /&gt;
 ^^&lt;br /&gt;
 ^^&lt;br /&gt;
 ^^&lt;br /&gt;
 ^^&lt;br /&gt;
 ^^&lt;br /&gt;
 ..&lt;br /&gt;
 That is, up ramps, turn on normal flooring, then continue back up in the opposite direction. So a dwarf would travel in this path:&lt;br /&gt;
 VV&lt;br /&gt;
 VV&lt;br /&gt;
 VV&lt;br /&gt;
 VV&lt;br /&gt;
 VV&lt;br /&gt;
 VV&lt;br /&gt;
 &amp;gt;^&lt;br /&gt;
:They'd come down the left ramp, turn left twice, and go down via the right ramp. Then they'd take two more lefts, and go down the left ramp, etc..&lt;br /&gt;
:Just a neat little suggestion that's way too complicated, but'd look nice...also, {{k|V}} is a ramp; {{k|^}} is not.&lt;br /&gt;
:I can't wait to try this out, then watch the temple I build go down, down, down, and '''SMASH'''--then use the ramps alongside it to view (and plunder, of course--it IS a tomb in adventure mode) it.&lt;br /&gt;
:Oh, and just a Z-level view:&lt;br /&gt;
 |   / &lt;br /&gt;
 |  /&lt;br /&gt;
 | /&lt;br /&gt;
 |/&lt;br /&gt;
 |\&lt;br /&gt;
 | \&lt;br /&gt;
 |  \&lt;br /&gt;
 |   \&lt;br /&gt;
:Or:&lt;br /&gt;
 |   /&lt;br /&gt;
 |  /&lt;br /&gt;
 | /&lt;br /&gt;
 |/___&lt;br /&gt;
 |   /&lt;br /&gt;
 |  /&lt;br /&gt;
 | /&lt;br /&gt;
 |/___&lt;br /&gt;
:Etc.. ~ [[User:Midna|Midna]] 23:45, 25 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Agoraphobia  ==&lt;br /&gt;
&lt;br /&gt;
Your dwarves are absolutely terrified of the great outdoors, ([[carp|and]] [[Elephant|with]] [[Giant eagle|good]] [[undead|reason]] and want nothing more than to be nestled tightly in the &amp;quot;[[Giant Cave Spider|relative]] [[Pit|saftey]]&amp;quot; of the underground. Upon arrival, immediately burrow into the ground and haul all your supplies out of the sun's glare, and then never set foot on the surface again. Also, to help reduce anxiety, have no single chamber larger than 5x5, and let no hall stretch farther than 5 tiles between doors.--[[User:Bilkinson|Bilkinson]] 11:42, 15 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;insert material&amp;gt; Fort....wait, what? ==&lt;br /&gt;
&lt;br /&gt;
Ok, now I can understand a glass fort...and I can understand making it all outside, but how does one build it under water?  Can someone please tell me how to do this so I can try to create my own Dwarven SeaLab? [[User:Alkyon|Alkyon]] 05:58, 17 October 2008 (EDT)&lt;br /&gt;
:I believe its either done via pump rings (enough screw pumps can hollow out sections of the ocean long enough to build something to hold the water back), or in a cold enough seasonal environment, only doing construction during the winter. [[User:HeWhoIsPale|HeWhoIsPale]] 08:44, 17 October 2008 (EDT)&lt;br /&gt;
:: The third option would be building the fort, and then making a lake around it. --[[User:Bilkinson|Bilkinson]] 08:51, 17 October 2008 (EDT)&lt;br /&gt;
::The real trick with building enough screw pumps is in water deeper than 1 z-level you need to find a way to build down - you cannot hang down staircases off sides like you can up staircases.  I'm attempting to pump magma to form an obsidian sheen - tunnel down through it and channel a hole, pump more magma, and so on.  I'll let people know how it works... --[[User:Squirrelloid|Squirrelloid]] 12:41, 19 November 2008 (EST)&lt;br /&gt;
:::So I've heard.  Have you tried just carving a staircase along the underwater cliff on your game?  I hope to see, or at least hear, the results of your work.  As for me, I'm trying this challenge the other way around: Turn a hilly desert map into a massive glass aquarium, with my dwarves living the good life inside. --[[User:Alkyon|Alkyon]] 13:41, 19 November 2008 (EST)&lt;br /&gt;
:::::Well, my goal was to build a free-standing structure in 15 z-levels of water, so yes, if there is a convenient cliff it works, but that limits you to cliffs which start 1 z-level below water.  As all my really deep water areas aren't even close to being accessible in that way, its not even an option.  --[[User:Squirrelloid|Squirrelloid]] 19:34, 19 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::To me, the solution that comes to mind is to place a weapon rack on a narrow causeway and get recruits to wrestle until one punts another into the abyss. The lucky winner gets to build the up staircase. Getting materials below is easy, you can just build something and deconstruct it, among other more elaborate means. --[[User:Navian|Navian]] 17:41, 19 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::That only works if its only 2 z-levels down, because otherwise the dwarf falls into deeper water and drowns... and as 2 z-levels is boring... --[[User:Squirrelloid|Squirrelloid]] 19:34, 19 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Genesis==&lt;br /&gt;
Kill all but two of your starting dwarves off (one male and one female).  Seal them in your fortress (no trading).  Repopulate the earth.  Measure of success is based on number of children before the fortress dies.  Thoughts?&lt;br /&gt;
--[[User:Squirrelloid|Squirrelloid]] 05:12, 22 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:How reliably can you get them to mate?--[[User:Maximus|Maximus]] 16:57, 22 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:: Tried this out - 3 years in and not even lovers yet.  Ick.  So, here's the problem: you really want two dwarves who won't start as friends with many other people (although each other is ok), and who can handle stress and aren't quick to anger.  Because of course your first hurdle is going to be surviving the unhappiness generated by killing off everyone else.  (You may just want to build some coffins early just in case).  Unfortunately, the embark screen view mode won't let you see who they're friends with before embarking, so if you want to assign just two of them skills you're making guesses based solely on their personality traits as two which dwarves will be compatible and likely to survive the initial culling.  After that you then need to reduce your job queue to almost nothing and basically lock them in the same room together so they spend their time talking - because you've already chosen otherwise self-reliant and anti-social dwarves.  &lt;br /&gt;
&lt;br /&gt;
::Some evidence on the Relationships talk page suggests giving some social skills to your dwarves may increase the rate at which they progress to friends/lovers.&lt;br /&gt;
&lt;br /&gt;
::My first attempt was a Carpenter 5/Cook 5 and a Mason 5/Grower 5... I might have to revise that to Mason 5/Grower 3/Something social 2 and Carpenter 4/Cook 4/something social 2 - but carpenter and mason are going to be important for generating happy thoughts.&lt;br /&gt;
&lt;br /&gt;
::Apparently setting the .init file to a max of 2 dwarves doesn't stop immigrants from coming - which is annoying because I really don't want to keep killing them off, and they keep stealing my moods.  (Yes, i put a stone stockpile outside so the immigrants can build their own deathtrap over the lava vent).  I do recommend playing on an island so you only have to deal with not going outside for the dwarf caravan each year.  And the liaison will happily join your migrants on the death trap if you make it a meeting area.&lt;br /&gt;
&lt;br /&gt;
::--[[User:Squirrelloid|Squirrelloid]] 10:18, 23 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::It's all a matter of compatibility. Dwarves actually don't start out friends, they just make them almost instantly at the start (and can make grudges here, too. I had one who had a very low sense of adventure while everyone else had high, and five of the seven had grudges with her.) To become lovers and get married requires a very, very high compatibility--whatever that means. It seems that some dwarves never upgrade from lovers to married, either, perhaps due to being not compatible enough, but being faced with a lack of programming to handle breakups. (I'll leave that one to the playwrights.) Getting this challenge to work is probably more than half the challenge! --[[User:Navian|Navian]] 11:29, 23 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Do social skills make dwarves more likely to make friends, or does being friendly make dwarves more likely to gain social skills?  Instead of focusing on social skills, you might need to pick dwarves with a lot of friendly traits (or even compatible traits, like Navian suggests).  You can check their personalities before setting out -- if you don't see compatible traits, scrap it and start building another party.&lt;br /&gt;
&lt;br /&gt;
:::For happiness, build several native gold (i.e., masonry) statues and put them in their bedrooms -- that will dwarf (ahem) the bonus you will get from the bed itself being high-quality.  You can potentially skip carpentry altogether.&lt;br /&gt;
&lt;br /&gt;
:::For them to actually form a relationship, you might need to give them idle time, during which they will socialize.  &lt;br /&gt;
&lt;br /&gt;
:::To keep other dwarves away, you could try putting a moat around the entire perimeter of the map (better still, a magma moat).  This worked with the 2D version, but with finite quantities of fluid in the 3D version, it might not work anymore.  But if you do want to try, put a wall as close to the edge of the map as it allows you, and flood everything outside it.  Have the sacrificial five (and all immigrants) work on that.&lt;br /&gt;
&lt;br /&gt;
:::Supposedly you won't get moods at all in a fortress with less than 20 dwarves.  You also won't get moods if you haven't produced enough goods or revealed enough tiles through mining (see [[strange mood]]).--[[User:Maximus|Maximus]] 12:30, 23 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Noblesse requis==&lt;br /&gt;
&lt;br /&gt;
Build your fortress to please the sick, twisted, evil nobles needs. Build a execution chamber for your rowdy dwarves and build a torture chamber for your dungeon master, using your imagination! Use this to punish pathetic dwarves who dare rebel. Build palaces for your nobles and pamper them in every way. Pour most of your resources into a beautiful place for nobles to live whilst letting your dwarves sleep in tiny, pathetic rooms.  The only exception is your mayor, who rises from the rank of the disgusting peons. He must live in squalor as well, preferably next to noble rooms to so the nobles can taunt him. score yourself according to how happy your nobles are, and your worth. Evil. And fun! can I add this to the main page? --[[User:Jackrabbit|Jackrabbit]] 03:04, 11 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Sure &amp;amp;ndash; it's a wiki, after all. You can edit the pages yourself!&lt;br /&gt;
:Also, is that really what [http://en.wikipedia.org/wiki/Noblesse_oblige Noblesse/noblis oblige] means? --[[User:Savok|Savok]] 10:55, 11 December 2008 (EST)&lt;br /&gt;
::Nope, just sounds good. I was hoping nobody would look it up. Maybe I'll change the name. Also, I'm new to wikis in general so I don't really know how everything works, desipte making this profile about a year ago. Thanks!--[[User:Jackrabbit|Jackrabbit]] 18:26, 11 December 2008 (EST)&lt;br /&gt;
:::Okay, changed it to Noble demand. Thanks!--[[User:Jackrabbit|Jackrabbit]] 18:30, 11 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Magma/Lava Waterfall ==&lt;br /&gt;
&lt;br /&gt;
Would creating a sustainable magmafall, or one that can be triggered as part of a defense system, be considered a challenge?  Or is it more of a Stupid Dwarf Trick?  I'm just curious because one has to take into account building the thing, making sure it won't set your dwarves on fire, and where to put the excess magma/lava since you can't really just pump it back into the magma pipe without some sort of massive and elaborate pump system. (Oh wow, I feel stupid.  I created a new subject and forgot to sign it for at least two days.) --[[User:Alkyon|Alkyon]] 20:26, 10 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:I'm inclined to declare it a SDT, due to the overly dangerous side effects. But then... I'd also call half the challenges SDTs too. I think that if the side effects are more dangerous than the intended effect, it's no longer a challenge, but something some random (insane) dwarf felt needed to be done. To put it in perspective, there's few cases where a 20-dwarf squad can't handle an entire siege, with or without fortifications and traps. Give them those, and they can handle all the siegers rushing and arriving at the same time. Even if you never have any mistakes during the construction of the magma-defenses (and that's a rare thing) then you could easily lose more than 20 in the first siege alone from dwarves trying to gather dropped goods. It's also almost useless against any other defenses (thieves &amp;amp; ambushes) since you'll have little, if any forewarning that you need to clear the area and throw the switch.&lt;br /&gt;
:On the other side of the fence, if you're particularly interested in making this, you should do the little things, like making a near-exact count of how much lava you'll need to let flow, to both keep all tiles where it will settle to less than 2/7 (since then it would never evaporate, the best cleaning method) and how to direct the flow so that it covers the path, but doesn't flow to other areas you didn't intend. --[[User:N9103|Edward]] 15:38, 11 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::Well, it doesn't have to be part of a defense system, one could just have massive magma waterfalls lining their entrance.  Though I have to say from experience that the hardest part is drainage.  Creating a massive magma cistern is one thing, it just takes some pumps and construction, but getting the stuff to not backup on the way to the disposal chasm and therefore not flood your fortress is a bit more complex than it first seems.--[[User:Alkyon|Alkyon]] 11:13, 12 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Which is why it's great building your fort into the the ledge a few levels over a Magma Pipe ;) --[[User:N9103|Edward]] 21:01, 12 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::::Hmm, that would be one way to do it, too bad I can't search for maps with that specific of a terrain set.  Anyways, there has to be a way to spill off at least some of the magma as the magma pipes fill slowly but constantly from the bottom.  Also, I learned from my failed experiment that Coke roads + magma spillover = road of fire.  Unusable except for turning your fortress into Mordor, which is awesome in it's own way. --[[User:Alkyon|Alkyon]] 21:29, 12 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::LOL, yes, I saw that and was thinking something along the lines of Mordor myself ;)  As for spill over, the magma tends to flow off to the side off the top of the magma pipe where I'm at, resulting in a net loss to evaporation, so I just turn it off for a season once or twice a year. As for finding a magma pipe that's exposed *and* sunken, to provide atleast one level of inaccessible floor around the pipe, I'd look in the mountains, where you've got many many levels of elevation. Or atleast, that's what my map looks like (50+ levels) with the majority of the map being mountain tiles, and one corner (of a 2x4 map) being desert. It had two * listed in the height map, '''''but no chasm''''', so that could help to find one. --[[User:N9103|Edward]] 23:35, 14 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:Or, how about a dual water/magma waterfall, meeting on the road leading in? Encase your enemies in carbonite, err, obsidian. [[User:Random|Random]] 20:31, 15 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Real time&amp;quot; challenge talk ==&lt;br /&gt;
&lt;br /&gt;
1) As mentioned in the challenge, opening any menu pauses the game&lt;br /&gt;
&lt;br /&gt;
2) &amp;quot;You have struck Alunite!&amp;quot;  Anyone else get this message and a pause every 5 minutes?&lt;br /&gt;
&lt;br /&gt;
If you were to keep the game running while you slept -- and trust me, I have -- all it takes is one minor inconvenience of the legion the game contains to pause it.  I set the game to keep running before I went to bed one night, and between doing that and going to brush my teeth, it paused.  I resumed, lay down in bed, and not a minute later, I opened my eyes to see the game had paused ''again.''  Too much stuff causes the game to pause to really execute this without constant babying.&lt;br /&gt;
&lt;br /&gt;
Overall, I don't see this challenge as being feasible.  Not bad in theory, but impossible in practice.  --[[User:Eddie|Eddie]] 06:15, 16 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:Yes, thats true. That challenge would require either a new version where pausing-for-announcements can be disabled or a helper program to automatically acknowledge them and unpause the game. [[User:Random|Random]] 20:54, 16 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Hermit Challenge ==&lt;br /&gt;
&lt;br /&gt;
Does anyone have any tips for not having any damn migrants? The carps can't eat everyone.&lt;br /&gt;
: Well, you can just kill them all. Atom smasher, lava, water, goblin siege, choose your way to kill them. Even random ballista bolt could do the trick! Bonus point for the creative part !? :D [[User:Karl|Karl]] 19:45, 21 January 2009 (EST)&lt;br /&gt;
::Well, if the problem gets too extreme, you can adjust your maximum population to 1 in the ini files, and see if that works...--[[User:Quil|Quil]] 20:43, 21 January 2009 (EST)&lt;br /&gt;
::: It doesn't work. The POPULATION_CAP seems bugged something awful. [[User:AbuDhabi|AbuDhabi]] 02:36, 23 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== The Great Wall of [Kingdom] ==&lt;br /&gt;
&lt;br /&gt;
Here's an interesting challenge:&lt;br /&gt;
&lt;br /&gt;
Your kingdom needs a great impenetrable defense to protect against your goblin enemies. You have been assigned to build a giant wall!&lt;br /&gt;
&lt;br /&gt;
The wall must stretch from one side to the opposite, have a height of 5 z-axis, be four tiles wide complete with gate(s), towers, fortifications, ballistas and catapults. You must also position a crossbowdwarf at every ten tiles.&lt;br /&gt;
&lt;br /&gt;
* BONUS: Build it right next to a goblin lair.&lt;br /&gt;
* BONUS: Build it all using only wood.&lt;br /&gt;
* BONUS++: Build it all using only soap!&lt;br /&gt;
&lt;br /&gt;
[[User:Myroc|Myroc]] 15:16, 22 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:This wouldn't work due to the fact that you can't build walls (among other things) too close to the edge.  At best, it would have to start six tiles in on both sides.  However, you could implement an existing hill/mountain to &amp;quot;assist&amp;quot; with the completion of the wall.&lt;br /&gt;
:[[User:Nocash|Nocash]] 18:30, 24 January 2009 (EST)&lt;br /&gt;
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::Ah, good point. I kinda forgot about that. [[User:Myroc|Myroc]] 05:50, 25 January 2009 (EST)&lt;br /&gt;
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:::You could use raised bridges at the ends, they can be built right up to the edges.  --[[User:Torasin|Torasin]] 13:25, 25 January 2009 (EST)&lt;br /&gt;
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== Pave the World? ==&lt;br /&gt;
&lt;br /&gt;
If one where to flood the world with magma, then flood it with water, you would be left with a solid block of obsidian, am I right? (along with ALOT of steam.)  Bonus for paving the elves. --[[User:Zchris13|Zchris13]] 18:13, 7 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Rewrite ==&lt;br /&gt;
Alright, this article is getting way too messy. 60 top-level items is more than most talk pages, many of them overlap each other, the ones involving goblin forts are out of date (as local goblins are automatically friendly as of 40d) and some of them just plain aren't challenges.&lt;br /&gt;
&lt;br /&gt;
For now I've split them up into three broad categories, and I plan to weed out redundant/wrong bits and streamline the whole thing while still hopefully preserving some of the &amp;quot;flavor text&amp;quot;. [[User:Walliard|Walliard]] 04:06, 14 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== College ==&lt;br /&gt;
A center for enlighted craftsmanship studying and teaching. There should be auditoriums for each workshop type lined with chairs and a few lecture rooms with ascending rows of chairs where nobles rant to the peasants how lesser they are and to teach them manners. A canteen and dorms will also be needed.&lt;br /&gt;
&lt;br /&gt;
Minor bonus: auditoriums are designated as meeting halls and have balconies and floor hatches on the ceiling to allow best studying with illuminated stages.&amp;lt;br /&amp;gt;&lt;br /&gt;
Minor bonus: Hold keger parties each night.&amp;lt;br /&amp;gt;&lt;br /&gt;
Bonus: Do not make co-ed dorms; married couples can rent a small apartment from nearby study houses.&amp;lt;br /&amp;gt;&lt;br /&gt;
Bonus +: Engligthen other races.&amp;lt;br /&amp;gt;&lt;br /&gt;
Ultimate bonus: Englighten orcs, goblins and other less friendly creatures. -[[User:Karpatius|Karp]] 08:00, 6 May 2009 (UTC)&lt;br /&gt;
: How does one &amp;quot;enlighten&amp;quot; other races? [[User:Lymojo|Lymojo]] 21:38, 13 May 2009 (UTC)Lymojo&lt;br /&gt;
&lt;br /&gt;
== Adam and Eve ==&lt;br /&gt;
I was thinking kind of a variation on the Hermit challenge except you keep one male and one female, and kill off any migrants or trade caravans, while keeping any babies those two produce.&lt;br /&gt;
:Worlds with no dwarves in them makes it a bit easier to achieve.&lt;/div&gt;</summary>
		<author><name>Denspb</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Trap&amp;diff=18495</id>
		<title>40d Talk:Trap</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Trap&amp;diff=18495"/>
		<updated>2009-05-14T18:16:21Z</updated>

		<summary type="html">&lt;p&gt;Denspb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Cage traps clarification ==&lt;br /&gt;
&lt;br /&gt;
I think I know the answer, but are ANY sort of cages suitable for trapping any kind of invading monster (except those that evade traps altogether, such as kobalds). The page mentions a glass trap catching a colossus, but will that also apply to a rickety wooden trap?  I haven't produced any glass. --[[User:RustyMcloon|Rusty Mcloon]] 06:18, 29 May 2008 (EDT)&lt;br /&gt;
:Yes.  I've had a bronze colossus trapped in an Ashen Cage before.  I don't think creatures care what you trap them in.--[[User:Dadamh|Dadamh]] 14:59, 29 May 2008 (EDT)&lt;br /&gt;
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== cage traps for food ==&lt;br /&gt;
Couldn't one generate a mild supplementary food source by putting cage traps out on the map at random? Or create rows of them to catch aggressive creatures that are chasing down a fleeing dwarf. The ability to place them on the surface has some interesting possibilities. [[User:Kefkakrazy|Kefkakrazy]] 04:45, 4 November 2007 (EST)&lt;br /&gt;
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: You can really do this with any kind of trap now - I built a 1 tile wide stair/corridor up an exposed cliff face, and as I was concerned about goblins and the like I stonefall-trapped it. Ever since then some of the local wildlife has used it to get up and down the 5 z-level cliff, with predictable and hilarious results. The goats just die, but the marmots are hurled off the cliff face to splatter on the ground below. It's a nice easy meat/leather/fat source, as well as being entertaining &amp;quot;Dwarfy McDwarf cancels reload stone trap - interrupted by (flying) hoary marmot&amp;quot; [[User:Acama|Acama]] 19:48, 20 December 2007 (EST)&lt;br /&gt;
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==berserk dwarves==&lt;br /&gt;
Will berserk dwarves set off pressure plates? Toady mentioned he was going to stop that from happening [[User:VengefulDonut|VengefulDonut]] 19:39, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
On a possibly related note, pets CAN set off traps.  Although in my experience the pet has to be falling unconscious to do so. [[User:Anonymousphrase|Anonymousphrase]] 22:43, 27 May 2008 (EDT)&lt;br /&gt;
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[[image:Pet_setting_off_trap.png]]&lt;br /&gt;
&lt;br /&gt;
It may also be the case that you can also get pets killed by a trap if they're in the square when a hostile sets off the trap. &amp;amp;mdash;[[User:Chaos|Chaos]] 12:42, 28 May 2008 (EDT)&lt;br /&gt;
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==flooding a spiked pit==&lt;br /&gt;
Will flooding a spiked pit break or cancel the spike trap? I'd test this, but I don't have the channel dug in yet. --[[User:Xazak|Xazak]] 18:30, 5 November 2007 (EST)&lt;br /&gt;
:confirmed that flooding doesn't affect spear/spike traps. [[User:YayTheDwarves|YayTheDwarves]] 17:52, 6 January 2008 (EST)&lt;br /&gt;
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I'm pretty sure the &amp;quot;corpse stuck in trap&amp;quot; chance is 50%, according to Toady either on IRC or some forgotten forum post a few months back.  I really can't remember for sure.  -[[User:EarthquakeDamage|EarthquakeDamage]] 02:31, 10 November 2007 (EST)&lt;br /&gt;
:Do spike traps stop functioning if a corpse gets stuck in them, or can you just retract and continue using as usual?  [[User:Gairabad|Gairabad]] 13:11, 9 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==cage traps/ fire imps==&lt;br /&gt;
I've secured the entries oy my magma furnaces with cage traps, but it seems that the fire imps just walk through.&lt;br /&gt;
Just as the Giant moles did. How so? --[[User:Doub|Doub]]&lt;br /&gt;
:supposedly there is a bug that causes any creatures on the map when it is generated to count as residents, and thus know where your traps are and not trigger them. I've never run into the problem myself, but I've never specifically tested for it so I can't really say for sure if it still exists (or ever did). --[[User:BurnedToast|BurnedToast]] 07:41, 6 January 2008 (EST)&lt;br /&gt;
:I had read about this and tried it out with a trapped coridoor next to my magma vent - an imp I tempted out walked right through 4 cage traps and 4 stonefall traps without triggering them. Seems like indigenous life is currently trap-immune. Most magma creatures can be dealt with by a few marksdwarves though, so you're only in serious trouble if you have a herd of skeletal hippos on your map on embark.--[[User:TangoThree|TangoThree]] 15:42, 19 January 2008 (EST)&lt;br /&gt;
::There's always the menacing spike + lever combo. And pits. [[User:Benitosimies|Benitosimies]] 16:08, 10 March 2008 (EDT)&lt;br /&gt;
::I've killed fire imps and magmamen with stone fall traps --[[User:Strangething|Strangething]] 01:20, 19 July 2008 (EDT)&lt;br /&gt;
:I've caught native fire imps in cage traps loaded with green glass terrariums. [[User:Rkyeun|Rkyeun]] 21:42, 4 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Trolls and Cages==&lt;br /&gt;
I'm planning on making the only passage to my fortress filled with cage traps, but I'm not sure if dwarves going out and migrants and traders coming in will be affected by them. Does anyone know? Also, do trolls smash goblin cages? [[User:Patarak|Patarak]] 21:41, 23 January 2008 (EST)&lt;br /&gt;
:Only hostile units will trigger traps.  Trolls only smash buildings and after a goblin is captured the cage is not built.  So the answer to your second question is no.  --[[User:Karlito|Karlito]] 21:45, 23 January 2008 (EST)&lt;br /&gt;
::Make sure to forbid the traps when the siege starts. Otherwise your dwarves will rush out to reload them and store all the cages. --[[User:Ikkonoishi|Ikkonoishi]] 22:53, 23 January 2008 (EST)&lt;br /&gt;
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&lt;br /&gt;
==Thieves and trap avoidance==&lt;br /&gt;
Is it possible that Kobold thieves/Goblin master thieves can also trigger traps? I think I killed one and caged another master thief in the past. Maybe the quality of the mechanism is important here? --[[User:Qwertyu|Qwertyu]] 13:24, 17 March 2008 (UTC+1)&lt;br /&gt;
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:goblin thieves, both regular and master, have always triggered traps -[[User:Chariot|Chariot]] 14:18, 17 March 2008 (EDT)&lt;br /&gt;
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::So why does the article then say &amp;quot;Sneaking enemies do not trigger traps&amp;quot;? Goblin master thieves seem very sneaky to me. --[[User:Qwertyu|Qwertyu]] 20:33 17 March 2008 (UTC+1)&lt;br /&gt;
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:::once goblin thieves are revealed they are captured fine. even revealed kobolds dont trigger. -[[User:Chariot|Chariot]] 15:45, 17 March 2008 (EDT)&lt;br /&gt;
:::: At least &amp;quot;normal&amp;quot; goblin thieves are scewered fine without being detected, says my weapon trap --[[User:Koltom|Koltom]] 16:58, 17 March 2008 (EDT)&lt;br /&gt;
:::: I have to agree with Koltom, I got an &amp;quot;Ambush&amp;quot; event when a goblin (master) thief went into a cage trap, and had another one cut to pieces by a serrated disc, which I only noticed when suddenly all my dwarves rushed off to remove his clothes. --[[User Quertyu|Qwertyu]] 13:31 (UTC+1)&lt;br /&gt;
:::: Weapon traps apparently have a chance of friendly fire.  At least, that's what the ghost of my Kitten(tame) told me... [[User:QMarx|QMarx]] 18:48, 13 April 2008 (EDT)&lt;br /&gt;
::::: I think traps have a chance to trigger against theives, not an absolute yes or no. Also, remember that a citizen going unconscious on a trap will trigger it. The reason animals do so is because they ignore traffic designations, of which I presume traps create an invisible 'no sleep' tile. I've tested locking a dwarf in a room where the entire floor space was covered with traps, they starved to death before sleeping on the traps. However, if a dwarf is knocked unconscious by fighting or a bridge, then they will still trigger traps. [[User:Sensei|Sensei: Last seen somewhere in the Basic Jungle of Terror]] 23:43, 13 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Crossbow Trap? ==&lt;br /&gt;
&lt;br /&gt;
How does a crossbow trap work? Does it have line of sight, like a Dwarf? &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Lordmick134|Lordmick134]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ranged weapons in weapon traps work much the same as melee weapons do, attacking the creature which triggered the trap. The only real difference in functionality seems to be that they require and use up appropriate ammunition, and (according to the article) do not get occasionally stuck and need cleaning like melee weapons in a weapon trap do. --[[User:Janus|Janus]] 21:31, 28 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
How much ammo gets loaded into a crossbow trap? I have 10 individual bolts in one and a stack of 39 in another. [[User:HeWhoIsPale|HeWhoIsPale]] 09:48, 24 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I assume they load it with whatever stack is close at hand.  They'd probably load it with a 1-er if you don't forbid used ammo.--[[User:Maximus|Maximus]] 12:07, 24 November 2008 (EST)&lt;br /&gt;
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== Trapping cave dwellers ==&lt;br /&gt;
&lt;br /&gt;
Has anyone sucessfully caged a cave dwelling megabeast? I have tried on two seperate maps to capture a minotaur and an ettin, both times the monster just run right through the cage traps. Perhaps creatures that are spawned on embark are bugged immune to traps?&lt;br /&gt;
&lt;br /&gt;
as said above, some creatures that spawn on the map dont seem to be caught in traps. however, i successfully caught and with the dugeon master, tamed, a giant cave spider that was living in my chasm. I designated it as available for a pet. a legendary engraver adopted it, so i drafted him and am training him up now. hopefully the giant cave spider that now follows him everywhere will be happy to defend its owner against goblins. megabeasts that spawn and attack you can be caged, in fact, its the easiest way by far to deal with them. some, like dragons can then be tamed. im assuming your etin and minotaur fall under the aforementioned bug... try a later game version. --[[User:FruityBix|FruityBix]] 13:04, 20 September 2008 (EDT)&lt;br /&gt;
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==Weapon Trap Jamming==&lt;br /&gt;
The page says crossbow weapon traps don't jam, but what about a trap with a crossbow and a melee weapon? Does the crossbow still fire if the trap jams? Or does a trap have to be pure crossbows to avoid jamming? --[[User:Strangething|Strangething]] 01:21, 19 July 2008 (EDT)&lt;br /&gt;
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:Well, it jams in my experience as of 40d, I tried mixed trap, when something jams, the whole trap stops [[User:TettyNullus|TettyNullus]] 18:26, 30 November 2008 (EST)&lt;br /&gt;
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== Trap betrayals? ==&lt;br /&gt;
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Has anyone else been betrayed by their own traps? I had a dog and a crossbowman killed by weapons traps. Serrated iron disks ripped through their bodies like the bloody tusks of enraged elephants.&lt;br /&gt;
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Correction. A dog, a crossbowman, and a miner. Will the slaughter never end?--[[User:Amenos42|Amenos42]] 12:08, 30 July 2008 (EDT)&lt;br /&gt;
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I've noticed that traps tend to fire on people/animals with injuries.  They've killed lots of 3 legged dogs for me, and a soldier that was dragging himself off the field.&lt;br /&gt;
&lt;br /&gt;
: Traps will (also) trip for any and all unconscious individuals. That may be or be one of the reasons. [[User:Drawf irons|Drawf irons]] 20:53, 4 August 2008 (EDT)&lt;br /&gt;
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::Does that include dead individuals? And is it possible to get my dead dog out of his cage? --[[User:Groveller|Groveller]] 01:32, 14 August 2008 (EDT)&lt;br /&gt;
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:::Mark it for dumping? That's usually the solution as to how to get anything out of anywhere! --[[User:Raumkraut|Raumkraut]] 09:34, 16 August 2008 (EDT)&lt;br /&gt;
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== Cage Trap Question ==&lt;br /&gt;
&lt;br /&gt;
I recently received the message that there was a goblin snatcher in my fortress. It zoomed the page to one of the 3 cage traps. I took the game off pause and it gave me the same message again. Now I have two cave traps sprung, and when I press &amp;quot;k&amp;quot; and go over them, one says : &amp;quot;goblin cage (Larch)&amp;quot; and the other says &amp;quot;Goblin cage(nickel)&amp;quot;. Does this mean I have successfully caught the scoundrels? Or are they still at large?&lt;br /&gt;
&lt;br /&gt;
:If there is a flashing 'g' then yes, if no than It could be possibly a bug.[[User:Hoborobo|Hoborobo]] 08:25, 10 August 2008 (EDT)&lt;br /&gt;
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== Stone Fall Update: Watch Out!! ==&lt;br /&gt;
&lt;br /&gt;
This is as of release '''0.28.181.39f''': in the past hour I saw two of my own dwarves - both normal healthy members of society - get killed in two different stone fall traps I'd had set up.  Clearly, the old rule that dwarves are immune to their own traps is no longer entirely accurate...unless there's a bug going on here?  Has anyone else fallen prey to this occurrence? [[User:Grand marquis|Grand marquis]] 06:31, 16 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:See two sections up. :P Anything unconscious will trigger traps currently - did those dwarves fall asleep on the trap square maybe? I've changed the section on triggering traps, so it gives at least a little hint that backfiring is now possible! --[[User:Raumkraut|Raumkraut]] 09:33, 16 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Room of Spiky Death ==&lt;br /&gt;
Alright, after a long, long time, I finally got myself a gross(144) of menacing green glass spikes. I'm planning to put them in airlock area of my castle, so that I can trap the goblins who have been annoying me and spike them to death. Each trap will use ten spikes, and there are 14 of them. There's an animal planted as bait, and once I raise both draw bridges, there's no way out. Can anyone tell me if there is something I should know before embarking on this death spree? -[[User:Cypress|Cypress]] 14:47, 20 August 2008 (EDT)&lt;br /&gt;
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Yes. Be prepared for blood. lots and lots of blood. also, it will be awesome.--[[User:Jackrabbit|Jackrabbit]] 00:56, 15 September 2008 (EDT)&lt;br /&gt;
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== Stop dwarves from automaticaly cleaning traps and getting killed. ==&lt;br /&gt;
&lt;br /&gt;
its in the title. first big siege comes in, hits the first line of traps in my entry hall of death, and then half the fortress runs out en mass to clean them, getting killed by the goblins in front and the ballista bolts from behind. they also block my military from getting past. this is agonizing! children, peasants, legendary craftsdwarves and nobles all are susceptible. aaaaarrrrrrggh! --[[User:FruityBix|FruityBix]] 17:35 30 September 2008 UTC&lt;br /&gt;
:Lock the doors. --[[User:GreyMario|GreyMaria]] 22:49, 20 September 2008 (EDT)&lt;br /&gt;
:Forbid the traps, at least until the siege is over.  --[[User:Smartmo|Smartmo]] 17:20, 6 May 2009 (UTC)&lt;br /&gt;
:Build the traps well outside (removing the roof and rebuilding with blocks still counts as &amp;quot;outside&amp;quot;), and forbid your dwarves to go out. [[User:Qwertyu|Qwertyu]] 12:17, 7 May 2009 (UTC)&lt;br /&gt;
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== Caged Creatures and Loot ==&lt;br /&gt;
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''In this case remove the poor fellow using the goblin's inventory screen.''&lt;br /&gt;
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I just caught my first goblin in my outer line of defenses! It wasn't even complete yet. *dances* Only, I can't seem to access the bugger's inventory screen. How get his goods off him without killing him? --[[User:RomeoFalling|RomeoFalling]] 04:12, 7 November 2008 (EST)&lt;br /&gt;
:Mark the bag (or whatever) he's holding for dumping via the stocks screen. [[User:HeWhoIsPale|HeWhoIsPale]] 09:29, 7 November 2008 (EST)&lt;br /&gt;
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&lt;br /&gt;
== weapon trap ==&lt;br /&gt;
&lt;br /&gt;
anyone got a good combo for a weapon trap setup? I have magma so my last line of defense is a 3x3 grid of serrated green glass disk weapon traps- with ten each. It is generally a one-hit-kill, if they make it past my cage trap field. Anyway, share some good weapon combos here. Good meaning easily producible yet deadly, or really effective.--[[User:Destor|Destor]] 00:47, 5 December 2008 (EST)&lt;br /&gt;
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: Bone crossbows trap, nuff said, all you need are some stones, and breeding pairs, and off ya go. Might be a bit high-maintance, but it never jams, and as long as you still have animals and stone around, you can make more of 'em, and fill 'em with just animals. -- [[User:TettyNullus|TettyNullus]] 01:46, 8 December 2008 (EST)&lt;br /&gt;
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:I tend to do 2-3 of whatever weapon I've got on hand per trap.  This is usually either glass weapons that I've been making to train a glassmaker or silver or copper weapons that I've been training a weaponsmith on.  Weapon traps reset quickly between attacks, so a line of 2- or 3-weapon traps 3-4 deep is usually plenty.  And why go through the trouble of reloading traps just to avoid an occasional jam?  Save your bone bolts for training marksdwarves.  IMO.--[[User:Maximus|Maximus]] 23:07, 8 December 2008 (EST)&lt;br /&gt;
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::Metal tend to be in short supply in early fortresses, and those with lack of wood to burn through. Beside the jamlessness is just a bonus, nicely balanced by the difficulity of keeping it supplied. Breeding pairs of animals are cheap and counts as renewable resource, they provides food, leather and bone, as long as there're enough breeding pairs to keep going. Animal husbandery can be slightly complicated with a -lot- of animals but the benefit is you have armour, weapon and food resource no matter where you go ( And as long as there're enough of 'em to breed ). It's really more player preference and avaliable resources so YMMV! (Plus last I recall, the only weapons that can be made with bones are crossbows, at least in vanilla DF using dwarves, correct me if I'm wrong, since some maps don't have woods. And some don't have stones but at least you can arm your guys with bone and leather equipments) -- [[User:TettyNullus|TettyNullus]] 01:30, 10 December 2008 (EST) ed: forget to say that I've had sieges big enough to run through 5 deep of fully loaded glass disc traps, that'd be stopped almost completelly by fully loaded crossbow traps with even bone bolts, but maybe I've just been lucky.&lt;br /&gt;
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== Dwarven Flame Belcher ==&lt;br /&gt;
&lt;br /&gt;
I'm modding DF to support a flamethrower trap component, and I was wondering whether 'charcoal' is an acceptable ammunition. More specifically, I'm curious what the proper name for refined coal is.&lt;br /&gt;
&lt;br /&gt;
[ITEM_TRAPCOMP:ITEM_TRAPCOMP_FLAMEBELCHER]&lt;br /&gt;
[NAME:flame belcher:flame belchers]&lt;br /&gt;
[ADJECTIVE:dwarven]&lt;br /&gt;
[DAMAGE:100:HEAT]&lt;br /&gt;
[WEIGHT:200]&lt;br /&gt;
[HITS:1]&lt;br /&gt;
[CRITBOOST:1]&lt;br /&gt;
[MATERIAL_SIZE:4]&lt;br /&gt;
[RANGED:CROSSBOW:CHARCOAL]&lt;br /&gt;
[METAL]&lt;br /&gt;
&lt;br /&gt;
It's designated as a crossbow because I don' know if RANGED will work without a skill. And so crossbow users in adventure mode can have fun. --[[User:RaguCat|RaguCat]] 14:13, 11 December 2008 (EST)&lt;br /&gt;
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:If you wanted to be really awesome, you'd have Naptha produceable at an alchemists, and use Naptha as fuel.  I suppose you could have Naptha be made from coke and soap, although really you'd need some oil too... but adding oil to the game sounds complicated. --[[User:Squirrelloid|Squirrelloid]] 15:06, 11 December 2008 (EST)&lt;br /&gt;
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&lt;br /&gt;
== Spike Trap hit falling goblin ==&lt;br /&gt;
&lt;br /&gt;
I had a spike trap surrounded by walls that I would drop gobbos on from 6 z-levels above; the idea was to stun them and then have a dwarf grind them to death.  However, the first goblin I dropped died on impact (previous goblins did not) and got stuck in the spike trap.  The trap wasn't being operated at the time.  Has spike impact been added? --[[User:LucienSadi|LucienSadi]] 18:22, 22 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Friendlies ''completely'' immune to traps? ==&lt;br /&gt;
&lt;br /&gt;
Unless I'm mistaken, except in a few cases, friendlies are immune to traps; if a friendly unit is on the same tile as a trap and an enemy triggers the trap only the enemy will get hurt. Right? --[[User:Xonara|Xonara]] 01:24, 4 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Traps + Caravans = very bad ==&lt;br /&gt;
&lt;br /&gt;
Today, I had an elven caravan run into my weapon traps... they all died... this may be because they were wounded from goblin ambush but it is still kind of weird, is this a bug? or is it supposed to happen?&lt;br /&gt;
&lt;br /&gt;
Correction: happened twice, first the elven, then a human caravan was ambushed and the same thing happened when they tried to flee to my fortress&lt;br /&gt;
&lt;br /&gt;
:Friendly units can be caught in traps if they lose consciousness, which would usually be due to wounds.  Although it could also happen if a dwarf with no bed happened to go to sleep on a trapped tile. --[[User:FunkyWaltDogg|FunkyWaltDogg]] 05:30, 31 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Caged Dwarfs not immortal ==&lt;br /&gt;
&lt;br /&gt;
So the bit about trapping berserk ones instead of killing them needs to be updated out of existence.  I fiddeled with a rewrite where in I tried to say it myself, but I'm not very good, so I didn't post it.&lt;br /&gt;
&lt;br /&gt;
== Stonefall traps not being reloaded?==&lt;br /&gt;
I don't know what is going on, but in my game, some of the stonefall traps don't seem to get reloaded since they show a whole bunch of stone on top of it which blinks as it should when icons are on top of each other, however, I'm not sure if this is normal or not.--[[User:Smjjames|Smjjames]] 21:56, 13 May 2009 (UTC)&lt;br /&gt;
:Sure they reload them, just not with the same stone.  Because dwarves are stupid like that.  I just dump the excess stones once they get annoying enough.  --[[User:Corona688|Corona688]] 23:47, 13 May 2009 (UTC)&lt;br /&gt;
:: Apparently so. Anyways, it was looking like the stones were actually blocking the traps from working right, so I cleared them anyway. Those goblin seiges are pretty skittish, once they take a few casualties from my traps, they run like chickens.&lt;br /&gt;
:: It seems that when dwarves are assigned a job to load a trap, they will pick up stone closest to their current location, not closest to trap. --[[User:Denspb|Denspb]] 18:16, 14 May 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Denspb</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Trading&amp;diff=36109</id>
		<title>40d Talk:Trading</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Trading&amp;diff=36109"/>
		<updated>2009-04-10T10:19:35Z</updated>

		<summary type="html">&lt;p&gt;Denspb: /* Limited Caravan Accessiblity */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Archive|&lt;br /&gt;
# The [[Talk:Trading/Talk Caravan|talk page]] from Caravan, which wasn't merged properly at the time.&lt;br /&gt;
# The [[Talk:Trading/archive1|first archive]] of Talk:Trading.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Culling on mandates ==&lt;br /&gt;
&lt;br /&gt;
what's that? in the trade screen? me no be native speaker...--[[User:Koltom|Koltom]] 21:56, 20 February 2008 (EST)&lt;br /&gt;
:I think it means that it will hide things that are not allowed to be traded: &amp;quot;Mayor has put bans on certain exports&amp;quot;. But I don't know if it hides an entire bin if one item in it is banned. [[User:Hex Decimal|Hex Decimal]] 14:29, 27 February 2008 (EST)&lt;br /&gt;
::I am quite sure that &amp;quot;culling on mandates: on&amp;quot; hides all bins containing items which have active Noble Export Bans. [[User:Samyotix|Samyotix]] 09:16, 13 November 2008 (EST)&lt;br /&gt;
:::I made a &amp;quot;trading color cues&amp;quot; subsection.  This should cover relevant info about mandates and other things.  --[[User:Shurikane|Shurikane]] 22:07, 29 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Trading flowchart ==&lt;br /&gt;
{{:Trading/Flowchart}}&lt;br /&gt;
Given a number of questions on the forums, it may be a good idea to put together a flowchart of the steps involved in trading. I will draft something up here (at least partially so I can safely screw up my first attempt on this wiki)&lt;br /&gt;
&lt;br /&gt;
Tasks are sequential top-to-bottom, but can be done in parallel left-to-right&lt;br /&gt;
{|cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot; width=400|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 rowspan=2| Make or obtain goods to trade || Build Depot ({{K|b}} - {{K|D}})&lt;br /&gt;
|-&lt;br /&gt;
| Ensure Depot is accessible ({{K|D}})&lt;br /&gt;
Check green area reaches edge of map&lt;br /&gt;
|-&lt;br /&gt;
| colspan=3 | Wait until a caravan arrives on the map&lt;br /&gt;
&amp;quot;A--- caravan from --- has arrived.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Set goods to be traded ({{K|q}} - {{K|g}}) || Request a trader ({{K|q}} - {{K|r}}) || Wait for caravan to reach the depot&lt;br /&gt;
&amp;quot;Merchants have arrived and are unloading their goods&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Wait for goods to be hauled || Wait for the trader to finish their other tasks and go to the depot || Wait for the rest of the caravan to reach the depot and be unloaded &lt;br /&gt;
|-&lt;br /&gt;
| colspan=3 | Begin actual trading ({{K|q}} - {{K|t}})&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Hmm. Is there a better way to show this? It may not help much as is... [[User:Kaypy|Kaypy]]&lt;br /&gt;
:Ask and ye shall receive (see right, editable at [[Trading/Flowchart]]). --[[User:Juckto|juckto]] 08:46, 6 May 2008 (EDT) &lt;br /&gt;
'''Re: Adeptable's changes'''&amp;lt;br&amp;gt;I don't think the third branch is neccesary. For one, it makes it seem too wide, and secondary it implies that turning off the trader's labours ''all the time'' means that trading will happen faster - almost as if it will make merchants arrive more often. --[[User:Juckto|juckto]] 23:36, 2 August 2008 (EDT)&lt;br /&gt;
:I'd add retrieving empty bins to the bottom so that you don't end up with empty bins sitting at the depot.  When stockpiles are crowded you'll need them to deal with the sudden influx of goods.  (Never give away bins!)  I bow to your wiki-fu, I simply could not edit your flowchart...  --[[User:Corona688|Corona688]] 14:15, 3 December 2008 (EST)&lt;br /&gt;
::Yeah, it's a bit tricky I guess. It's all in the colspan :p. But, ahhh, how do you retreive them? I thought dwarves would automatically fetch empty bins from the depot if they needed them, just like fetching them from any other location. --[[User:Juckto|juckto]] 18:31, 3 December 2008 (EST)&lt;br /&gt;
:::Ack, somehow didn't see this.  Empty bins will still show up as Trading in the bring goods to depot menu, unmark them and your dwarves will haul them back to where they're needed.  --[[User:Corona688|Corona688]] 02:13, 7 January 2009 (EST)&lt;br /&gt;
::::Surely the bins' &amp;quot;Trading&amp;quot; status disappears after the Trader leaves? I mean, I've never noticed them as still being marked for &amp;quot;Trading&amp;quot; when the next caravan arrives next season. --[[User:Juckto|juckto]] 22:08, 23 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== How many wagons? ==&lt;br /&gt;
&lt;br /&gt;
I don't think I've ever seen more than 8 wagons in a given caravan. Is that the limit? Has anyone ever seen more than 8?--[[User:Maximus|Maximus]] 03:01, 9 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Mass selection of goods to be moved ==&lt;br /&gt;
&lt;br /&gt;
Question: Is there a way to designate multiple goods in one selection to be brought to the depot? &lt;br /&gt;
&lt;br /&gt;
I'm getting really tired of indivually selecting goods to be moved to the depot when I have massive amounts of crafts, food, etc. So is anyone familiar with ways to select multiple goods at once? Maybe a &amp;quot;start&amp;quot; and &amp;quot;end&amp;quot; tags (for lack of a better name) and every good caught inbetween is designated to be moved to the depot? -- [[User:Dakira|Dakira]] 14:47 10 November 2008 (PST)&lt;br /&gt;
&lt;br /&gt;
:Nope. About the best you can do is use the select (search) menu to get all the ones of the type you want, then enter-down-enter-down. You can flag about 200 a minute this way, though.--[[User:Maximus|Maximus]] 19:17, 10 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::That's what I was doing previously. Are there any plans for a &amp;quot;mass selector&amp;quot; to be introduced? -- [[User:Dakira|Dakira]] 16:50 10 November 2008 (PST)&lt;br /&gt;
&lt;br /&gt;
:::Not that I know of. Make a feature request on the [http://www.bay12games.com/forum/index.php forums].--[[User:Maximus|Maximus]] 20:05, 10 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::AFAIK, there is no good way to do this from the trade screen, which is why it's important to set up custom stockpiles and have plenty of bins. Man, I really wish you could make bins out of stone.&lt;br /&gt;
&lt;br /&gt;
== Merchant moods ==&lt;br /&gt;
&lt;br /&gt;
My fortress hadn't been doing too well, but I didn't know it was so bad it could affect merchants... and their pack animals. As the last merchant was about to leave the map, he suddenly went berserk and was cut down by his bodyguard, who then fled the scene. Shortly thereafter, I recieved a message that the donkey had been stricken by melacholy. Has anyone else had this happen?&lt;br /&gt;
&lt;br /&gt;
:They usually eventually go nuts if they can't leave for some reason. Never heard of something like what you're describing.--[[User:Maximus|Maximus]] 03:24, 12 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== No more dwarven caravan ==&lt;br /&gt;
&lt;br /&gt;
So. The Dwarven caravan has not come in the past two years. I think, though I am not sure, that this corresponds with when I met the requirements for the Incoming King, though he has not yet seen fit to arrive. I believe I also capped the population sometime in there, but I think it was after the first year of no caravan. I don't recall in any way molesting previous caravans. I needs me some dolomite and steel bars, anyone know what's going on here? --[[User:Zombiejustice|Zombiejustice]] 02:10, 13 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:So. I upper the population cap to encourage some immigration, and after a few seasons, the King showed up with his retinue and the Hammerer, who had apparently died at some point. I re-capped the population, and the caravan came next autumn. Was it the incoming king or the dead hammerer? Did the population cap interfere with the king's arrival? The mystery remains. --[[User:Zombiejustice|Zombiejustice]] 14:59, 2 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::I'm on year 13 of my most recent fortress and the Dwarven caravan declined to show up this year, after 12 years of no problem.  I still don't meet the requirements for the Incoming King.  In a previous game I did meet those requirements, and that did not interfere with the caravan (though the liason stopped letting me place orders once the king arrived).  Anyway, I don't think my current fort has anything in common with what you've described, other than a mysteriously missing caravan after not damaging previous ones. --[[User:Sev|Sev]] 00:52, 7 January 2009 (EST)&lt;br /&gt;
:::It appears my problem was caused by a brief goblin siege that occurred when the caravan was supposed to be showing up. --[[User:Sev|Sev]] 16:48, 26 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== A query from the deleted page Talk:Stealing ==&lt;br /&gt;
&lt;br /&gt;
I've read many times that the traders count their total losses/profits when they leave the edge of the map, so as to make stealing of any sort impossible (to get away with, anyhow). Does this include what the guards are carrying (if they get killed or even just shoot off some bolts)? Or is the &amp;quot;total profit&amp;quot; concept true at all? --[[User:Maximus|Maximus]] 17:07, 27 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I'm pretty sure that the total profit concept is how it works. The value of everything the traders enter with is subtracted from the value of everything the traders leave with to calculate profit. There's probably something in there to account for the death of (a) trader(s). --[[User:Savok|Savok]] 21:42, 28 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::is this still true?&amp;lt;br&amp;gt;i was unwittingly stealing everything off the merchants via the stocks screen. i dont have any steel yet, as i've not found any flux or iron ore. but every now and again, i noticed i had a bunch of steel/iron weapons/bolts/armo(u)r, so designated it all for melting, etc, etc.. eventually, i chose to 'dump' everything to see where they were getting it, and they were stripping the merchants of all their goods/clothes/everything metal xD  will they come and siege me anytime soon? my army's not ready yet! i do give good profit margins (20%+), but i'm sure the stuff i nick is much more valuable :/   --[[User:DJ Devil|DJ Devil]]&lt;br /&gt;
&lt;br /&gt;
== Wagon movement ==&lt;br /&gt;
&lt;br /&gt;
I'm pretty sure that wagons cannot move diagonally. --[[User:Savok|Savok]] 20:08, 11 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Arrival dates ==&lt;br /&gt;
&lt;br /&gt;
Out of curiosity, has anybody given a closer look at the exact arrival dates of trade caravans?  Do they always arrive at a fixed time, or does it hover inside a certain period during the month or season?  --[[User:Shurikane|Shurikane]] 22:11, 29 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Wagons and magma==&lt;br /&gt;
A dwarven trade caravan passing over a magma channel on its way to my trade depot recently caught fire. Naturally, this caused lots of [[fun]], but I'm a bit perplexed by it. There was nothing flammable on the bridge - in fact, the magma beneath was 1/7 deep at best - but it looks like the wagons just spontaneously combusted as they passed over the stream. Can anyone confirm that it was the magma that caused this, or were the children just playing with matches again? [[User:Aosher|Aosher]] 08:07, 14 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Elven Caravan Wood Logs ==&lt;br /&gt;
I noticed there was a &amp;quot;verify&amp;quot; next to &amp;quot;carries more wood the less trees you cut down&amp;quot; under the Elven Caravans and am not sure if it is right or not.  Can anyone confirm this?  I have observed the stock of wood brought by the elves in two games as increasing significantly with time.  In one of the games wood was scarce, in the other wood was plentiful but to dangerous to cut down and in both I would consistently buy out all of the wood logs from every caravan.  So I had theorized the increase in the number of logs brought was related to demand conveyed by buying out the stock repeatedly for years.  However, not cutting down trees and buying out all the wood logs would tend to go hand in hand.  Also, to really see a significant increase in a specific item I would need to buy out all the wood stock from a caravan for close several years.  It is possible that both the demand and level of &amp;quot;production&amp;quot; of wood determine how much is brought.  If either is true for wood, then it might be true for other items that Elves bring.  Also, did I format this thing right? --[[User:Pencilinhand|PencilinHand]] 8:47, 23 January 2009 (EST)&lt;br /&gt;
:In my experience it's something more like - the more you have in stock, the less they bring. I was buying out all logs from them, and they brought ~120 logsevery year, and I chopped a lot of trees, but used them fast. Then I built some wooden machinery (axles, windmills), my stocks always showed about 100 logs in them after that, and elves began to bring only about 5 logs...--[[User:Dorten|Dorten]] 04:48, 23 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::I did a series of experiments over a period of 3 years in my current fort and can confirm that Dorten is right and my previously stated theories are wrong.  A forts stockpile of wood appears to be the biggest factor in determining how much wood is brought by the elven caravans.  When I had a stockpile of 51 wood logs the elves brought no wood, when I had a stockpile of 0 wood logs they brought 43 wood logs, similar results were observed regardless of if I was cutting down trees during the year(though I did not test any clear cuts).  The other caravans may have brought more wood as well, but further testing is needed before I am confident in that statement, as it may have been caused by offerings/gifts.  --[[User:PencilinHand|PencilinHand]] 17:10, 25 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
==Trade Depot Color==&lt;br /&gt;
I know this doesn't have anything to do with trading, but it is interesting. Since Trade Depots are made out of 3 stones (or logs etc etc), if you combine stones of various colors, what do you get? I tried combining Orthoclase (yellow), Kimberlite (blue) and Olivine (green), and I got a green depot. Then I tried Gabbro (black) and 2 Orthoclase, and the depot was yellow. Kimberlite, Petrified Wood (red) and Olivine, the depot was green. Does anyone know how the color is selected?&lt;br /&gt;
&lt;br /&gt;
:As far as I understand is the last stone for the color (or was it the first one?) --[[User:NobbZ|NobbZ]] 10:50, 23 February 2009 (EST)&lt;br /&gt;
::I'll have to fire up the game again when I get home, but I could have sworn that I've occasionally wound up with two-tone depots when I've used different stones. The main part was one color while the corners were another. But maybe I'm just imagining things. -[[User:Fuzzy|Fuzzy]] 09:49, 5 March 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== stealing animals ==&lt;br /&gt;
&lt;br /&gt;
One of the objects I happened to cheat the game of was a nickel cage with a dog in it. on the units page, the dog was still shown to belong to the traders. Is there any way to change this? (or at least any [http://www.dwarffortresswiki.net/index.php/Fun fun] to be had from this?)&lt;br /&gt;
&lt;br /&gt;
: What happens when you [[kennel|train]] it into a war dog? or, for that matter, does the game recognize it as an animal that can be [[kennel|tamed]]? --[[User:FJH|FJH]] 15:15, 25 March 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
==Buggy behavior with sieges==&lt;br /&gt;
&lt;br /&gt;
In my current game the dwarven caravan arrived, followed immediately by a goblin siege.  I crushed the siege but a couple caravan guards and a pack animal were killed.  A handful of merchants, guards and animals got stuck at the edge of the map, and I never got to trade, even though all the wagons made it safely into the depot. I was however able to make the usual arrangements with the liason.  Then I got the message that the caravan was leaving but they didn't actually go.  Has anyone else experienced anything like this?  Any way to fix it?  --[[User:FunkyWaltDogg|FunkyWaltDogg]] 23:43, 29 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:In case something like this happens to anyone else, I found that digging out the area under the stuck merchants and collapsing it fixed the problem.  The survivors started moving off the map and the wagons immediately pulled out of the depot. --[[User:FunkyWaltDogg|FunkyWaltDogg]] 05:20, 31 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Limited Caravan Accessiblity ==&lt;br /&gt;
&lt;br /&gt;
Contrary to the comments in the section on wagons, I do not believe you can force a caravan to enter the map at a specific point. Running 0.28.181.40d, I build a wall so that there is only one entrance to the map that is accessible to the depot. Humans arrived from another point of the map, and I got the message &amp;quot;Their wagons have bypassed your inaccessible site.&amp;quot; I do see 'Depot accessible' on D. --[[User:Sfogarty|Sfogarty]] 05:49, 10 April 2009 (UTC)&lt;br /&gt;
:As for my experience, game first chooses the side of the map for traders, and then checks if wagons can reach depot. I had to chop trees yearly to keep fortress accessible before I've build a road. However, it can be not side but embarking tile that is chosen before accessibility check, but I haven't done any experiments to validate if it is the case. --[[User:Denspb|Denspb]] 10:19, 10 April 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Denspb</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Cross-training&amp;diff=45703</id>
		<title>40d Talk:Cross-training</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Cross-training&amp;diff=45703"/>
		<updated>2009-02-25T07:58:08Z</updated>

		<summary type="html">&lt;p&gt;Denspb: signature added&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Pump operator notes=&lt;br /&gt;
Not sure the toughness note is really that important.  The gym is just used for dwarven stat gains, so dwarves are beefy enough to excell at whatever you throw at them.  It scarcely matters how well they pump, just so long as they get to Legendary to be reassigned to the military or something else.  I've noticed gym graduates make fantastic hunters for example. --[[User:ThunderClaw|ThunderClaw]] 17:47, 3 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Well, it makes pump-training far more effective for dwarves that are already tough: they can hit legendary in a season or two, where other dwarves take about a year.  So if you have a finite number of dwarves you can spare for training, choose tough ones.  Strong ones can be put in plate and made to spar, or turned into siege operators.&lt;br /&gt;
&lt;br /&gt;
:Currently I'm training all my haulers, in shifts.  Ones that gain toughness get to keep pumping until they're ready for the military.  Strong ones get stone hauling duty.  Everyone else gets food, item, or refuse duty.--[[User:Maximus|Maximus]] 20:06, 3 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:: I now give all my haulers the custom profession ''ROTC.'' --[[User:RomeoFalling|RomeoFalling]] 07:50, 8 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
=Dwarf Powered Mill notes=&lt;br /&gt;
Actually, it is better not to cook seeds. As seeds have quantity cap at 200 seeds for each plant, milling will not produce seeds after you hit the cap. It saves a visible amount of food hauler's work. [[User:Denspb|Denspb]] 02:58, 25 February 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Denspb</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Cross-training&amp;diff=45702</id>
		<title>40d Talk:Cross-training</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Cross-training&amp;diff=45702"/>
		<updated>2009-02-25T07:57:23Z</updated>

		<summary type="html">&lt;p&gt;Denspb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Pump operator notes=&lt;br /&gt;
Not sure the toughness note is really that important.  The gym is just used for dwarven stat gains, so dwarves are beefy enough to excell at whatever you throw at them.  It scarcely matters how well they pump, just so long as they get to Legendary to be reassigned to the military or something else.  I've noticed gym graduates make fantastic hunters for example. --[[User:ThunderClaw|ThunderClaw]] 17:47, 3 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Well, it makes pump-training far more effective for dwarves that are already tough: they can hit legendary in a season or two, where other dwarves take about a year.  So if you have a finite number of dwarves you can spare for training, choose tough ones.  Strong ones can be put in plate and made to spar, or turned into siege operators.&lt;br /&gt;
&lt;br /&gt;
:Currently I'm training all my haulers, in shifts.  Ones that gain toughness get to keep pumping until they're ready for the military.  Strong ones get stone hauling duty.  Everyone else gets food, item, or refuse duty.--[[User:Maximus|Maximus]] 20:06, 3 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:: I now give all my haulers the custom profession ''ROTC.'' --[[User:RomeoFalling|RomeoFalling]] 07:50, 8 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
=Dwarf Powered Mill notes=&lt;br /&gt;
Actually, it is better not to cook seeds. As seeds have quantity cap at 200 seeds for each plant, milling will not produce seeds after you hit the cap. It saves a visible amount of food hauler's work.&lt;/div&gt;</summary>
		<author><name>Denspb</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Item_quality&amp;diff=32279</id>
		<title>40d:Item quality</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Item_quality&amp;diff=32279"/>
		<updated>2009-02-23T14:42:50Z</updated>

		<summary type="html">&lt;p&gt;Denspb: /* Skill and quality levels */  : added probability for legengary +1 .. +4 levels&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;All items in the game have a [[item value|base value]], which is multiplied by what [[material value|material]] the item is made of and by the item's '''quality'''.  [[Decoration]]s (such as bone, gems, and studding) further increase the value.&lt;br /&gt;
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Item quality can have an effect on an item's properties, especially [[armor]] and [[weapons]].&lt;br /&gt;
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__TOC__&lt;br /&gt;
== Quality grades ==&lt;br /&gt;
&lt;br /&gt;
All crafted items ([[furniture]], [[armor]], [[bolts]], etc.) &amp;amp;ndash; but not intermediate materials ([[bars]], [[blocks]], etc. except [[cloth]], which does have quality levels) &amp;amp;ndash; are bracketed by characters that show the quality of their craftsdwarfship. Dyeing also has a quality level, as does Decorating/Encrusting (with gems, leathers, cloth, etc). Prepared foods have quality levels. Alcohol has a hidden quality rating that controls the amount of happiness a dwarf gets from drinking it. It is not yet known whether the damage or destruction of masterful alcohol can cause tantrums.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! style=&amp;quot;padding-right: 35px;&amp;quot; | '''Designation''' || style=&amp;quot;text-align: left;&amp;quot; | '''Description''' || style=&amp;quot;padding-right: 20px; padding-left: 15px; text-align: center;&amp;quot; | '''Value &amp;lt;br&amp;gt;Modifier''' || style=&amp;quot;text-align: center;&amp;quot; | '''&amp;amp;nbsp;Damage / To-Hit /&amp;lt;br&amp;gt;Armor Modifier'''&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Item Name || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;mdash;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;1&amp;amp;nbsp; || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;1.0&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| -Item Name- || Well-crafted || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;2&amp;amp;nbsp; || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;1.2&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| +Item Name+ || Finely-crafted || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;3&amp;amp;nbsp; || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;1.4&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| *Item Name* || Superior quality || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;4&amp;amp;nbsp; || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;1.6&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| ≡Item Name≡ || Exceptional || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;5&amp;amp;nbsp; || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;1.8&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| ☼Item Name☼ || Masterful || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;12&amp;amp;nbsp; || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;2.0&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| ''Unique name'' || Artifact || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;120&amp;amp;nbsp; || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;2.0&amp;amp;nbsp;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When a masterful quality item is created, the game will announce, &amp;quot;&amp;lt;dwarf&amp;gt; has created a masterpiece!&amp;quot; The destruction or theft of such a masterpiece will cause the dwarf that created it an unhappy thought. [[Trading]] a masterpiece item to merchants is always safe. Masterpiece meals can be eaten safely, although allowing the food to rot will provoke the same response as theft or destruction. Using masterpiece bolts will not cause a tantrum, even if the bolts break. However, if a kobold or wild animal steals a used masterpiece bolt which was lying around, then the maker's mood will decrease. If a bolt misses its target and falls into the [[chasm]] or is melted by &amp;quot;the impertinent [[magma]]&amp;quot;, this also counts as defacement.&lt;br /&gt;
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The magnitude of the unhappy thought is equal to 1000 divided by the number of masterworks the dwarf has created{{verify}}. So a engraver with hundreds of masterwork images on the walls of the fortress will be merely irked by the destruction of a one, while a a dwarf who has only made a single masterwork item would become deeply upset.&lt;br /&gt;
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Since legendary dwarves are most likely to be the ones creating masterpieces, keeping these creations safe should be high priority; tantruming legendary dwarves can be very difficult to subdue.&lt;br /&gt;
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[[Artifact]] items have a unique name instead of bracketing symbols and are worth 120x base value. Artifacts, like masterpiece items, will cause a significant mood drop in the creator when destroyed or stolen.  According to inspections of the memory values, it seems that artifacts have the same quality value as masterpiece items, with presumably the same armor/weapon modifiers (&amp;amp;times;2.0){{verify}}.&lt;br /&gt;
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== Skill and quality levels ==&lt;br /&gt;
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Tradesdwarves of different [[skill]] levels will produce items of differing quality. &amp;quot;Dabbling&amp;quot; dwarves never (without applicable preference) produce anything above a basic quality item, [[legendary]] dwarves usually produce Exceptional items, and the best legendary dwarves produce Masterful items approximately 27% of the time.&lt;br /&gt;
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Preferences for particular materials and objects make a considerable difference. Although the exact adjustment is unknown, preliminary testing indicates that they can boost effective skill (not quality) by one to three levels (if the craftdwarf likes the item type, subtype and material).&lt;br /&gt;
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{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; valign=&amp;quot;bottom&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Chance for  !!No quality!!Well-crafted!!Finely-crafted!!Superior quality!!Exceptional!!Masterful!!Average [[Value]] Multiplier!!Jump in Average Value&lt;br /&gt;
|-&lt;br /&gt;
|Dabbling    || 100%     ||            ||              ||                ||           ||         ||1.0                           ||&lt;br /&gt;
|-&lt;br /&gt;
|Novice      ||  80%     ||  18%       || 1.9%         ||0.13%           ||0.007%     ||0.00009% ||1.2226                      ||0.2226&lt;br /&gt;
|-&lt;br /&gt;
|No label    ||  60%     ||  32%       || 6.9%         || 1.0%           || 0.1%      ||0.003%   ||1.4924                      ||0.2698&lt;br /&gt;
|-&lt;br /&gt;
|Competent   ||  40%     ||  42%       ||  14%         || 3.1%           || 0.5%      ||0.02%    ||1.8114                      ||0.319&lt;br /&gt;
|-&lt;br /&gt;
|Skilled     ||  20%     ||  48%       ||  24%         || 6.8%           || 1.6%      ||0.09%    ||2.2428                      ||0.4314&lt;br /&gt;
|-&lt;br /&gt;
|Proficient  ||          ||  50%       ||  33%         ||  12%           || 4.0%      ||0.28%    ||2.7036                      ||0.4608&lt;br /&gt;
|-&lt;br /&gt;
|Talented    ||          ||  40%       ||  36%         ||  17%           || 6.6%      ||0.58%    ||2.9596                      ||0.256&lt;br /&gt;
|-&lt;br /&gt;
|Adept       ||          ||  30%       ||  37%         ||  21%           ||  10%      || 1.1%    ||3.182                       ||0.2224&lt;br /&gt;
|-&lt;br /&gt;
|Expert      ||          ||  20%       ||  37%         ||  26%           ||  15%      || 1.8%    ||3.516                       ||0.334&lt;br /&gt;
|-&lt;br /&gt;
|Professional||          ||  10%       ||  36%         ||  30%           ||  21%      || 2.9%    ||3.878                       ||0.362&lt;br /&gt;
|-&lt;br /&gt;
|Accomplished||          ||            ||  33%         ||  33%           ||  29%      || 4.4%    ||4.288                       ||0.41&lt;br /&gt;
|- &lt;br /&gt;
|Great       ||          ||            ||  27%         ||  33%           ||  34%      || 5.9%    ||4.538                       ||0.25&lt;br /&gt;
|-&lt;br /&gt;
|Master      ||          ||            ||  20%         ||  32%           ||  40%      || 7.7%    ||4.804                       ||0.266&lt;br /&gt;
|-&lt;br /&gt;
|High Master ||          ||            ||  13%         ||  31%           ||  46%      || 9.8%    ||5.106                       ||0.302&lt;br /&gt;
|-&lt;br /&gt;
|Grand Master||          ||            || 6.7%         ||  28%           ||  53%      ||  12%    ||5.411                       ||0.305&lt;br /&gt;
|-&lt;br /&gt;
|Legendary   ||          ||            ||              ||  25%           ||  60%      ||  15%    ||5.8                         ||0.389&lt;br /&gt;
|-&lt;br /&gt;
|Legendary+1 ||          ||            ||              ||  20%           ||  63%      ||  17%    ||5.995                       ||0.195&lt;br /&gt;
|-&lt;br /&gt;
|Legendary+2 ||          ||            ||              ||  15%           ||  66%      ||  19%    ||6.199                       ||0.204&lt;br /&gt;
|-&lt;br /&gt;
|Legendary+3 ||          ||            ||              ||  10%           ||  68%      ||  22%    ||6.412                       ||0.213&lt;br /&gt;
|-&lt;br /&gt;
|Legendary+4 ||          ||            ||              ||   5%           ||  71%      ||  24%    ||6.635                       ||0.223&lt;br /&gt;
|-&lt;br /&gt;
|Legendary+5 ||          ||            ||              ||                ||  73%      ||  27%    ||6.89                        ||0.232&lt;br /&gt;
|}&lt;br /&gt;
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The above table is based on the formula discovered by [[User:Bartavelle]]:&lt;br /&gt;
&lt;br /&gt;
First, a skill level is computed, apparently directly related to the dabbling...legendary indicators. No skill or dabbling is 0, legendary is 15. It's capped at 20.&lt;br /&gt;
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Item quality is set to 0.&lt;br /&gt;
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Then dice are rolled.&lt;br /&gt;
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* If d5 &amp;lt; skill level, quality is bumped. Otherwise, it just returns quality 0.&lt;br /&gt;
* If d10 &amp;lt; skill level, quality is bumped. Otherwise, it just returns quality 1.&lt;br /&gt;
* If d15 &amp;lt; skill level, quality is bumped. Otherwise, it just returns quality 2.&lt;br /&gt;
* If d20 &amp;lt; skill level, quality is bumped. Otherwise, it just returns quality 3.&lt;br /&gt;
* If d25 &amp;lt; skill level and d3 == 1, quality is set to 5.  Otherwise, it just returns quality 4.&lt;br /&gt;
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This gives the 6 quality levels (0 to 5).&lt;br /&gt;
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According to inspections of the memory values, it seems that artifacts have a quality of 5.&lt;br /&gt;
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== Effect of quality on weapon skill {{ver|0.23.130.23a}} ==&lt;br /&gt;
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To quote Toady:&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 50em; padding: 0.5em; margin-bottom: 1em; border: 1px solid #ccc; background: #eee;&amp;quot;&amp;gt;&lt;br /&gt;
The quality of any weapon, including crossbows used as launchers, affects the skill of the shooter. I think this even leads to obscene things like master crossbows + master bolts causing recruits to shoot like legends. In general, if the quality Q is from 0 to 5, the skill is modified according to&lt;br /&gt;
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Skill&amp;lt;sub&amp;gt;new&amp;lt;/sub&amp;gt; = Skill&amp;lt;sub&amp;gt;original&amp;lt;/sub&amp;gt; &amp;amp;times; (1.0 + 0.2 &amp;amp;times; Q) + Q&lt;br /&gt;
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This is pretty extreme and will probably be reduced for all weapons.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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while equipped with a single masterpiece weapon, dwarves have skill increase to Accomplished, not Legendary. Still, the bonus is way too high. See this chart for the exact levels:&lt;br /&gt;
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Note: This chart is out of date/wrong due to the facts that the integer that represents a specific skill level is not known, how the formula rounds is not known, and the fact that higher legendaries exist is known.&lt;br /&gt;
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{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; valign=&amp;quot;bottom&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Result for  !!Well-crafted!!Finely-crafted!!Superior quality!!Exceptional!!Masterful&lt;br /&gt;
|-&lt;br /&gt;
|Dabbling    ||No label    ||Skilled       ||Talented        ||Expert     ||Accomplished&lt;br /&gt;
|-&lt;br /&gt;
|Novice      ||Competent   ||Proficient    ||Expert          ||Accomplished||Master&lt;br /&gt;
|-&lt;br /&gt;
|No label    ||Skilled     ||Adept         ||Professional    ||Master     ||Grand Master&lt;br /&gt;
|-&lt;br /&gt;
|Competent   ||Talented    ||Expert        ||Great           ||High Master||Legendary&lt;br /&gt;
|-&lt;br /&gt;
|Skilled     ||Adept       ||Accomplished  ||Master          ||Legendary  ||Legendary&lt;br /&gt;
|-&lt;br /&gt;
|Proficient  ||Expert      ||Great         ||Grand Master    ||Legendary  ||Legendary&lt;br /&gt;
|-&lt;br /&gt;
|Talented    ||Professional||Master        ||Legendary       ||Legendary  ||Legendary&lt;br /&gt;
|-&lt;br /&gt;
|Adept       ||Accomplished||Grand Master  ||Legendary       ||Legendary  ||Legendary&lt;br /&gt;
|-&lt;br /&gt;
|Expert      ||Master      ||Legendary     ||Legendary       ||Legendary  ||Legendary&lt;br /&gt;
|-&lt;br /&gt;
|Professional||High Master ||Legendary     ||Legendary       ||Legendary  ||Legendary&lt;br /&gt;
|-&lt;br /&gt;
|Accomplished||Grand Master||Legendary     ||Legendary       ||Legendary  ||Legendary&lt;br /&gt;
|-&lt;br /&gt;
|Great and better||Legendary||Legendary    ||Legendary       ||Legendary  ||Legendary&lt;br /&gt;
|}&lt;br /&gt;
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If this is true, then it would be possible to:&lt;br /&gt;
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# Train a couple dozen skilled miners&lt;br /&gt;
# Give them exceptional picks&lt;br /&gt;
# Draft them and give them decent armor&lt;br /&gt;
# Kill a goblin siege with a couple dozen legendary speardwarves (picks = 70% damage spears) as long as there are no enemy champions to destroy your armour/shield/wrestling inept speardwarves&lt;br /&gt;
&lt;br /&gt;
[[Category:Items|*Quality]]&lt;/div&gt;</summary>
		<author><name>Denspb</name></author>
	</entry>
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