<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Derekiv</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Derekiv"/>
	<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php/Special:Contributions/Derekiv"/>
	<updated>2026-05-13T00:26:42Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Dryland&amp;diff=100625</id>
		<title>v0.34:Dryland</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Dryland&amp;diff=100625"/>
		<updated>2010-04-28T20:43:24Z</updated>

		<summary type="html">&lt;p&gt;Derekiv: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
A '''dryland''' is a catch-all term for a [[biome]] with no real source of [[water]]. This article deals with keeping your [[dwarves]] alive in such an environment.&lt;br /&gt;
&lt;br /&gt;
==Will your dwarves die of thirst?==&lt;br /&gt;
No, not normally. All dwarves prefer to drink [[alcohol]] over [[water]] thus as long as you have a steady supply of booze your dwarves will continue happily.&lt;br /&gt;
&lt;br /&gt;
However [[injury|injured]] dwarves will drink water, and water only. In such a case the dwarf will eventually die.&lt;br /&gt;
&lt;br /&gt;
==Hidden water==&lt;br /&gt;
Are you sure your biome has no water? Just because none is on the surface doesn't mean there isn't any to be had. You may have:&lt;br /&gt;
&lt;br /&gt;
*[[Aquifer]]s. Simply digging down may yield an infinte water source.&lt;br /&gt;
*An [[Ocean]]. You will have to desalinate the water by running it through a [[screw pump]], but it'll do.&lt;br /&gt;
*[[Ice]]. You will need a source of [[magma]] to melt it, but it can be done.&lt;br /&gt;
*[[Murky pool]]s. Murky pools are surface ponds that will refill when it rains, and often dry out over summer. &lt;br /&gt;
*[[Underground river]]. Just like a normal [[river]], except you have no idea where it is or if you even have one!&lt;br /&gt;
&lt;br /&gt;
==True drylands==&lt;br /&gt;
If your settlement doesn't have any of the above, you're kind of screwed. As long as you can keep your alchol production up your dwarves won't die, but you may have to say goodbye to any and every dwarf that gets injured.&lt;br /&gt;
&lt;br /&gt;
{{Water FAQ}}&lt;/div&gt;</summary>
		<author><name>Derekiv</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Jeweler%27s_workshop&amp;diff=100621</id>
		<title>v0.31:Jeweler's workshop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Jeweler%27s_workshop&amp;diff=100621"/>
		<updated>2010-04-28T20:34:02Z</updated>

		<summary type="html">&lt;p&gt;Derekiv: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
{{Workshop|name=Jeweler's workshop|key=j|job=Gem cutting, Gem setting&lt;br /&gt;
|construction=&lt;br /&gt;
1 of&lt;br /&gt;
* [[Block]]&lt;br /&gt;
* [[Stone]]&lt;br /&gt;
* [[Wood]]&lt;br /&gt;
|construction_job=&lt;br /&gt;
1 of&lt;br /&gt;
* [[Gem cutting]]&lt;br /&gt;
* [[Gem setting]]&lt;br /&gt;
|use=&lt;br /&gt;
* Rough [[gem]]s&lt;br /&gt;
* Cut [[gem]]s&lt;br /&gt;
|production=&lt;br /&gt;
* Cut [[gem]]s&lt;br /&gt;
* Encrusted objects&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A '''Jeweler's workshop''' is a [[workshop]] for a [[jeweler]]. A jeweler uses this workshop to:&lt;br /&gt;
*cut rough [[gem]]s into something usable&lt;br /&gt;
*encrust [[Gem setter|certain]] objects with gems&lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;/div&gt;</summary>
		<author><name>Derekiv</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Dungeon_master&amp;diff=97836</id>
		<title>v0.31:Dungeon master</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Dungeon_master&amp;diff=97836"/>
		<updated>2010-04-23T12:32:51Z</updated>

		<summary type="html">&lt;p&gt;Derekiv: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{human}}&lt;br /&gt;
{{Noble&lt;br /&gt;
| noble=Dungeon Master&lt;br /&gt;
| quarters=Quarters&lt;br /&gt;
| dining=Dining Room&lt;br /&gt;
| office=Office&lt;br /&gt;
| tomb=Burial Chamber&lt;br /&gt;
| stands=1&lt;br /&gt;
| racks=1&lt;br /&gt;
| chests=1&lt;br /&gt;
| cabinets=1&lt;br /&gt;
| arrival=&lt;br /&gt;
* Arrives with {{L|Baron}}{{verify}}&lt;br /&gt;
| function=&lt;br /&gt;
* Tame exotic animals&lt;br /&gt;
}}&lt;br /&gt;
:''&amp;quot;The dungeon master ponders fell beasts and treasure.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
The '''dungeon master''' is a {{L|noble|noble}} and, like the {{L|Leader|expedition leader}}, is not a position that can be replaced by the player{{verify}}. S/he arrives as an {{L|Immigration|immigrant}} and is not elected. &amp;lt;!--The dungeon master arrives in a fortress' first immigrant wave after reaching a population of 50 if certain site features are present like {{L|Magma|magma}}, a {{L|River|river}} or a {{L|Brook|brook}} (as [http://www.bay12games.com/forum/index.php?topic=13243.msg122185#msg122185 confirmed] by Toady One). This only occurs after the features have been discovered. --&amp;gt;The dungeon master may also arrive alone, without immigrants{{verify}}.&lt;br /&gt;
&lt;br /&gt;
The dungeon master has a somewhat... odd taste in clothing. He or she often shows up wearing a cloak, hood, and mittens while wearing no form of pants, shoes, or socks. The dungeon master will often procure additional cloaks and wear them on top of each other, often as many as a dozen cloaks at a time{{verify}}.&lt;br /&gt;
&lt;br /&gt;
The presence of this noble allows taming of exotic {{L|animals|animals}} (by the dungeon master as well as other animal trainers). Exotic animals are animals with the [PET_EXOTIC] tag.&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
The dungeon master arrives with  skills from both the {{L|Metalsmith|metalsmith}} and {{L|Ranger|ranger}} groups at (''no adjective'') skill level. These skills are:&lt;br /&gt;
*{{L|Animal trainer|Animal trainer}}&lt;br /&gt;
*{{L|Animal caretaker|Animal caretaker}}&lt;br /&gt;
*{{L|Furnace operator|Furnace operator}}&lt;br /&gt;
*{{L|Metal crafter|Metal crafter}}&lt;br /&gt;
&lt;br /&gt;
Additionally, dungeon masters have the {{L|armorsmith|armorsmith}}, {{L|weaponsmith|weaponsmith}}ing and {{L|metalsmithing|metalsmithing}} labor turned on even though they possess no base skill.  At the moment{{version|0.28.181.40d}} since there is no way of adjusting a noble's jobs this means s/he can and will take over any of these crafts from a more skilled {{L|dwarf|dwarf}} unless Workshop Profiles are used on the forge to prevent such.  However, dungeon masters will not build metal {{L|construction|construction}}s.  Like any {{L|noble|noble}}, dungeon masters also perform some tasks that do not require any particular labor, and may gain {{L|grower|grower}} skill in this way.*&lt;br /&gt;
&lt;br /&gt;
:''(* If the {{L|standing orders|standing orders}} option &amp;quot;Dwarves All Harvest&amp;quot; is selected (under {{k|o}}, &amp;quot;Set Orders and Options&amp;quot;), all dwarves, including {{L|noble|noble}}s, will slowly gain Grower skill from harvesting, but will not plant unless that {{L|labor|labor}} is designated for that dwarf.  That is the use of the skill is what determines {{L|stack|stack}} size of {{L|crop|crop}}s, and since it is not possible to designate that labor in Dungeon Masters, they only gain {{L|experience|experience}} towards {{L|attribute|attribute}}s from this, not a {{L|skill|skill}} that can be used.)''&lt;br /&gt;
&lt;br /&gt;
All dungeon masters like {{L|copper|copper}}, {{L|silver|silver}}, {{L|electrum|electrum}}, {{L|gold|gold}}, {{L|platinum|platinum}}, and cloaks, among other things.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
A dungeon master will not make {{L|mandate|mandate}}s, though they will make {{L|demand|demand}}s.&lt;/div&gt;</summary>
		<author><name>Derekiv</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Steel&amp;diff=93757</id>
		<title>v0.31:Steel</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Steel&amp;diff=93757"/>
		<updated>2010-04-16T13:07:26Z</updated>

		<summary type="html">&lt;p&gt;Derekiv: /* Recipe */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{elven}}&lt;br /&gt;
'''Steel''' is one of the best materials for building weapons and armor. A fortress with a good steel production is going to have a lot of wealth with merchants, as products made with steel have a very high value.&lt;br /&gt;
&lt;br /&gt;
Steel can be smelted at a {{L|smelter}} by a {{L|dwarf}} with the {{L|furnace operator}} labor activated.&lt;br /&gt;
&lt;br /&gt;
==Recipe==&lt;br /&gt;
The recipe for two steel bars is as follows: &lt;br /&gt;
*one {{L|pig iron}} {{L|bar}} &lt;br /&gt;
*one {{L|iron}} bar &lt;br /&gt;
*one {{L|flux}} material &lt;br /&gt;
*two {{L|fuel}} (one fuel for {{L|magma smelters}})&lt;br /&gt;
&lt;br /&gt;
In all you need:&lt;br /&gt;
*two iron ore&lt;br /&gt;
*two flux&lt;br /&gt;
*two fuel&lt;br /&gt;
Without magma, you need a total of 5 fuel.&lt;br /&gt;
&lt;br /&gt;
[[category:metals]]&lt;/div&gt;</summary>
		<author><name>Derekiv</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Door&amp;diff=93145</id>
		<title>v0.31:Door</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Door&amp;diff=93145"/>
		<updated>2010-04-15T13:56:17Z</updated>

		<summary type="html">&lt;p&gt;Derekiv: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{elven}}&lt;br /&gt;
&lt;br /&gt;
Doors are a piece of {{L|furniture}} used, among other things, to control the movement of Dwarves and define the exits of {{L|room|rooms}}.&lt;br /&gt;
&lt;br /&gt;
==Materials==&lt;br /&gt;
Doors can be made of Stone, Metal, Glass, and Wood. Artifact doors can be made out of anything. They can be made out of just about anything.&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
Doors may be placed in any location adjacent to a solid wall. As room designations do not pass through them unless they are set to be Internal, they are useful for controlling the shape of rooms. They may be locked and kept tightly shut to keep out dwarves and animals respectively.&lt;br /&gt;
When linked to a {{L|mechanism}}, they open without delay.&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Derekiv</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Kobold&amp;diff=93144</id>
		<title>v0.31:Kobold</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Kobold&amp;diff=93144"/>
		<updated>2010-04-15T13:54:34Z</updated>

		<summary type="html">&lt;p&gt;Derekiv: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{elven}}&lt;br /&gt;
{{CreatureInfo|name=Kobold&lt;br /&gt;
|symbol=k|color={{COLOR:6:0:0}}&lt;br /&gt;
|biome=* {{L|Civilization}}&lt;br /&gt;
}}&lt;br /&gt;
:''A small, squat humanoid with large pointy ears and yellow glowing eyes.''&lt;br /&gt;
Kobolds are thieves that try to infiltrate your fortress and try to steal valuable items. They will run away once discover. They can be seen by an adjacent creature, but can go through locked {{L|door|doors}} and they are not affected by {{L|trap|traps}}.&lt;br /&gt;
&lt;br /&gt;
{{gamedata|[CREATURE:KOBOLD]&lt;br /&gt;
	[DESCRIPTION:A small, squat humanoid with large pointy ears and yellow glowing eyes.]&lt;br /&gt;
	[NAME:kobold:kobolds:kobold]&lt;br /&gt;
	[CASTE_NAME:kobold:kobolds:kobold]&lt;br /&gt;
	[CREATURE_TILE:'k'][COLOR:6:0:0]&lt;br /&gt;
	[GLOWTILE:'&amp;quot;'][GLOWCOLOR:6:0:1]&lt;br /&gt;
	[LOCKPICKER][TRAPAVOID][FLEEQUICK]&lt;br /&gt;
	[CAN_LEARN][LIKES_FIGHTING]&lt;br /&gt;
	[UTTERANCES]&lt;br /&gt;
	[BONECARN]&lt;br /&gt;
	[CANOPENDOORS]&lt;br /&gt;
	[PREFSTRING:mischief]&lt;br /&gt;
	[PERSONALITY:ANXIETY:50:75:100]&lt;br /&gt;
	[PERSONALITY:TRUST:0:25:50]&lt;br /&gt;
	[PERSONALITY:ACTIVITY_LEVEL:50:75:100]&lt;br /&gt;
	[BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:SKULL:5FINGERS:3TOES:MOUTH:FACIAL_FEATURES:TEETH:RIBCAGE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_MATERIALS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_TISSUES]&lt;br /&gt;
	[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:NAIL:NAIL_TEMPLATE]&lt;br /&gt;
	[USE_TISSUE_TEMPLATE:NAIL:NAIL_TEMPLATE]&lt;br /&gt;
	[TISSUE_LAYER:BY_CATEGORY:FINGER:NAIL:FRONT]&lt;br /&gt;
	[TISSUE_LAYER:BY_CATEGORY:TOE:NAIL:FRONT]&lt;br /&gt;
	[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]&lt;br /&gt;
	 [PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]&lt;br /&gt;
		[TL_MAJOR_ARTERIES]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]&lt;br /&gt;
	[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[HAS_NERVES]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]&lt;br /&gt;
	[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]&lt;br /&gt;
	[CREATURE_CLASS:GENERAL_POISON]&lt;br /&gt;
	[GETS_WOUND_INFECTIONS]&lt;br /&gt;
	[GETS_INFECTIONS_FROM_ROT]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]&lt;br /&gt;
	[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]&lt;br /&gt;
	[PHYS_ATT_RANGE:STRENGTH:450:950:1150:1250:1350:1550:2250]               +&lt;br /&gt;
	[PHYS_ATT_RANGE:AGILITY:1200:1400:1500:1600:1800:2500]                   ++&lt;br /&gt;
	[PHYS_ATT_RANGE:TOUGHNESS:450:950:1150:1250:1350:1550:2250]              +&lt;br /&gt;
	[PHYS_ATT_RANGE:RECUPERATION:450:950:1150:1250:1350:1550:2250]           +&lt;br /&gt;
	[PHYS_ATT_RANGE:DISEASE_RESISTANCE:450:950:1150:1250:1350:1550:2250]     +&lt;br /&gt;
	[MENT_ATT_RANGE:ANALYTICAL_ABILITY:150:600:800:900:1000:1100:1500]       -&lt;br /&gt;
	[MENT_ATT_RANGE:FOCUS:150:600:800:900:1000:1100:1500]                    -&lt;br /&gt;
	[MENT_ATT_RANGE:CREATIVITY:150:600:800:900:1000:1100:1500]               -&lt;br /&gt;
	[MENT_ATT_RANGE:INTUITION:150:600:800:900:1000:1100:1500]                -&lt;br /&gt;
	[MENT_ATT_RANGE:PATIENCE:450:950:1150:1250:1350:1550:2250]               +&lt;br /&gt;
	[MENT_ATT_RANGE:MEMORY:0:100:200:300:400:450:500]                        ---&lt;br /&gt;
	[MENT_ATT_RANGE:LINGUISTIC_ABILITY:0:0:0:0:0:0:0]                        unattainable&lt;br /&gt;
		[MENT_ATT_RATES:LINGUISTIC_ABILITY:NONE:NONE:NONE]&lt;br /&gt;
	[MENT_ATT_RANGE:MUSICALITY:0:0:0:0:0:0:0]                                unattainable&lt;br /&gt;
		[MENT_ATT_RATES:MUSICALITY:NONE:NONE:NONE]&lt;br /&gt;
	[MENT_ATT_RANGE:EMPATHY:0:100:200:300:400:450:500]                       ---&lt;br /&gt;
	[BODY_SIZE:0:0:1000]&lt;br /&gt;
	[BODY_SIZE:1:168:5000]&lt;br /&gt;
	[BODY_SIZE:12:0:20000]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:HEIGHT:75:95:98:100:102:105:125]&lt;br /&gt;
		[APP_MOD_IMPORTANCE:500]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:BROADNESS:75:95:98:100:102:105:125]&lt;br /&gt;
		[APP_MOD_IMPORTANCE:500]&lt;br /&gt;
	[SET_BP_GROUP:BY_CATEGORY:EYE]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:CLOSE_SET:0:70:90:100:110:130:200]&lt;br /&gt;
			[APP_MOD_NOUN:eyes:PLURAL]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:DEEP_SET:0:70:90:100:110:130:200]&lt;br /&gt;
			[APP_MOD_NOUN:eyes:PLURAL]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:ROUND_VS_NARROW:0:70:90:100:110:130:200]&lt;br /&gt;
			[APP_MOD_NOUN:eyes:PLURAL]&lt;br /&gt;
	[SET_BP_GROUP:BY_CATEGORY:LIP]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:THICKNESS:50:70:90:100:110:130:200]&lt;br /&gt;
			[APP_MOD_NOUN:lips:PLURAL]&lt;br /&gt;
	[SET_BP_GROUP:BY_CATEGORY:NOSE]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:BROADNESS:25:70:90:100:110:130:200]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:LENGTH:25:70:90:100:110:130:200]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:UPTURNED:0:70:90:100:110:130:200]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:CONVEX:0:70:90:100:110:130:200]&lt;br /&gt;
			[APP_MOD_NOUN:nose bridge:SINGULAR]&lt;br /&gt;
	[SET_BP_GROUP:BY_CATEGORY:EAR]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:SPLAYED_OUT:0:70:90:100:110:130:200]&lt;br /&gt;
			[APP_MOD_NOUN:ears:PLURAL]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:HANGING_LOBES:0:70:90:100:110:130:200]&lt;br /&gt;
			[APP_MOD_NOUN:ears:PLURAL]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]&lt;br /&gt;
			[APP_MOD_IMPORTANCE:700]&lt;br /&gt;
			[APP_MOD_NOUN:ears:PLURAL]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]&lt;br /&gt;
			[APP_MOD_IMPORTANCE:700]&lt;br /&gt;
			[APP_MOD_NOUN:ears:PLURAL]&lt;br /&gt;
	[SET_BP_GROUP:BY_CATEGORY:TOOTH]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:GAPS:0:70:90:100:110:130:200]&lt;br /&gt;
			[APP_MOD_NOUN:teeth:PLURAL]&lt;br /&gt;
	[SET_BP_GROUP:BY_CATEGORY:SKULL]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:HIGH_CHEEKBONES:0:70:90:100:110:130:200]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:BROAD_CHIN:0:70:90:100:110:130:200]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:JUTTING_CHIN:0:70:90:100:110:130:200]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:SQUARE_CHIN:0:70:90:100:110:130:200]&lt;br /&gt;
	[SET_BP_GROUP:BY_CATEGORY:NECK]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:DEEP_VOICE:0:70:90:100:110:130:200]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:RASPY_VOICE:0:70:90:100:110:130:200]&lt;br /&gt;
	[SET_BP_GROUP:BY_CATEGORY:HEAD]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]&lt;br /&gt;
			[APP_MOD_IMPORTANCE:700]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]&lt;br /&gt;
			[APP_MOD_IMPORTANCE:700]&lt;br /&gt;
	[MAXAGE:150:170]&lt;br /&gt;
	[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]&lt;br /&gt;
		[ATTACK_SKILL:GRASP_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:punch:punches]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_FLAG_WITH]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
	[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]&lt;br /&gt;
		[ATTACK_SKILL:STANCE_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:kick:kicks]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_FLAG_WITH]&lt;br /&gt;
		[ATTACK_PRIORITY:SECOND]&lt;br /&gt;
	[ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:GRASP:BY_CATEGORY:FINGER:NAIL]&lt;br /&gt;
		[ATTACK_SKILL:GRASP_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:scratch:scratches]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
		[ATTACK_FLAG_EDGE]&lt;br /&gt;
		[ATTACK_PRIORITY:SECOND]&lt;br /&gt;
	[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]&lt;br /&gt;
		[ATTACK_SKILL:BITE]&lt;br /&gt;
		[ATTACK_VERB:bite:bites]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
		[ATTACK_FLAG_EDGE]&lt;br /&gt;
		[ATTACK_PRIORITY:SECOND]&lt;br /&gt;
		[ATTACK_FLAG_CANLATCH]&lt;br /&gt;
	[BABY:1]&lt;br /&gt;
	[CHILD:12]&lt;br /&gt;
	[EQUIPS]&lt;br /&gt;
	[NOCTURNAL]&lt;br /&gt;
	[HOMEOTHERM:10067]&lt;br /&gt;
	[SWIMS_LEARNED][SWIM_SPEED:2500]&lt;br /&gt;
	[MANNERISM_FINGERS:finger:fingers]&lt;br /&gt;
	[MANNERISM_NOSE:nose]&lt;br /&gt;
	[MANNERISM_EAR:ear]&lt;br /&gt;
	[MANNERISM_HEAD:head]&lt;br /&gt;
	[MANNERISM_EYES:eyes]&lt;br /&gt;
	[MANNERISM_MOUTH:mouth]&lt;br /&gt;
	[MANNERISM_HAIR:hair]&lt;br /&gt;
	[MANNERISM_KNUCKLES:knuckles]&lt;br /&gt;
	[MANNERISM_LIPS:lips]&lt;br /&gt;
	[MANNERISM_CHEEK:cheek]&lt;br /&gt;
	[MANNERISM_NAILS:nails]&lt;br /&gt;
	[MANNERISM_FEET:feet]&lt;br /&gt;
	[MANNERISM_ARMS:arms]&lt;br /&gt;
	[MANNERISM_HANDS:hands]&lt;br /&gt;
	[MANNERISM_TONGUE:tongue]&lt;br /&gt;
	[MANNERISM_LEG:leg]&lt;br /&gt;
	[MANNERISM_WALK]&lt;br /&gt;
	[MANNERISM_SIT]&lt;br /&gt;
	[MANNERISM_BREATH]&lt;br /&gt;
	[MANNERISM_POSTURE]&lt;br /&gt;
	[MANNERISM_STRETCH]&lt;br /&gt;
	[MANNERISM_EYELIDS]&lt;br /&gt;
	[CASTE:FEMALE]&lt;br /&gt;
		[FEMALE]&lt;br /&gt;
		[MULTIPLE_LITTER_RARE]&lt;br /&gt;
	[CASTE:MALE]&lt;br /&gt;
		[MALE]&lt;br /&gt;
	[SELECT_CASTE:ALL]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]&lt;br /&gt;
			[TL_COLOR_MODIFIER:BROWN:1]&lt;br /&gt;
				[TLCM_NOUN:skin:SINGULAR]&lt;br /&gt;
			[TISSUE_LAYER_APPEARANCE_MODIFIER:WRINKLY:0:0:0:0:0:0:0]&lt;br /&gt;
				[APP_MOD_RATE:1:YEARLY:0:100:60:0:NO_END]&lt;br /&gt;
				[APP_MOD_NOUN:skin:SINGULAR]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]&lt;br /&gt;
			[TL_COLOR_MODIFIER:PUPIL_EYE_YELLOW:1]&lt;br /&gt;
				[TLCM_NOUN:eyes:PLURAL]}}&lt;br /&gt;
[[Category:Creatures]]&lt;/div&gt;</summary>
		<author><name>Derekiv</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Water&amp;diff=93131</id>
		<title>v0.31:Water</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Water&amp;diff=93131"/>
		<updated>2010-04-15T13:36:02Z</updated>

		<summary type="html">&lt;p&gt;Derekiv: I confirmed the desalinated pump and discovered that the well no longer desalinates&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
'''Water''' is a fluid found all over the world. It {{l|flow|flows}} from mountain springs, forming the world's {{l|ocean|oceans}}, {{l|lake|lakes}}, {{l|river|rivers}}, and {{l|brook|brooks}}. Water falls as {{l|rain}} and {{l|snow}}, and freezes into {{l|ice}}. Water is home to a variety of {{l|aquatic creatures}}. Many creatures can {{l|Swimmer|swim}} in deep water. Air-breathing creatures that are submerged in water can {{l|Swimmer#Drowning|drown}} in it. Water comes in two varieties: '''freshwater''', which makes up almost all inland water, and '''saltwater''', which fills the seas.&lt;br /&gt;
&lt;br /&gt;
In the new system mud is now a {{l|contaminant}} which is created any time water covers an area. Any tiles that contain mud may be used for {{l|Agriculture|farming}}.&lt;br /&gt;
&lt;br /&gt;
Water is displayed with the symbols {{Tile|≈|#008|#999}} and {{Tile|~|#008|#999}}, sometimes colored different blues, and white, showing ripples. Water can also take on other colors indicating {{l|contaminant|contaminants}} such as '''mud''' and '''blood'''. (The game can be {{l|Technical_tricks#The_look_of_the_game|configured}} to show the depth instead). &lt;br /&gt;
&lt;br /&gt;
Dark-colored water symbols indicate the water is one {{l|Z-level}} below the camera level. Water has 7 depth levels per tile, with 1 being a shallow puddle, and 7 filling the tile completely. {{l|Dwarf|Dwarves}} can safely walk through water up to a depth of 4. Dwarves finding themselves in water at a depth of 5 or greater are at risk of drowning unless they are skilled at {{l|swimming}}.&lt;br /&gt;
&lt;br /&gt;
=Evaporation=&lt;br /&gt;
Evaporation occurs when water or {{l|magma}} is at a depth of 1/7. In '''hot''' or '''scorching''' environments {{l|murky pool|murky pools}} can sometimes evaporate at greater depths as well. Any fluids that evaporate are gone forever.&lt;br /&gt;
&lt;br /&gt;
=Flow=&lt;br /&gt;
Water and {{l|magma}} are both {{l|flow|fluids}} which are constantly trying to {{l|flow}} into adjacent tiles until they have filled all available space or until they run out of fluid. Fluids move in 10 directions, up, down, and to the sides. Fluids cannot move diagonally up or down. Fluids at a depth of 1/7 no longer attempt to move unless they can move down. Fluids under {{l|pressure}} can be pushed up until the pressure equalizes.&lt;br /&gt;
&lt;br /&gt;
If the flow is strong enough, it can move objects such as dwarfs, pets, stones, weapons or corpses. &lt;br /&gt;
&lt;br /&gt;
Fluids in Dwarf Fortress acts like a fairly thick, viscous material. This makes it possible to do highly implausible things like {{l|pump|pump}} out a dry hole in the middle of a {{l|river}} or {{l|ocean}}.&lt;br /&gt;
&lt;br /&gt;
=Sourced Water=&lt;br /&gt;
Water that comes from {{l|river|rivers}}, {{l|brook|brooks}}, {{l|ocean|oceans}}, {{l|aquifer|aquifers}} or {{l|spring|springs}} is considered to be '''sourced water'''. Any sourced water is an endless supply of water that can never run dry. With {{l|spring|springs}} and {{l|underground river|underground rivers}} it may be possible to destroy this source of water by causing a {{l|Cave-in|collapse}} that removes the tiles this water originally flows from.&lt;br /&gt;
&lt;br /&gt;
When using sourced water you should strongly consider installing {{l|floodgate|floodgates}} and be aware of how {{l|pressure}} works or you could easily end up {{l|flood|flooding}} your fortress and having a lot more {{l|fun}} than anticipated.&lt;br /&gt;
&lt;br /&gt;
=Salt Water=&lt;br /&gt;
Dwarves can not drink salt water until it has been desalinated. Water can be desalinated through the construction of a pump that pumps water into a completely constructed cistern. A well no longer desalinates water.&lt;br /&gt;
&lt;br /&gt;
=Contaminants=&lt;br /&gt;
Contaminants that get into water currently can do very strange things. A pool of blood that gets covered by water will be pushed out of the water as the water flows creating more pools of blood at the edge of the water. Overflowing a large reservoir that contains contaminants of blood will generate a large amount of blood very quickly. This behavior is thought to be a bug.&lt;br /&gt;
&lt;br /&gt;
[[Category:Physics]]&lt;/div&gt;</summary>
		<author><name>Derekiv</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Constructions&amp;diff=92502</id>
		<title>v0.31:Constructions</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Constructions&amp;diff=92502"/>
		<updated>2010-04-14T00:17:02Z</updated>

		<summary type="html">&lt;p&gt;Derekiv: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{stub}}&lt;/div&gt;</summary>
		<author><name>Derekiv</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Igneous_extrusive_layer&amp;diff=92501</id>
		<title>v0.31:Igneous extrusive layer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Igneous_extrusive_layer&amp;diff=92501"/>
		<updated>2010-04-14T00:16:42Z</updated>

		<summary type="html">&lt;p&gt;Derekiv: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{stub}}&lt;/div&gt;</summary>
		<author><name>Derekiv</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Flux&amp;diff=92399</id>
		<title>v0.31:Flux</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Flux&amp;diff=92399"/>
		<updated>2010-04-13T20:04:25Z</updated>

		<summary type="html">&lt;p&gt;Derekiv: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{stub}}&lt;br /&gt;
{{L|Stone}}s which are classified as '''flux''' materials can be used in the creation of {{L|pig iron}} and {{L|steel}} at a {{L|smelter}}. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following stones fall under this reaction class:&lt;br /&gt;
&lt;br /&gt;
:*{{L|Calcite}}&lt;br /&gt;
:*{{L|Chalk}}&lt;br /&gt;
:*{{L|Dolomite}}&lt;br /&gt;
:*{{L|Limestone}}&lt;br /&gt;
:*{{L|Marble}}&lt;/div&gt;</summary>
		<author><name>Derekiv</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=23a:Cassiterite&amp;diff=92398</id>
		<title>23a:Cassiterite</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=23a:Cassiterite&amp;diff=92398"/>
		<updated>2010-04-13T20:00:53Z</updated>

		<summary type="html">&lt;p&gt;Derekiv: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{stub}}&lt;br /&gt;
{{23a Ore|name=Cassiterite|tile=£|color=#880&lt;br /&gt;
|uses = &lt;br /&gt;
* {{L|Ore}} of {{L|tin}}&lt;br /&gt;
* Smelting {{L|bronze}}&lt;br /&gt;
|location =&lt;br /&gt;
* Anywhere&lt;br /&gt;
|properties =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Cassiterite''' is the ore that can be {{L|smelt}}ed into {{L|tin}}.  This ore can also be smelted with {{L|malachite}} to create {{L|bronze}}.  Cassiterite can be found at any depth within the side of the mountain.&lt;br /&gt;
&lt;br /&gt;
== Smelting ==&lt;br /&gt;
Cassiterite is a required ingredient to make several types of metal alloy bars from ore at a {{L|smelter}}:&lt;br /&gt;
	&lt;br /&gt;
* {{L|Tin}} bars&lt;br /&gt;
* {{L|Bronze}} bars - with {{L|malachite}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Cassiterita.jpeg|Cassiterite, 3-4 cm&lt;br /&gt;
File:Cassiterite2bis.jpg|Cassiterite on quartz&lt;br /&gt;
File:Prehistoric Times of Bohemia, Moravia and Slovakia - NM Prague 15.JPG|Cassiterite on a rock&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- need 23a Rocks template&lt;br /&gt;
{{Rocks}}&lt;br /&gt;
[[Category:Ore]]&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Derekiv</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Gear_assembly&amp;diff=92397</id>
		<title>v0.31:Gear assembly</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Gear_assembly&amp;diff=92397"/>
		<updated>2010-04-13T20:00:00Z</updated>

		<summary type="html">&lt;p&gt;Derekiv: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{human}}&lt;br /&gt;
&lt;br /&gt;
{{Machine_component|name=Gear assembly|key=g&lt;br /&gt;
|construction=&lt;br /&gt;
* {{L|Mechanism}}s&lt;br /&gt;
|construction_job=&lt;br /&gt;
* {{L|Mechanic}}s&lt;br /&gt;
|power=Needs 5 power.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A '''gear assembly''' is a {{L|machine component}} that is used to transmit {{L|power}} from one adjacent machine component to another, such as {{L|water wheel}}s, {{L|windmill}}s, {{L|axle}}s, {{L|pump}}s, {{L|millstone}}s and other gear assemblies. This allows the transfer of vertical motion (z-axis) to horizontal (x and y-axis) and vice versa, that is, a change in direction of 90°.&lt;br /&gt;
&lt;br /&gt;
Gear assemblies require 5 units of power each.&lt;br /&gt;
&lt;br /&gt;
''For a basic overview of how the different machine parts work and work together, see {{L|machinery}}.''&lt;br /&gt;
&lt;br /&gt;
==Construction==&lt;br /&gt;
Gears can be constructed from the {{K|b}}uild menu under {{K|M}}achine Components and {{K|g}}ear. They require one {{L|mechanism}} to construct.&lt;br /&gt;
&lt;br /&gt;
After the gear assembly has been constructed, it will automatically draw power from an adjacent power source.  Further components can then be connected to the other available sides (East, West, North, South, Above, Below) of the gear assembly, and will automatically draw power from the power source via the assembly.  Note that gear assemblies do not transfer power diagonally; they only work orthogonally (N-S, E-W, up-down). &lt;br /&gt;
&lt;br /&gt;
In order to transfer power between {{L|z-level}}s with a gear assembly, you must first dig a channel, and then place the gear over the opening. Then place either another gear assembly, a vertical axle, or a machine (screw pump, etc.) on the z-level below in the same square, and power will be routed to it.&lt;br /&gt;
&lt;br /&gt;
==Disconnected gears==&lt;br /&gt;
&lt;br /&gt;
Gears can be &amp;quot;disconnected&amp;quot; by being connected to a {{L|lever}}, and then activating that lever. However, be warned that devices connected vertically to a linked gear may collapse when disconnected. The same is true of a horizontally connected hanging device. An example is a windmill built directly on top of a gear: in this case, disconnecting the gear via the lever will cause the windmill construction to collapse. In order to avoid this, create a second gear adjacent to the linked gear but not otherwise connected to the system; This gear will support the windmill if the linked gear is disconnected, but will not transfer power, since it only draws it from the now-disconnected gear.&lt;br /&gt;
&lt;br /&gt;
Note that the above is only necessary if the machine component is entirely unsupported outside of the gear on which it rests.  Components which have &amp;quot;Stable foundation&amp;quot; in their {{K|q}} view should not collapse if a gear beneath them is disconnected.&lt;br /&gt;
&lt;br /&gt;
[[Category:Machine components]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Derekiv</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Path&amp;diff=92234</id>
		<title>v0.31:Path</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Path&amp;diff=92234"/>
		<updated>2010-04-13T16:57:31Z</updated>

		<summary type="html">&lt;p&gt;Derekiv: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{stub}}&lt;/div&gt;</summary>
		<author><name>Derekiv</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Ant&amp;diff=92232</id>
		<title>v0.31:Ant</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Ant&amp;diff=92232"/>
		<updated>2010-04-13T16:55:13Z</updated>

		<summary type="html">&lt;p&gt;Derekiv: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{stub}}&lt;br /&gt;
{{VerminInfo|name=Ant|symbol=∙|color={{COLOR:7:0:0}}|biome= * [[biome|Not freezing]]}}&lt;br /&gt;
&lt;br /&gt;
:''This tiny insect can be found in huge colonies in the dirt.  They overwhelm their enemies with swarms.  Some have poison bites.''&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:ANT]&lt;br /&gt;
	[DESCRIPTION:This tiny insect can be found in huge colonies in the dirt.  They overwhelm their enemies with swarms.  Some have poison bites.]&lt;br /&gt;
	[NAME:ant:ants:ant]&lt;br /&gt;
	[CREATURE_TILE:250][COLOR:7:0:0]&lt;br /&gt;
	[NATURAL]&lt;br /&gt;
	[BIOME:NOT_FREEZING]&lt;br /&gt;
	[VERMIN_SOIL_COLONY][FREQUENCY:100]&lt;br /&gt;
	[VERMIN_NOTRAP]&lt;br /&gt;
	[POPULATION_NUMBER:250:500]&lt;br /&gt;
	[CLUSTER_NUMBER:100:200]&lt;br /&gt;
	[SMALL_REMAINS]&lt;br /&gt;
	[SPEED:2900]&lt;br /&gt;
	[PREFSTRING:propensity to dig]&lt;br /&gt;
	[DIURNAL]&lt;br /&gt;
	[NO_SLEEP]&lt;br /&gt;
	[HOMEOTHERM:10071]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
	[MUNDANE]&lt;br /&gt;
	[NOT_BUTCHERABLE]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]&lt;br /&gt;
	[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[HAS_NERVES]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:ICHOR:ICHOR_TEMPLATE]&lt;br /&gt;
	[BLOOD:LOCAL_CREATURE_MAT:ICHOR:LIQUID]&lt;br /&gt;
	[CREATURE_CLASS:GENERAL_POISON]&lt;br /&gt;
	[GETS_WOUND_INFECTIONS]&lt;br /&gt;
	[GETS_INFECTIONS_FROM_ROT]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]&lt;br /&gt;
	[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]&lt;br /&gt;
	[BODY_SIZE:0:0:1]&lt;br /&gt;
	[MAXAGE:1:1]&lt;br /&gt;
	[NOBONES]&lt;br /&gt;
	[CASTE:WORKER]&lt;br /&gt;
		[CASTE_NAME:worker ant:worker ants:worker ant]&lt;br /&gt;
		Female, but non-breeding (most of the time).&lt;br /&gt;
		[POP_RATIO:10000]&lt;br /&gt;
	[CASTE:SOLDIER]&lt;br /&gt;
		[CASTE_NAME:soldier ant:soldier ants:soldier ant]&lt;br /&gt;
		Female, but non-breeding (most of the time).&lt;br /&gt;
		[POP_RATIO:1000]&lt;br /&gt;
	[CASTE:DRONE]&lt;br /&gt;
		[MALE]&lt;br /&gt;
		[CASTE_NAME:drone ant:drone ants:drone ant]&lt;br /&gt;
		[POP_RATIO:5]&lt;br /&gt;
	[CASTE:QUEEN]&lt;br /&gt;
		[FEMALE]&lt;br /&gt;
		[CASTE_NAME:queen ant:queen ants:queen ant]&lt;br /&gt;
		[POP_RATIO:1]&lt;br /&gt;
	[SELECT_CASTE:WORKER]&lt;br /&gt;
	 [SELECT_ADDITIONAL_CASTE:SOLDIER]&lt;br /&gt;
	 [SELECT_ADDITIONAL_CASTE:QUEEN]&lt;br /&gt;
		[BODY:INSECT:2EYES:HEART:GUTS:BRAIN:MOUTH]&lt;br /&gt;
		[BODYGLOSS:INSECT_UPPERBODY:INSECT_LOWERBODY]&lt;br /&gt;
	[SELECT_CASTE:DRONE]&lt;br /&gt;
		[BODY:INSECT:2EYES:HEART:GUTS:BRAIN:MOUTH:2WINGS]&lt;br /&gt;
		[BODYGLOSS:INSECT_UPPERBODY:INSECT_LOWERBODY]&lt;br /&gt;
		[FLIER]&lt;br /&gt;
	[SELECT_CASTE:ALL]&lt;br /&gt;
		[BODY_DETAIL_PLAN:CHITIN_MATERIALS]&lt;br /&gt;
		[BODY_DETAIL_PLAN:CHITIN_TISSUES]&lt;br /&gt;
		[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:CHITIN:FAT:MUSCLE]&lt;br /&gt;
		[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:ALL:CHITIN]&lt;br /&gt;
			[TL_COLOR_MODIFIER:BLACK:1]&lt;br /&gt;
				[TLCM_NOUN:chitin:SINGULAR]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]&lt;br /&gt;
			[TL_COLOR_MODIFIER:BLACK:1]&lt;br /&gt;
				[TLCM_NOUN:eyes:PLURAL] }}&lt;br /&gt;
&lt;br /&gt;
[[Category:Vermin]]&lt;/div&gt;</summary>
		<author><name>Derekiv</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Table&amp;diff=92230</id>
		<title>v0.31:Table</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Table&amp;diff=92230"/>
		<updated>2010-04-13T16:53:55Z</updated>

		<summary type="html">&lt;p&gt;Derekiv: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{elven}}&lt;br /&gt;
&lt;br /&gt;
{{furniture|name=Table&lt;br /&gt;
|tile=╤&lt;br /&gt;
|wood=y&lt;br /&gt;
|stone=y&lt;br /&gt;
|metal=y&lt;br /&gt;
|glass=y&lt;br /&gt;
|rooms=&lt;br /&gt;
* {{L|dining room|Dining Room}}&lt;br /&gt;
* {{L|meeting hall|Meeting Hall}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Dwarves use tables to eat off, which avoids negative thoughts. Furthermore, if {{L|dining room}} is designated from it, it will give good thoughts to all your dwarves who eat there, which is one of the cheapest ways of giving your dwarves good thoughts. It is also used with a {{L|mechanism}} and a {{L|rope}} to make [[traction bench]]es.&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Derekiv</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Sedimentary_layer&amp;diff=92228</id>
		<title>v0.31:Sedimentary layer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Sedimentary_layer&amp;diff=92228"/>
		<updated>2010-04-13T16:51:48Z</updated>

		<summary type="html">&lt;p&gt;Derekiv: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{human}}&lt;br /&gt;
This is the only layer you will find [[Bituminous coal]] and [[Lignite]] which are needed for coke, for furnaces.&lt;br /&gt;
They also contain large amounts of ore such as iron.&lt;br /&gt;
&lt;br /&gt;
'''Sedimentary stone layers''' contain {{L|hematite}}, {{L|limonite}}, {{L|magnetite}}, {{L|tetrahedrite}}, &lt;br /&gt;
{{L|bituminous coal}}, {{L|lignite}}, and {{L|gypsum}}.&lt;br /&gt;
&lt;br /&gt;
{{L|Chalk}}*, {{L|chert}}, {{L|claystone}}, {{L|conglomerate}}, {{L|dolomite}}*, {{L|limestone}}*, {{L|mudstone}}, {{L|rock salt}}, {{L|sandstone}}, {{L|siltstone}} and {{L|shale}} layers are sedimentary.&lt;br /&gt;
:&amp;lt;sup&amp;gt;(* These also function as {{L|flux}}.)&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The name of a sedimentary layer appears white on the embark menu.&lt;br /&gt;
&lt;br /&gt;
Sedimentary layers are, on average, the most economically valuable of the four mineral layers.  They are your only source of {{L|bituminous coal}} and {{L|lignite}}, vital for fueling non-{{L|magma}} forges and for the {{L|coke}} {{L|steel}}-making requires (especially if you lack {{L|tree}}s).  They are much richer in {{L|iron}} {{L|ore}}s than other rock formations.  Several sedimentary rocks - {{L|dolomite}}, {{L|chalk}}, and {{L|limestone}} - are {{L|flux}}es, required for {{L|steel}}-making and also being twice as valuable as normal stone, making them useful for {{L|crafts|trade goods}} or {{L|furniture}}.&lt;br /&gt;
&lt;br /&gt;
(In real world geology, sedimentary {{L|stone}} is formed by sediment. The sediment collects in constantly growing heaps and the pressure at the bottom eventually forms the sediment into stone.)&lt;br /&gt;
&lt;br /&gt;
==Types of sedimentary layers==&lt;br /&gt;
{{list|sedimentary layer}}&lt;br /&gt;
==Metal ores==&lt;br /&gt;
{{list|sedimentary ore}}&lt;br /&gt;
==Gems==&lt;br /&gt;
===Ornamental===&lt;br /&gt;
{{list|sedimentary ornamental gem}}&lt;br /&gt;
===Semi-precious===&lt;br /&gt;
{{list|sedimentary semi-precious gem}}&lt;br /&gt;
&lt;br /&gt;
==Other stone==&lt;br /&gt;
{{list|sedimentary stone}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Stone Layers]]&lt;/div&gt;</summary>
		<author><name>Derekiv</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Magnetite&amp;diff=92226</id>
		<title>v0.31:Magnetite</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Magnetite&amp;diff=92226"/>
		<updated>2010-04-13T16:49:11Z</updated>

		<summary type="html">&lt;p&gt;Derekiv: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stonelookup/0}}{{av}}{{elven}}&lt;br /&gt;
&lt;br /&gt;
Magnetite is an ore of iron. It can be found in large clusters.&lt;br /&gt;
&lt;br /&gt;
{{Rocks}}&lt;/div&gt;</summary>
		<author><name>Derekiv</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Herbalist&amp;diff=92225</id>
		<title>40d:Herbalist</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Herbalist&amp;diff=92225"/>
		<updated>2010-04-13T16:48:22Z</updated>

		<summary type="html">&lt;p&gt;Derekiv: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{human}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = #770&lt;br /&gt;
| skill      = Herbalist&lt;br /&gt;
| speciality = Herbalist&lt;br /&gt;
| profession = {{L|Farmer}}&lt;br /&gt;
| job name   = Plant Gathering&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Gather plants&lt;br /&gt;
* Extract Plant Essence&lt;br /&gt;
| workshop   = {{L|Still}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
An '''herbalist ''' is a {{L|dwarf}} with high profession levels in gathering {{L|plants}} from {{L|shrub}}s.&lt;br /&gt;
&lt;br /&gt;
A highly skilled herbalist will not only pick shrubs more quickly, but will also be able to get a larger quantity per shrub (stacks); this has a positive effect when further processing and will allow for more efficient {{L|barrel}} use.&lt;br /&gt;
&lt;br /&gt;
The herbalist skill will only affect shrubs that you did not plant as {{L|crops}}, and will only collect those you designate {{K|d}} with the gather plant {{K|p}} command.&lt;br /&gt;
&lt;br /&gt;
Plant gathering can be a good food source early on, and a source for {{L|seed}}s otherwise not obtainable, but tends to be rather useless later in game unless you are in a biome where you can find the valuable {{L|Kobold bulb}} or {{L|Valley herb}} or feel the weird urge to do no farming or food trading at all. However, as both trees and shrubs compete against each other toward an overall plant life limit within a particular region, having several skilled herbalists can be useful in encouraging {{L|tree}} growth (if you mark the otherwise trampled saplings as restricted traffic areas).&lt;br /&gt;
&lt;br /&gt;
Any plant appropriate to the {{L|biome}} will appear as a shrub. This includes seedless plants such as the {{L|muck root}} and {{L|bloated tuber}}. If you have discovered an underground {{L|river}} or {{L|lake|pool}}, shrubs (and {{L|tower-cap}}s) will start to grow in {{L|underground}} {{L|soil}} and {{L|mud}} in all biomes of the map.&lt;br /&gt;
&lt;br /&gt;
An herbalist is also responsible for processing {{L|kobold bulb}}s into {{L|Gnomeblight}} at a {{L|Still}}.&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>Derekiv</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Grower&amp;diff=92221</id>
		<title>v0.31:Grower</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Grower&amp;diff=92221"/>
		<updated>2010-04-13T16:46:32Z</updated>

		<summary type="html">&lt;p&gt;Derekiv: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{elven}}&lt;br /&gt;
&lt;br /&gt;
Growers are dwarves with the [[farming]] labour. They plant seeds and build farms.&lt;br /&gt;
&lt;br /&gt;
== Uses ==&lt;br /&gt;
&lt;br /&gt;
=== Food Production ===&lt;br /&gt;
&lt;br /&gt;
Growers plant seeds in [[farm|farm plots]] in order to grow [[crops]]. Growers produce more food more quickly as the gain experience.&lt;/div&gt;</summary>
		<author><name>Derekiv</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Almandine&amp;diff=92219</id>
		<title>v0.31:Almandine</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Almandine&amp;diff=92219"/>
		<updated>2010-04-13T16:44:54Z</updated>

		<summary type="html">&lt;p&gt;Derekiv: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{gemlookup/0}}{{av}}{{elven}}&lt;br /&gt;
&lt;br /&gt;
{{jewels}}&lt;/div&gt;</summary>
		<author><name>Derekiv</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Exploratory_mining&amp;diff=92218</id>
		<title>v0.31:Exploratory mining</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Exploratory_mining&amp;diff=92218"/>
		<updated>2010-04-13T16:44:23Z</updated>

		<summary type="html">&lt;p&gt;Derekiv: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{elven}}&lt;br /&gt;
&lt;br /&gt;
== Goals ==&lt;br /&gt;
Minerals are quite common (as of v0.31.01), reducing the need for extensive exploratory mining to find raw materials.  Instead, the goal of most exploratory mining will be finding special features like {{L|Caverns}} and {{L|Magma}}.&lt;br /&gt;
&lt;br /&gt;
== Dangers ==&lt;br /&gt;
Potential dangers include:&lt;br /&gt;
*hostile creatures which inhabit underground areas&lt;br /&gt;
*large pools of liquids ({{L|Water}}, {{L|Magma}})&lt;br /&gt;
*Dehydration - dwarves are quite task oriented and may forget to break for a drink! (Consider giving miners waterskins)&lt;br /&gt;
*{{L|Hidden Fun Stuff|Fun}}&lt;br /&gt;
&lt;br /&gt;
==Strategies==&lt;br /&gt;
All of the interesting stuff is below you when you start - digging straight down may be the fastest (if not the safest) way to find points of interest.&lt;br /&gt;
&lt;br /&gt;
Those interested in *safely* exploring the depths may wish to create a level every so often where the stairway is broken so you can create barriers (like doors or lever-controlled floodgates) or garrison military squads to deal with any discovered hostiles.&lt;/div&gt;</summary>
		<author><name>Derekiv</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Red_diamond&amp;diff=92217</id>
		<title>v0.31:Red diamond</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Red_diamond&amp;diff=92217"/>
		<updated>2010-04-13T16:42:55Z</updated>

		<summary type="html">&lt;p&gt;Derekiv: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{gemlookup|DIAMOND_RED}}{{av}}{{elven}}&lt;br /&gt;
&lt;br /&gt;
{{jewels}}&lt;/div&gt;</summary>
		<author><name>Derekiv</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Merperson&amp;diff=92216</id>
		<title>v0.31:Merperson</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Merperson&amp;diff=92216"/>
		<updated>2010-04-13T16:42:30Z</updated>

		<summary type="html">&lt;p&gt;Derekiv: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{elven}}&lt;/div&gt;</summary>
		<author><name>Derekiv</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Z-level&amp;diff=92215</id>
		<title>v0.31:Z-level</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Z-level&amp;diff=92215"/>
		<updated>2010-04-13T16:42:02Z</updated>

		<summary type="html">&lt;p&gt;Derekiv: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{human}}&lt;br /&gt;
[[File:Z-level.jpg|right|'''The z-level indicator.'''&amp;lt;br /&amp;gt; The number is relative to the bottom of the map space. In this case the embark site is 142 levels above 0.]]Z-Level describes the vertical space within Dwarf Fortress, analogous to the Z-axis in geometry which extends out of the page towards the viewer. Each layer of view is a discrete z-level with a value relative to the bottom of the map space, indicated in the lower right corner of the screen. The player moves their view from one z-level to another by using {{k|&amp;lt;}} to move up and {{k|&amp;gt;}} to move down.&lt;br /&gt;
&lt;br /&gt;
In DF2010 the number of available z-levels has ballooned dramatically from prior versions with the addition of the Underground cavern systems, from a few dozen to potentially hundreds. The default settings produce levels with around 150 z-levels of land (for a embark with average elevation changes) with an additional 15 z-levels of empty sky space above the highest point of land.&lt;br /&gt;
&lt;br /&gt;
Numerous factors available in {{L|World_generation|world generation}} impact the available z-levels, and can alter the depth of the map to a minimum of 6 and a maximum well in excess of 600.&lt;br /&gt;
&lt;br /&gt;
Reducing the number of z-levels, especially cavern levels, can reduce processor demand and boost {{L|Frame_rate|frame rate}}.&lt;/div&gt;</summary>
		<author><name>Derekiv</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Butcher%27s_shop&amp;diff=92210</id>
		<title>v0.31:Butcher's shop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Butcher%27s_shop&amp;diff=92210"/>
		<updated>2010-04-13T16:36:48Z</updated>

		<summary type="html">&lt;p&gt;Derekiv: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{human}}&lt;br /&gt;
{{workshop|name=Butcher's shop|key=u|job=Butchery&lt;br /&gt;
|construction=&lt;br /&gt;
1 of&lt;br /&gt;
* {{L | Block}}&lt;br /&gt;
* {{L | Stone}}&lt;br /&gt;
* {{L | Wood}}&lt;br /&gt;
|construction_job=&lt;br /&gt;
1 of&lt;br /&gt;
* {{L | Butchery}}&lt;br /&gt;
* {{L | Small animal dissection}}&lt;br /&gt;
* {{L | Trapping}}&lt;br /&gt;
|use=&lt;br /&gt;
* {{L | Tame animals}}&lt;br /&gt;
* Corpses of untamed non-sentient animals&lt;br /&gt;
|production=&lt;br /&gt;
* {{L | Skin}}&lt;br /&gt;
* {{L | Fat}}&lt;br /&gt;
* {{L | Meat}}&lt;br /&gt;
* {{L | Bone}}&lt;br /&gt;
* {{L | Prepared organs}}&lt;br /&gt;
* {{L | Skull}}&lt;br /&gt;
* {{L | Scale}}&lt;br /&gt;
* {{L | Hooves}}&lt;br /&gt;
* {{L | Ivory}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The butcher's shop is used to butcher {{L|Tame animals}}, and corpses of some slain animals. Tame animals can be designated for butchering either by pressing {{key|v}}, moving the curser over the animal and pressing {{key|s}}, or by going into the animal list by pressing {{key|z}}, {{key|Enter}} and then by choosing the animal(s) for butchering by pressing {{key|b}} while they are highlighted. It can also be used to butcher already dead animals, but only if their corpses have been placed in a refuse stockpile beforehand.&lt;br /&gt;
&lt;br /&gt;
A butcher's shop is operated by any dwarf with the 'butchery' {{L|profession}} enabled.&lt;br /&gt;
&lt;br /&gt;
An butchered animal results into various items as are:&lt;br /&gt;
&lt;br /&gt;
*A {{L|skull}} (may vary for critters with more than one head)&lt;br /&gt;
*An associated number of {{L|bone|bones}}&lt;br /&gt;
*Various {{L|prepared organs}}&lt;br /&gt;
**An associated number of prepared eyes&lt;br /&gt;
**Prepared lungs&lt;br /&gt;
**A prepared heart&lt;br /&gt;
**Prepared intestines&lt;br /&gt;
**Chopped liver&lt;br /&gt;
**Tripe&lt;br /&gt;
**Sweetbread&lt;br /&gt;
**A prepared spleen&lt;br /&gt;
**A pair of prepared kidneys&lt;br /&gt;
**Prepared brain&lt;br /&gt;
*An associated number of fat&lt;br /&gt;
*{{L|Nervous tissue}}&lt;br /&gt;
*The skin&lt;br /&gt;
*{{L|Hair}}&lt;br /&gt;
*{{L|Cartilage}}&lt;br /&gt;
*{{L|Hoof|Hooves}}&lt;br /&gt;
*{{L|horn|horns}}&lt;br /&gt;
*{{L|nail}}&lt;br /&gt;
*Feather&lt;br /&gt;
*An associated number of {{L|meat}}&lt;br /&gt;
*A Scale in place of Raw Skin&lt;br /&gt;
&lt;br /&gt;
Corpses left to rot will become skeletons. These can still be processed at the butcher's shop, but will yield only the bones, skull, horns, and hooves, if any.&lt;br /&gt;
&lt;br /&gt;
The {{L|skull}}, {{L|bone|bones}}, {{L|horn|horns}} and {{L|Hoof|hooves}} can be used for {{L|crafts}}.&lt;br /&gt;
The fat can be rendered into {{L|tallow}} at a {{L|kitchen}} and then serve various purposes.&lt;br /&gt;
The purpose of {{L|hair}}, {{L|nervous tissue}}, tusks, and other creature specific body parts and {{L|cartilage}} is not yet known.&lt;br /&gt;
The skin can be made into {{L|leather}} at a {{L|tanner's shop}}&lt;br /&gt;
&lt;br /&gt;
All other remains can be eaten and/or cooked.&lt;br /&gt;
&lt;br /&gt;
Note that results may vary from creature to creature as, for example, a creature without {{L|horn|horns}} will not produce any.&lt;br /&gt;
&lt;br /&gt;
== Too much? ==&lt;br /&gt;
&lt;br /&gt;
One thing to beware of is that butchered creatures will practically explode into piles of meat, bones, skin and fat, and this can quickly clutter up a butchers shop or risk rotting the entire pile.  Individual sources say a butchered [[Elephant]] yielded as much as 157 units of meat, not counting the prepared brains, sweetbread and nervous tissue, among other things.  It seems the amount of meat created is proportional to the size of the creature in question;  In this case, an Elephant, but individual size differences might have something to do with it as well.  For example, one creature might be smaller than usual, while another enormous.  If true, individual descriptions may not be simply cosmetic.  Confirmed for meat. Fat, intestines and others do not seem to be affected.{{verify}}&lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;/div&gt;</summary>
		<author><name>Derekiv</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Brimstone&amp;diff=92209</id>
		<title>v0.31:Brimstone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Brimstone&amp;diff=92209"/>
		<updated>2010-04-13T16:35:18Z</updated>

		<summary type="html">&lt;p&gt;Derekiv: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stonelookup/0}}{{av}}{{elven}}&lt;br /&gt;
This stone will evaporate in magma.&lt;br /&gt;
{{rocks}}&lt;/div&gt;</summary>
		<author><name>Derekiv</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Brimstone&amp;diff=92208</id>
		<title>v0.31:Brimstone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Brimstone&amp;diff=92208"/>
		<updated>2010-04-13T16:35:07Z</updated>

		<summary type="html">&lt;p&gt;Derekiv: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stonelookup/0}}{{av}}{elven}}&lt;br /&gt;
This stone will evaporate in magma.&lt;br /&gt;
{{rocks}}&lt;/div&gt;</summary>
		<author><name>Derekiv</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Brimstone&amp;diff=92207</id>
		<title>v0.31:Brimstone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Brimstone&amp;diff=92207"/>
		<updated>2010-04-13T16:34:47Z</updated>

		<summary type="html">&lt;p&gt;Derekiv: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stonelookup/0}}{{av}}&lt;br /&gt;
This stone will evaporate in magma.&lt;br /&gt;
{{rocks}}&lt;br /&gt;
{{elven}}&lt;/div&gt;</summary>
		<author><name>Derekiv</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Pinfire_opal&amp;diff=92206</id>
		<title>v0.31:Pinfire opal</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Pinfire_opal&amp;diff=92206"/>
		<updated>2010-04-13T16:34:23Z</updated>

		<summary type="html">&lt;p&gt;Derekiv: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{gemlookup|OPAL_PINFIRE}}{{av}}&lt;br /&gt;
{{elven}}&lt;br /&gt;
{{jewels}}&lt;/div&gt;</summary>
		<author><name>Derekiv</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Losing&amp;diff=88080</id>
		<title>v0.31:Losing</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Losing&amp;diff=88080"/>
		<updated>2010-04-09T14:08:01Z</updated>

		<summary type="html">&lt;p&gt;Derekiv: /* General Unhappiness */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
&lt;br /&gt;
''Note, this part is moved from the 40d page, the pages need to be created and relinked. Old data needs to be updated and moved to this page.''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;background-color: #000; color: #0f0; font-family: FixedSys, monospace&amp;quot;&amp;gt;Losing is fun!&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Either way, it keeps you busy.&lt;br /&gt;
&lt;br /&gt;
There is no internal end point or single goal or final Easter egg or &amp;quot;You Win!&amp;quot; announcement in Dwarf Fortress.  Therefore, eventually, almost every fortress will fall.  The only ones that don't tend to be very conservative and very boring - and what fun is that?  Therefore, fun = losing, losing = fun, DF = losing = fun, and that's okay!  It's a game philosophy, so embrace it, own it, and have ''fun'' with it!&lt;br /&gt;
&lt;br /&gt;
Most new players will lose their first few forts earlier than later; &amp;lt;s&amp;gt;if&amp;lt;/s&amp;gt; when you lose a {{l|fortress}}, don't feel like you don't understand the game.  Dwarf Fortress has a steep learning curve, and part of the process (and fun!) is discovering things for yourself.  However, this Wiki serves as an excellent place to speed up the learning process.&lt;br /&gt;
&lt;br /&gt;
If you lose, you can always {{l|reclaim fortress mode|reclaim fortress}} or go visit it in {{l|adventurer mode}}.&lt;br /&gt;
&lt;br /&gt;
If you're looking for more ways to &amp;lt;s&amp;gt;die horribly&amp;lt;/s&amp;gt; test yourself, try either the {{l|mega construction}} or the {{l|Challenges}} articles.&lt;br /&gt;
&lt;br /&gt;
== Autopsy ==&lt;br /&gt;
&lt;br /&gt;
Various common things can cause the death of a fortress. Let's examine some together...&lt;br /&gt;
&lt;br /&gt;
===Local Wildlife===&lt;br /&gt;
Goblins aren't the only creatures that want you dead.  The obvious threats aside, some [[creature]]s with benign names or descriptions can be surprisingly deadly. A sudden wildlife attack can quickly cripple or destroy an unprepared fortress.  Before you unpause the a new game for the first time, hit {{k|u}}nits, and scroll down to see what's sharing your map.  Learn to do this regularly - new creatures will frequently migrate onto your map and then off again to be replaced by others.&lt;br /&gt;
&lt;br /&gt;
Consider arming up and thinning out any predictable threats.&lt;br /&gt;
&lt;br /&gt;
===Underground Life===&lt;br /&gt;
Underground life can be even more dangerous than surface life. Dig through a cavern, and expect hordes of animalmen and other cave creatures to invade your fortress. Unlike wildlife, these creatures never migrate off. Arming up helps a lot, as there really is only a small entrance they can get in by.&lt;br /&gt;
&lt;br /&gt;
===No Food===&lt;br /&gt;
&lt;br /&gt;
A serious danger, generally in the more inhospitable [[climate]]s, is the loss of your [[dwarves]] due to starvation.  As dwarves begin to starve, they will become [[Hungry]], then [[Starving]].  This will cause them first to slow down all work, and then to become very [[unhappy]].  When they die, their friends will become upset and will become even more unhappy, potentially causing the remainder of your fortress to break out in a [[tantrum spiral|terminal hissy fit]].&lt;br /&gt;
&lt;br /&gt;
Don't forget your alternative sources of [[food]].  If your [[farm]]s aren't doing the job and a [[caravan|trade caravan]] is months away, try [[butchering]] your [[domestic animal]]s, [[plant gathering|gathering plants]], or resorting to [[hunting]] of local wildlife.&lt;br /&gt;
&lt;br /&gt;
===No Booze===&lt;br /&gt;
Equally as bad is no [[alcohol]], which dwarves ''require'' to be happy and productive. Some alcohol can be acquired from [[caravan]]s, but not enough for an entire fort until the next caravan arrives. You must [[farm]] plants to then [[brew]] those in a [[still]] with an empty [[barrel]] - it's just part of being a dwarf.&lt;br /&gt;
&lt;br /&gt;
===No water===&lt;br /&gt;
&lt;br /&gt;
Healthy dwarves will not die of thirst as long as they have alcohol, which in the current version can be [[Brewing|brewed]] without the use of water.  However, injured dwarves must be given water, not alcohol, or they will die of dehydration.&lt;br /&gt;
&lt;br /&gt;
[[Rain]] will refill stagnant [[pool]]s of water slowly.  In a hot [[climate]], this may evaporate almost immediately. What's more, if the map is in a dry [[climate]], such as a desert (hot or cold), then there can be long periods of time with no water anywhere - in extreme cases, none ever.  Snow will not refill pools, so you can also have a lack of water in very cold [[climate]]s.  Also, if weather has been turned off in the [[init.txt]] file then there will be no rain and no water will accumulate, though it may be there at the beginning of the game.&lt;br /&gt;
&lt;br /&gt;
If all else fails, the [[DF2010:Caverns|caverns]] are bound to contain water somewhere, so you can put down a [[well]]. Watch out for [[Giant Toad|other]] [[Animal man|sources]] [[Cave crocodile|of fun.]]&lt;br /&gt;
&lt;br /&gt;
===Flooding accidents (aka &amp;quot;too much water&amp;quot;)===&lt;br /&gt;
&lt;br /&gt;
The opposite side of the dehydration spectrum is having too ''much'' water.  Remember that water can [[flow]] in 10 directions (the 8 horizontal ones as well as up and down, to the level of its source.) &lt;br /&gt;
&lt;br /&gt;
If your fortress is beginning to flood from [[Water#Sourced Water|sourced water]], abandon all of the levels the water can reach immediately&amp;amp;mdash;creating a civilian alert and ordering your dwarves to a burrow upstairs.  You will never be able to recover those areas unless you can manage to [[pump]] out the water faster than it floods in, which can take over a year or two of game time to establish a functioning automated pump system.  Generally, a flooding accident spells doom for your fortress.&lt;br /&gt;
&lt;br /&gt;
Sometimes a fortress is flooded with [[magma]].  This is even more [[fun]], and even harder to recover from.  Any shut door will stop magma, it doesn't rise as aggressively (via [[pressure]]) as water, and magma can be [[pump]]ed out with the right equipment. Read up on it. Good luck.&lt;br /&gt;
&lt;br /&gt;
=== Inability to mine (aka &amp;quot;no picks&amp;quot;) ===&lt;br /&gt;
&lt;br /&gt;
aka Diggor Mortis.&lt;br /&gt;
&lt;br /&gt;
Diggor Mortis: ''when a Dorf with a pickaxe decides that digging where they shouldn't is a bloody good idea.''&lt;br /&gt;
&lt;br /&gt;
Simply put, you need [[pick]]s to mine [[ore]], which is then [[smelt]]ed to make [[metal]] for items like more picks.  If you are careless (or ignorant) of how to dig safely, and your [[miner]]s create a [[cave-in|collapse]] or flood and their equipment gets lost/destroyed/unrecoverable, ''and'' you have no materials to make more picks, you will be at a severe handicap until the problem is solved.  Any dwarf can be given the [[mining]] [[labour]], but without a pick they can do nothing.  There is no way to get new metals or stone for any purpose nor any way to dig new rooms/tunnels unless you have picks.&lt;br /&gt;
&lt;br /&gt;
If you have [[ore]] or [[bar]]s to create a [[weapons-grade]] metal, and a [[forge]] (and [[smelter]] if you need one), you can create new picks and continue.  You get also get lucky with a dwarven [[caravan]] - elves and humans don't (ever?) offer picks.  If the first dwarven caravan doesn't bring any, you can try to keep your fortress running long enough to request additional [[pick]]s from your Outpost [[Liaison]], who will arrive with the next dwarven trade [[caravan]] in a year.  Or you can [[abandon]] and try again.&lt;br /&gt;
&lt;br /&gt;
If you have [[axe]]s and [[tree]]s available, then you can build [[construction|structure]]s, [[building]]s and [[furniture]] of [[wood]], which is something.&lt;br /&gt;
&lt;br /&gt;
Averting this fate is simple:  stockpile at least one additional pick at the first possible opportunity, or some of the [[weapons-grade|raw material]] to make more, and away from current digging operations.&lt;br /&gt;
&lt;br /&gt;
See also: [[Do it yourself|Making your own weapons]]&lt;br /&gt;
&lt;br /&gt;
===General Unhappiness===&lt;br /&gt;
&lt;br /&gt;
Think it's no big deal to leave your dwarves with a mediocre [[dining room]], no-[[quality]] bed and a generally inadequate fortress?&lt;br /&gt;
&lt;br /&gt;
If there is little in a fortress to give your dwarves happy [[thoughts]] and enough to give them unhappy [[thoughts]], then your dwarves will start to throw [[tantrum]]s, grow melancholy, and/or cause general chaos. In extreme (but sadly not &amp;quot;rare&amp;quot;) examples, this can lead to a [[tantrum spiral]] and the loss of the entire fortress.  Unhappiness is more likely to occur if your fortress is suffering other kinds of downfall, so try to keep all the bases covered.&lt;br /&gt;
&lt;br /&gt;
Another problem is if you don't have a justice system in place at the time of a spiral and manage to recover. If you later implement the justice system, the hammer may kill the former tantrum throwers, starting another tantrum because of their deaths.&lt;br /&gt;
&lt;br /&gt;
===Ambush===&lt;br /&gt;
Goblin and elven ambushes alike will charge into your fortress after they are discovered. They still retreat after suffering enough casualties. Goblins still arrive with caravans, and elves can attack at any time. Even if your dwarves do not venture onto the surface, caravans will eventually trigger the ambushes. &lt;br /&gt;
 &lt;br /&gt;
See Also:&lt;br /&gt;
:* [[Defense guide]]&lt;br /&gt;
:* [[Defense design]]&lt;br /&gt;
:* [[Trap design]]&lt;br /&gt;
:* [[Military design]]&lt;br /&gt;
&lt;br /&gt;
===War===&lt;br /&gt;
(as above)&lt;br /&gt;
&lt;br /&gt;
===Siege===&lt;br /&gt;
[[Siege]]s can be quite devastating to a fortress, but unlike most of the other ways of losing they are unlikely to occur early on, even if you do something stupid to piss off another civilization.&lt;br /&gt;
&lt;br /&gt;
Should hosts of goblins besiege your gates and drive your peasantry inside, trolls beat down your doors and force you to seal off from the outside world, you may have already lost the game. Even if you have built an utterly impenetrable fortress with drawbridges and moats, siegers may stick around for a long time. Although a dwarven fortress can be made self-contained, with [[list of crops|crops]], [[metal]] and [[fuel]] readily available, underground [[tree farm|wood source]] and your own [[livestock]], a fortress may not sustain such a state indefinitely. For example, [[trade]] with the outside world has now been shut off, leaving you only what [[ore]]s are on your map for the production of mandate goods. In the (very) long run even those will run out. This can result in a breakdown of social order if you do not prevent your [[Hammerer]] from killing or maiming your dwarves. [[Shell]], [[bone]], and [[leather]] commonly acquired by [[hunting]] and [[fishing]] need to be supplied by previously established livestock and access to suitable water. If these resources are no longer available to your workers, moody [[craftsdwarf|craftsdwarves]] will be driven into suicide or worse. Rotten [[vermin]] [[corpse]]s begin to heap in your food supply, forcing you to dump these into inside [[refuse|refuse pile]]s, generating [[miasma]]. Unless an [[well|interior watersupply]] was established your wounded will die of dehydration.&lt;br /&gt;
&lt;br /&gt;
With all these critical industries unproductive, dwarves dying, and friends mourning over the rotting heaps of slain loved ones, it's important to remember your dwarves have nothing to do but throw funeral receptions, grief counseling sessions, and the occasional keg stand. This means they've all become one big happy family of friends, manically depressed from the loss of any dwarf.&lt;br /&gt;
&lt;br /&gt;
In short, the attacking army can simply wait until your dwarves emo themselves to death.&lt;br /&gt;
&lt;br /&gt;
===HFS===&lt;br /&gt;
If you don't want [[DF2010:Hidden Fun Stuff|spoilers,]] trust us: you'll ''know'' when you've found it.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Derekiv</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Strand_extractor&amp;diff=88021</id>
		<title>v0.31:Strand extractor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Strand_extractor&amp;diff=88021"/>
		<updated>2010-04-09T13:02:17Z</updated>

		<summary type="html">&lt;p&gt;Derekiv: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
'''Strand Extractor''' is a craftsdwarf that process {{L|Raw adamantine|raw adamantine}} into adamantine thread. The skill level in strand extracting determines how long it takes to extract the strand.&lt;/div&gt;</summary>
		<author><name>Derekiv</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Strand_extractor&amp;diff=88020</id>
		<title>v0.31:Strand extractor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Strand_extractor&amp;diff=88020"/>
		<updated>2010-04-09T13:01:40Z</updated>

		<summary type="html">&lt;p&gt;Derekiv: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
'''Strand Extractor''' is a craftsdwarf that process {{L|Adamantine|raw adamantine}} into adamantine thread. The skill level in strand extracting determines how long it takes to extract the strand.&lt;/div&gt;</summary>
		<author><name>Derekiv</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Strand_extractor&amp;diff=88019</id>
		<title>v0.31:Strand extractor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Strand_extractor&amp;diff=88019"/>
		<updated>2010-04-09T13:01:24Z</updated>

		<summary type="html">&lt;p&gt;Derekiv: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
'''Strand Extractor''' is a craftsdwarf that process {{L|DF2010:Adamantine|raw adamantine}} into adamantine thread. The skill level in strand extracting determines how long it takes to extract the strand.&lt;/div&gt;</summary>
		<author><name>Derekiv</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Strand_extractor&amp;diff=88018</id>
		<title>v0.31:Strand extractor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Strand_extractor&amp;diff=88018"/>
		<updated>2010-04-09T13:01:09Z</updated>

		<summary type="html">&lt;p&gt;Derekiv: Basic imformation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
'''Strand Extractor''' is a craftsdwarve that process {{L|DF2010:Adamantine|raw adamantine}} into adamantine thread. The skill level in strand extracting determines how long it takes to extract the strand.&lt;/div&gt;</summary>
		<author><name>Derekiv</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Flesh_ball&amp;diff=85371</id>
		<title>v0.31:Flesh ball</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Flesh_ball&amp;diff=85371"/>
		<updated>2010-04-06T17:46:37Z</updated>

		<summary type="html">&lt;p&gt;Derekiv: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;A large ball of skin found moving around the debris near underground ponds. It is there that it absorbs dead matter for food.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Flesh balls are on par with a {{l|Bronze colossus}} in toughness because of their lack of features. This gives your dwarves nothing to sever or break to kill it.&lt;/div&gt;</summary>
		<author><name>Derekiv</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Flesh_ball&amp;diff=85369</id>
		<title>v0.31:Flesh ball</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Flesh_ball&amp;diff=85369"/>
		<updated>2010-04-06T17:46:23Z</updated>

		<summary type="html">&lt;p&gt;Derekiv: Blanked the page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Derekiv</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Flesh_ball&amp;diff=85368</id>
		<title>v0.31:Flesh ball</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Flesh_ball&amp;diff=85368"/>
		<updated>2010-04-06T17:45:27Z</updated>

		<summary type="html">&lt;p&gt;Derekiv: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;A large ball of skin found moving around the debris near underground ponds. It is there that it absorbs dead matter for food.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Flesh balls are on par with a {{l|Bronze colossus}} in toughness because of their lack of features. This gives your dwarves nothing to sever or break to kill it.&lt;/div&gt;</summary>
		<author><name>Derekiv</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Flesh_ball&amp;diff=85365</id>
		<title>v0.31:Flesh ball</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Flesh_ball&amp;diff=85365"/>
		<updated>2010-04-06T17:44:19Z</updated>

		<summary type="html">&lt;p&gt;Derekiv: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
&lt;br /&gt;
&amp;quot;A large ball of skin found moving around the debris near underground ponds. It is there that it absorbs dead matter for food.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Flesh balls are on par with a {{l|Bronze colossus}} in toughness because of their lack of features. This gives your dwarves nothing to sever or break to kill it.&lt;/div&gt;</summary>
		<author><name>Derekiv</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Flesh_ball&amp;diff=85364</id>
		<title>v0.31:Flesh ball</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Flesh_ball&amp;diff=85364"/>
		<updated>2010-04-06T17:43:38Z</updated>

		<summary type="html">&lt;p&gt;Derekiv: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;A large ball of skin found moving around the debris near underground ponds. It is there that it absorbs dead matter for food.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Flesh balls are on par with a {{l|Bronze colossus}} in toughness because of their lack of features. This gives your dwarves nothing to sever or break to kill it.&lt;/div&gt;</summary>
		<author><name>Derekiv</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Flesh_ball&amp;diff=85363</id>
		<title>v0.31:Flesh ball</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Flesh_ball&amp;diff=85363"/>
		<updated>2010-04-06T17:43:18Z</updated>

		<summary type="html">&lt;p&gt;Derekiv: Created page with '{{av}} &amp;quot;A large ball of skin found moving around the debris near underground ponds. It is there that it absorbs dead matter for food.&amp;quot;  Flesh balls are on par with a {{l|Bronze c…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
&amp;quot;A large ball of skin found moving around the debris near underground ponds. It is there that it absorbs dead matter for food.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Flesh balls are on par with a {{l|Bronze colossus}} in toughness because of their lack of features. This gives your dwarves nothing to sever or break to kill it.&lt;/div&gt;</summary>
		<author><name>Derekiv</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Forgotten_beast&amp;diff=85264</id>
		<title>v0.31:Forgotten beast</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Forgotten_beast&amp;diff=85264"/>
		<updated>2010-04-06T15:53:27Z</updated>

		<summary type="html">&lt;p&gt;Derekiv: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AV}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
'''Forgotten Beasts''' are beings whose origins are shrouded in mystery.  Forgotten Beasts is a general term for subterranean [[Titans]]. You may find a Forgotten Beast, or it may find you... Forgotten Beasts are randomly generated (or procedural for you fancy big-city developer types) you can have anything from a winged slug that breathes steam, to a green panther that secretes poison. The venom of a forgotten beast is randomly generated also, along with its breath attack if it has one. The number of forgotten beasts is a World-Gen Parameter; you can have any number you want. If you kill need to kill a Forgotten Beast, order your military to move to the location of the beast. Ordering your troops to attack a forgotten beast currently does not work. Forgotten Beasts can be butchered.&lt;/div&gt;</summary>
		<author><name>Derekiv</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Cloth&amp;diff=85247</id>
		<title>v0.31:Cloth</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Cloth&amp;diff=85247"/>
		<updated>2010-04-06T15:44:59Z</updated>

		<summary type="html">&lt;p&gt;Derekiv: Added basics about the source&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
&lt;br /&gt;
Cloth is made from either plants or spider silk. &lt;br /&gt;
There are two types of spider silk: {{l|cave spider}} silk, and the slightly more valuable {{l|giant cave spider}}.&lt;br /&gt;
There are two types of plant fiber: {{l|rope reed}}, grown above ground, and {{l|pig tail}}, grown below ground.&lt;br /&gt;
{{l|Elf|Elves}} bring large amounts of rope reed cloth when they arrive for trading in the spring. &amp;lt;br /&amp;gt;&lt;br /&gt;
One newly made piece of cloth is worth 10000 'cloth units' and a {{l|thread}} is worth 15000 units of thread, according to {{l|Healthcare|the hospital.}}&lt;/div&gt;</summary>
		<author><name>Derekiv</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Forgotten_beast&amp;diff=85226</id>
		<title>v0.31:Forgotten beast</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Forgotten_beast&amp;diff=85226"/>
		<updated>2010-04-06T15:32:24Z</updated>

		<summary type="html">&lt;p&gt;Derekiv: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AV}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
'''Forgotten Beasts''' are beings whose origins are shrouded in mystery.  Forgotten Beasts is a general term for subterranean [[Titans]]. You may find a Forgotten Beast, or it may find you... Forgotten Beasts are randomly generated (or procedural for you fancy big-city developer types) you can have anything from a winged slug that breathes steam, to a green panther that secretes poison. The venom of a forgotten beast is randomly generated also, along with its breath attack if it has one. The number of forgotten beasts is a World-Gen Parameter; you can have any number you want. If you kill need to kill a Forgotten Beast, order your military to move to the location of the beast. Ordering your troops to attack a forgotten beast currently does not work.&lt;/div&gt;</summary>
		<author><name>Derekiv</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Gremlin&amp;diff=85161</id>
		<title>v0.31:Gremlin</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Gremlin&amp;diff=85161"/>
		<updated>2010-04-06T14:11:44Z</updated>

		<summary type="html">&lt;p&gt;Derekiv: added quotes around the description&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
&amp;quot;A small humanoid creature with a mischievous, toothy grin.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Gremlins are invisible till spotted, and cause various kinds of {{L|Fun}} in your fortress by stepping on pressure plates, pulling levers, and opening cages.&lt;br /&gt;
&lt;br /&gt;
When a gremlin is discovered, the game pauses and centers on it, with the message: &amp;quot;A gremlin! Drive it away!&amp;quot;.&lt;/div&gt;</summary>
		<author><name>Derekiv</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Derekiv/monobook.js&amp;diff=84246</id>
		<title>User:Derekiv/monobook.js</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Derekiv/monobook.js&amp;diff=84246"/>
		<updated>2010-04-05T17:11:30Z</updated>

		<summary type="html">&lt;p&gt;Derekiv: Created page with 'importScript('User:Briess/hideAnnouncements.js');'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;importScript('User:Briess/hideAnnouncements.js');&lt;/div&gt;</summary>
		<author><name>Derekiv</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Gremlin&amp;diff=84245</id>
		<title>v0.31:Gremlin</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Gremlin&amp;diff=84245"/>
		<updated>2010-04-05T17:10:38Z</updated>

		<summary type="html">&lt;p&gt;Derekiv: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
A small humanoid creature with a mischievous, toothy grin.&lt;br /&gt;
&lt;br /&gt;
Gremlins are little creatures that infiltrate you base similar to the old goblin raiders.&lt;br /&gt;
When discover, the game pauses and centers on the gremlin, with the message: &amp;quot;A gremlin! Drive it away!&amp;quot;.&lt;/div&gt;</summary>
		<author><name>Derekiv</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Gremlin&amp;diff=84244</id>
		<title>v0.31:Gremlin</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Gremlin&amp;diff=84244"/>
		<updated>2010-04-05T17:10:22Z</updated>

		<summary type="html">&lt;p&gt;Derekiv: Added the basics of the gremlin&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
Gremlins:&lt;br /&gt;
A small humanoid creature with a mischievous, toothy grin.&lt;br /&gt;
&lt;br /&gt;
Gremlins are little creatures that infiltrate you base similar to the old goblin raiders.&lt;br /&gt;
When discover, the game pauses and centers on the gremlin, with the message: &amp;quot;A gremlin! Drive it away!&amp;quot;.&lt;/div&gt;</summary>
		<author><name>Derekiv</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Derekiv&amp;diff=60013</id>
		<title>User:Derekiv</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Derekiv&amp;diff=60013"/>
		<updated>2009-12-23T03:15:43Z</updated>

		<summary type="html">&lt;p&gt;Derekiv: Created page with 'I play a adamantite magma refinery map.'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I play a adamantite magma refinery map.&lt;/div&gt;</summary>
		<author><name>Derekiv</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Exploit&amp;diff=58752</id>
		<title>40d Talk:Exploit</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Exploit&amp;diff=58752"/>
		<updated>2009-11-27T15:10:51Z</updated>

		<summary type="html">&lt;p&gt;Derekiv: /* Cooking Alcohol */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Deadly bridges ==&lt;br /&gt;
&lt;br /&gt;
As far as I recall megabeasts can't be killed with bridge, and they destroy it when it tries to smash them. Article does state that bridge can destroy everything. --[[User:Someone-else|Someone-else]] 00:24, 21 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Also I often hear that demons are not affected by the bridge and that it is destroyed if it lowers on top of them. We need some verification on this.--[[User:Richards|Richards]] 00:57, 21 April 2008 (EDT)&lt;br /&gt;
== Quantum stockpiles ==&lt;br /&gt;
[[User:GreyMario|GreyMario]] wrote an exploit about Siege engines that doesn't makes much sense. We need someone to expand it.--[[User:Richards|Richards]] 01:09, 21 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
You fire the stone into the wall, which then falls into the trench.  As the trench is limited in space, stones start piling up.  (Apparently, catapults are no good at doing what they were historically used for - destroying walls...  And they fire in flat trajectories - i would have honestly expected stones to travel up z-levels - but having tested catapults with roofs over them, they work, which i find silly but what the heck...).  Note that this is only a quantum stockpile for stone, as opposed to dump, which is much more versatile, but there's also no need to reclaim.  --[[User:Squirrelloid|Squirrelloid]] 02:15, 21 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Thanks. I'll add that in.--[[User:Richards|Richards]] 02:37, 21 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Well I guess eventually there will be a limit of how many items can be on a specific square... but for the moment there can be an infinite number of items no any square. --[[User:AlexFili|AlexFili]] 06:10, 9 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I'm trying to use the Quantum Stockpile technique to toss everything from my wagon to a single tile, but the Dwarves won't haul anything I've marked for dumping! I've made sure that nothing is forbidden, and the Dwarves all haul Refuse/Stone/Wood etc... but they won't move. --[[User:Anfini|Anfini]] 00:55, 13 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Ha! Nevermind, fixed it myself. I didn't realize DF toggled &amp;quot;Dwarves ignore Refuse from outside&amp;quot; by default. --[[User:Anfini|Anfini]] 00:58, 13 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Ideological point of views ==&lt;br /&gt;
&lt;br /&gt;
Given the endless discussions on the net on what is considered or not cheating (as opposed to modding, or fair use of game mechanics, etc.), I suggest being extra careful of not asserting what is or what is not [[cheating]].&lt;br /&gt;
&lt;br /&gt;
 Exploits are distinct from cheating because ...&lt;br /&gt;
&lt;br /&gt;
Some would say&lt;br /&gt;
&lt;br /&gt;
 Exploits are a distinct form of cheating because ...&lt;br /&gt;
&lt;br /&gt;
Plus, the justification&lt;br /&gt;
 Whether a player chooses to make use of an exploit or not depends on their personal taste;&lt;br /&gt;
 given that Dwarf Fortress is a single-player game, no one is actually harmed when you use an exploit.&lt;br /&gt;
&lt;br /&gt;
equally applies to all forms of cheating (or non-cheating).&lt;br /&gt;
&lt;br /&gt;
I would also stress that DF is currently more of a sandbox than a game with difficult goals, and that players boast more about their devious schemes and grand projects than about ''winning''.&lt;br /&gt;
&lt;br /&gt;
--[[User:Aykavil|Aykavil]] 05:20, 10 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Don't forget, many cheaters 'cheat' because they want to find out how particular functions work or to 'test out theories'. Then of course there's the people who cheat to simply save time. These are different from the people who would cheat just for 'kicks'. --[[User:AlexFili|AlexFili]] 05:31, 10 July 2008 (EDT)&lt;br /&gt;
:I would say that it's indeed true that exploits are distinct from cheating.  Cheating in a game involves breaking the rules; in a computer game, the program itself is &amp;quot;the rules&amp;quot; that one plays by.  In fact, in some cases the &amp;quot;exploits&amp;quot; are unavoidable (such as children being legendary in six or more skills before they reach adulthood).&lt;br /&gt;
&lt;br /&gt;
:It's like in gridiron football, if the ball carrier goes out of bounds the clock stops.  This can be considered an exploitation of the rules to keep time from running out in the half, but it certainly isn't cheating.--[[User:Gandalf the Dwarf (No, really! Look it up!)|Gandalf the Dwarf (No, really! Look it up!)]] 14:01, 13 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::My attitude toward such things generally revolves around what I imagine the creators of the game intended. In Stronghold 2, for example. I am certain that the creators did not intend players to create gigantic stacks of siege engines coexisting ipon a single point, but last I saw it was the 'best' strategy. That upset me. But it doesn't upset me when someone exploits DF or 'mangles' it with modding. There is very little a player can do to subvert Toady's intent with this game, even with modding, because it's more than just a fuedal economy/fortress defense simulation. I'm all for rules and restrictions in bloodline games, though--cheating and exploitation can be fun, but they almost always ruin stories and make the game less challenging. --[[User:Navian|Navian]] 15:36, 13 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Legendary Wrestler (Adventure) ==&lt;br /&gt;
&lt;br /&gt;
I found a bug in Adventure mode that could be quite readily exploited. I wasn't sure if I just plonked it on the page, or chucked it here, so I'm just putting it here for now.&lt;br /&gt;
&lt;br /&gt;
When strangling anything, you get 10xp for every 'choke'. If you hold down the directional button towards the creature, it will still get choked, but time will no pass, and the creature will never die. By placing something heavy(ish) on your keyboard, you can pretty much leave your adventurer to strangle for about 10 minutes, while you go get a drink. You come back, press Z to check your status, and, whadya know, you are now a Legendary Wrestler.&lt;br /&gt;
&lt;br /&gt;
For reference, I use Windows XP. Don't know if that helps at all.&lt;br /&gt;
&lt;br /&gt;
Thanks, Doom.&lt;br /&gt;
&lt;br /&gt;
==Infinite Power Not An Exploit==&lt;br /&gt;
No really.  I know it makes no physical sense, but as there is little good way to create power generation on most maps otherwise, and power can be used for all sorts of fun projects, the possibility of creating a battery anywhere you need it makes all sorts of fun things possible.  I also doubt implementing a realistic physics model of energy is at all possible, much less sensical in a game which allows productive underground farming - which is honestly a far more serious violation of conservation of energy than waterwheel batteries.  Doesn't work like reality does not imply it isn't intended or its exploitive of the system.  The fact that the easy availability of power leads to more fun projects strongly argues it is a feature, not an exploit.  --[[User:Squirrelloid|Squirrelloid]] 17:29, 12 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
The line between Exploit and Feature is entirely subjective. The fact that a significant player population considers something an exploit makes it so, I would think. It's not like &amp;quot;exploit&amp;quot; in this sense is a pejorative term. --[[User:Erom|Erom]] 14:58, 17 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Seeing as it violates fairly basic laws of physics (unlike underground farming, what with fungi not requiring sunlight), I'd say that the infinite power thing is as much of an exploit as any other mechanism that generates an arbitrary amount of an otherwise-limited resource. You are, after all, exploiting the gaps in the game's physics engine.&amp;lt;br /&amp;gt;This isn't explicitly a bad thing, though; this game would be far less [[fun]] if it didn't have any hilarious bugs. Since there's no real goal of the game except to do something interesting or amusing before everything dies when your magma-pumping system suffers a mechanical failure and spews lava into the sleeping quarters, I don't really see any particular grounds to not take advantage of these holes in reality. As long as you don't go &amp;quot;hey, look, I built an entire fortress out of adamantine&amp;quot; without telling people that you turned your smelters into molecular forges that produce thousands of wafers from, say, sand, it's fine. Some people want to challenge themselves and do it the &amp;quot;right&amp;quot; way, others want to challenge themselves and do it the &amp;quot;weird&amp;quot; way, and both are equally valid approaches. After all, there are plenty of people who make &amp;quot;anti-walkthroughs&amp;quot; for games which involve bending the game in question into strange ten-dimensional shapes whilst still getting to the end, and that's just as fun as doing it properly. Maybe it'll get fixed, but in the meantime feel free to dig out the bottom of the mountain and hold up a million tonnes of rock with a single glass pillar, or channel your magma with wooden walls.&amp;lt;br /&amp;gt;&amp;lt;sub&amp;gt;The exploits mentioned in these paragraphs may or may not have been performed by the author. No responsibility is accepted for attempting to perform said exploits. [[Catsplosion#Thermonuclear_catsplosion|Do not attempt to modify cats to produce temperatures exceeding 16939.81667 degrees Kelvin.]]&amp;lt;/sub&amp;gt;--[[User:Quil|Quil]] 15:37, 17 December 2008 (EST)&lt;br /&gt;
::Productive underground farming is a violation of the laws of physics.  Specifically conservation of energy.  Farming generally works because plants turn sunlight into energy.  You're right, fungi don't do this.  However, fungi turn dead stuff into energy - a rather inefficient process.  Growing fungi in solid rock, no matter how wet, shouldn't do anything, and fungal farms should require massive amounts of fertilizer.  (Its not like people don't farm mushrooms today).  I also don't think Quarry Bush, Sweet Pods, or Cave Wheat are fungi at all, and the only one I know that is would be Plump Helmet.  &lt;br /&gt;
::Regardless, underground farming in the game produces energy from nothing.  I consider this a more severe physics violation than perpetual motion machines, made more egregious because it doesn't actually lead to fun like Rube Goldberg devices.&lt;br /&gt;
::Finally, exploit technically means its not intended to occur.  Violating the laws of physics does not imply game exploit if those violations are intended.  Obviously underground farming is intended, so despite being a severe violation of conservation of energy its not actually an exploit.  Similarly, arbitrary power seems perfectly intended by the way power works in the game.  Exploits are not determined by vote, they are determined by the designer's intention - so the only vote that counts here would by ToadyOne's.&lt;br /&gt;
::--[[User:Squirrelloid|Squirrelloid]] 16:02, 17 December 2008 (EST)&lt;br /&gt;
:::''should require massive amounts of fertilizer''&lt;br /&gt;
:::Where do you think your dwarves do their business? --[[User:Juckto|juckto]] 16:06, 17 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::This should have diminishing returns.  Eat food, body removes energy, expel remaining mass which contains some amount of energy to be used.  If you feed your dwarves with nothing but farming (perfectly possible in game) you should be faced with diminishing yields as consumption pulls energy out of the system which then gets used for activities (so no, disposing of the dead as fertilizer does not solve the problem).  Ie, a sealed fortress with no access to the surface should be faced with an ever-decreasing energy budget, and thus ever-decreasing food production.  Instead, in-game you have exponentially increasing potential food production, which is crazy since there is no outside energy input.  --[[User:Squirrelloid|Squirrelloid]] 16:44, 17 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::On the other hand, DF is semi-mythical, and the concept of dwarves maintaining underground farms that work as well for them as above-ground farms work for humans is a great game element, even if it does not match what exists in our world.--[[User:Maximus|Maximus]] 17:21, 17 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::::Why do the same arguments not also support arbitrary physical power if arbitrary energy is allowed otherwise?  Its the same thing - both violate conservation of energy.  --[[User:Squirrelloid|Squirrelloid]] 17:26, 17 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::::If things didn't grow in dark, seemingly nutrientless places, preparing petri dishes would be far, far easier. As it is, since things become &amp;quot;muddy&amp;quot; when irrigated, presumably a suitable layer of fertile silt is being deposited on the surface of the rock to grow mythical subterranean plants that thrive well enough to be a suitable crop. There is, however, a subtle difference between magical crops and magical water, in that one is a somewhat hand-waved but ultimately convenient mechanism for growing crops, along the same lines as the massive time acceleration and strange Dwarven sleeping habits, while the other is a device that has no actual, functioning, real-world equivalent and is instead a quirk of the simulation, similar to, say, the deadly !![[fire imp]] fat!! that is produced by strange object property inheritance. It's essentially the same thing as opening up the reaction_standard.txt file and removing the requirement for fuel and adamantine threads from the adamantine production reaction, which happens to give you as much adamantine as you like straight from your smelter. The developer left the raws in simple text format, so he must have intended for people to do that, surely?&lt;br /&gt;
::::::Really, though, I don't see the need to argue about this. It's not like the Exploit Police are going to come and arrest people for building perpetual motion machines, nor are they going to arrest me for making a species that can rip people to pieces with their bare hands and wield +adamantine rocket launcher+s in both hands.--[[User:Quil|Quil]] 17:51, 17 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:If we can agree that Toady did not intend for perpetual motion machines to be possible, then we can safely classify this as an exploit. If we can't, I'm sure there is a thread with comments from him on the issue around the forums somewhere. [[User:VengefulDonut|VengefulDonut]] 22:17, 17 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::''Why'' does any of this matter?  Perpetual motion can be done, we document it.  Make use of it if you like, don't if you don't.--[[User:Maximus|Maximus]] 23:47, 17 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Agreed with [[User:Maximus|Maximus]], we're arguing over a classification that simply isn't included in the scope of the wiki.  Whether it's classified as an exploit or not, the ability to create power via perpetual motion exists and has been documented; therefor, it deserves a place in the wiki.  Let's just leave it where it is and agree that if someone doesn't personally think it's an exploit, then it's not an exploit for them.  --[[User:LucienSadi|LucienSadi]] 05:28, 18 December 2008 (EST)&lt;br /&gt;
::::&amp;lt;em&amp;gt;Not included in the scope of the wiki??&amp;lt;/em&amp;gt;  Guilty conscience much?  Rest at ease, the exploit page isn't finger-wagging as much an instruction manual XD   Of &amp;lt;em&amp;gt;course&amp;lt;/em&amp;gt; it's relevant, there's things even Toady considers an exploit(and plans to remove).  As for mushrooms, that's obviously as Toady intended it, not an unintended side-effect of something else gone wrong.  &amp;lt;em&amp;gt;That&amp;lt;/em&amp;gt; is what makes things an exploit or not, a game with dwarves and dragons is fairly fantastic in the first place.  Sheesh. --[[User:Corona688|Corona688]] 09:57, 18 December 2008 (EST)&lt;br /&gt;
:::Of course it's included in the scope of the wiki. Look at the title of the talk page. Talk:Exploit. If it's an exploit, we include it on the exploit page. If it's not, we include it somewhere else. In any case, it shows up somewhere. Don't get so excited over little things :) [[User:VengefulDonut|VengefulDonut]] 06:27, 18 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Intricate artifacts ==&lt;br /&gt;
&lt;br /&gt;
You seem to be certain that this exploit doesn't work, but I can't imagine that you've actually tried it correctly, since I have an example that confirms it: {{spoil small|[[image:Soundedmurders.png]]}}.&lt;br /&gt;
[[User:VengefulDonut|VengefulDonut]] 17:44, 20 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Indeed i tried to confirm it with my 2 last artifacts (today) and it didn't work. At what precise moment did you unforbid the items? Did they all show up as tasked with 't'? Have you yourself reproduced it? What version do you use? I know there ''is'' a bug that produces such artifacts but that one can't be reliably reproduced AFAIK. --[[User:Höhlenschreck|Höhlenschreck]] 17:57, 20 June 2009 (UTC)&lt;br /&gt;
::Ah - I think i see how it would work - assuming he wants 3 stones, 1 is tasked. Now I unforbid 5 other present stones at once and they will all be tasked? If it should work like that, i probably haven't tried that. --[[User:Höhlenschreck|Höhlenschreck]] 18:03, 20 June 2009 (UTC)&lt;br /&gt;
:The retasking is done only when the moody dwarf picks up or delivers new materials. In your example the first three stones that he picked up would be retasked, but the fourth and fifth would not because he already has three stones that were before them. So he would use a total of 4 stones. If you wanted him to use all of them you need to unforbid the latest three, wait for them to get tasked, then unforbid the first two. &lt;br /&gt;
The example is one I generated in {{version|0.28.181.40d}}. It shouldn't be any different in d# versions, though, since there aren't any logic updates. Mayday, on the other hand; I have no clue how far his changes have reached. [[User:VengefulDonut|VengefulDonut]] 18:08, 20 June 2009 (UTC)&lt;br /&gt;
:::So does this only work if the dwarf requires more than one item of a type? --[[User:Höhlenschreck|Höhlenschreck]] 12:46, 25 June 2009 (UTC)&lt;br /&gt;
::::You can pull it off if they only want one, but it will be a lot more work on your part. [[User:VengefulDonut|VengefulDonut]] 13:50, 25 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Sweet pods, winter, and underground==&lt;br /&gt;
&lt;br /&gt;
What exactly are the exploits involving those items? I couldn't find any information on how you can exploit the process of turning sweet pods into dwarven syrup instead of sugar, exploit what I'm assuming is referring to the thought to be bug where a farm plot does not check if a plant can be grown next season if it is late winter (not tested for current version), or how you can trick a subterranean farm plot into growing above ground plants. &lt;br /&gt;
&lt;br /&gt;
I'm not saying there aren't exploits involving those, just curious as to ''what'' the exploits are. --[[User:Elvang|Elvang]] 04:34, 21 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Err, well, no; intentionally producing only syrup as such is an exploit since it gives 5 times the amount and thus value compared to sugar - and that can't be what Toady intends, right? right? Also it is obviously an oversight on Toady's part that you can grow any surface plants all year, especially in winter. So you shouldn't do it just because you can. And for underground, well seriously, we all know that anything except mushrooms needs sunlight so if you plant smth else than plumps you are, again, exploiting, cos obviously Toady is going to change that soon..as you may have figured, ''I'' don't consider any of those exploits, but people have argued for it. --[[User:Höhlenschreck|Höhlenschreck]] 15:09, 21 June 2009 (UTC)&lt;br /&gt;
::I gotta disagree with the underground plants thing - for all we know dwarves just have a lot more names for &amp;quot;mushroom&amp;quot; than we do, like eskimos with snow (although that might be an urban legend?).&amp;lt;font face=&amp;quot;FixedSys&amp;quot; color=&amp;quot;#00FFFF&amp;quot;&amp;gt;[[User:GarrieIrons|Gar]]&amp;lt;/font&amp;gt;[[User Talk:GarrieIrons|rie]] 14:57, 21 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::FWIW, I was arguing something else listed on this page *wasn't* an exploit because non-fungus grow underground, not that growing things like Cave Wheat was an exploit because they should require sunlight.  Ie, blatant physics violations =/=&amp;gt; not behaving as intended. --[[User:Squirrelloid|Squirrelloid]] 08:44, 16 October 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Using ore in a mason/craft shop==&lt;br /&gt;
Is it an exploit that building metal furniture takes 3 ore but building the same furniture from the ore takes only 1? Not so much where the ore is lesser value than the metal (eg, &amp;quot;iron&amp;quot;) but say with &amp;quot;gold&amp;quot; and other metals where the ore is a &amp;quot;nugget&amp;quot;.&amp;lt;font face=&amp;quot;FixedSys&amp;quot; color=&amp;quot;#00FFFF&amp;quot;&amp;gt;[[User:GarrieIrons|Gar]]&amp;lt;/font&amp;gt;[[User Talk:GarrieIrons|rie]] 14:57, 21 July 2009 (UTC)&lt;br /&gt;
:The game is an alpha - in some places it's quirky as hell, especially in some of the math/values, but where the &amp;quot;quirks&amp;quot; stop and the &amp;quot;bugs&amp;quot; start is unclear.  Is it an exploit to make a statue from gold ore rather than gold metal - the value is the same, so why process it?  Meh.  In the end, it's up to each player to determine, for themselves, their own challenges - if the game starts to get too easy, then self-handicap.  &amp;quot;Which ones?&amp;quot; is up to you. --[[User:Albedo|Albedo]] 20:11, 21 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Bookkeeper exploit ==&lt;br /&gt;
I've found that people still work just as furiously when updating stockpile records while set to the highest precision after they've achieved highest precision already. I've used this to train new bookkeeper's just as fast, you just have to make sure the stock changes often enough. Can anyone confirm that they do still work faster when set to highest precision even after highest precision has been obtained, as opposed to being set to low precision at the time? [[User:Shardok|Shardok]] 09:34, 8 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Cooking Alcohol ==&lt;br /&gt;
Why does this have a link to Req129 and a quote of it? Also, shouldn't the link to Req129 be posted after the quote, if left there? Just want to see which way seems to make more sense first. [[User:Shardok|Shardok]] 09:40, 8 August 2009 (UTC)&lt;br /&gt;
:If you read carefully you will notice that req129 will result in boozecooking not being profitable any more.&lt;br /&gt;
::I know what it will do, but I mean, shouldn't the link to Req129 either be listed after the quote, or not listed at all if the quote is there? Or maybe the quote should be removed?&lt;br /&gt;
Also, separate question, does alcohol that's cooked still provide the same effects as uncooked alcohol? [[User:Shardok|Shardok]] 11:24, 8 August 2009 (UTC)&lt;br /&gt;
:If you are asking if it still counts as booze/drink: no. Cooking all alcohol will result in a bad surprise. --[[User:Birthright|Birthright]] 12:53, 8 August 2009 (UTC)&lt;br /&gt;
::Good, now I know that I've been right in refusing to let my cooks cook alcohol on my fortresses. I always tend to have too much food and not enough alcohol. However, it is fun to read descriptions of alcohol food and notice that dwarves have discovered a means by which to mince alcohol in its drink form! [[User:Shardok|Shardok]] 19:04, 8 August 2009 (UTC)&lt;br /&gt;
I think you still should be able to &amp;quot;cook&amp;quot; alcohol, but not by it's self. When I think of a lavish meal, I see an appetizer a main course and a drink.[[User:Derekiv|Derekiv]]10:10, 27 November 2009&lt;/div&gt;</summary>
		<author><name>Derekiv</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Water_wheel&amp;diff=58697</id>
		<title>40d:Water wheel</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Water_wheel&amp;diff=58697"/>
		<updated>2009-11-26T19:50:22Z</updated>

		<summary type="html">&lt;p&gt;Derekiv: /* Perpetual motion */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Machine_component|name=Water wheel|key=w&lt;br /&gt;
|construction=&lt;br /&gt;
* 3 [[Wood]]&lt;br /&gt;
|construction_job=&lt;br /&gt;
# [[Architecture]]&lt;br /&gt;
# [[Carpenter]]&lt;br /&gt;
|power=Needs 10 power. &amp;lt;br&amp;gt;Generates 100 power. &amp;lt;br&amp;gt;Net gain of 90 power.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A '''water wheel''' is a [[machine component]] that provides [[power]] via [[water flow]]. To build a water wheel, select {{key|b}}uild menu and choose {{key|M}}achine components. It requires 3 [[wood]] and generates 90 net power, which can be used for operating a [[pump]] or [[mill]]. You can use [[axle]]s and [[Gear assembly|gear]]s to access the power produced by a water wheel, or connect machinery like a [[pump]] or [[millstone]] directly. &lt;br /&gt;
&lt;br /&gt;
Waterwheels have quality levels for both design and building. These can be checked from the {{k|r}}oom screen by moving to the entry and pressing enter.&lt;br /&gt;
&lt;br /&gt;
''For a basic overview of how the different machine parts work and work together, see [[machinery]].''&lt;br /&gt;
&lt;br /&gt;
== Construction ==&lt;br /&gt;
The architecture and carpentry labor are needed for the construction.&lt;br /&gt;
&lt;br /&gt;
A water wheel occupies 3 adjacent tiles (N-S or E-W axis, no diagonals).&lt;br /&gt;
&lt;br /&gt;
Although you can build a stable water wheel on solid ground, this isn't going to do you any good. For this reason, water wheels are almost exclusively built in a hanging state with gaps in the floor below. To do this the water wheel must be attached to a nearby machine component. A water wheel can attach to other machines only on either side of its center tile.&lt;br /&gt;
&lt;br /&gt;
'''Power''' will be sometimes generated once one channel tile under the water wheel is filled with water at a depth of four or greater '''if''' there also is a [[water flow]] in one of the three tiles beneath it (we need more info in the article on what constitutes waterflow). The easiest way to achieve this is to place the water wheel in a river, but also a brook or channel works if done right (read below). Having two floor tiles and one channel tile below the wheel will only sometimes work, even if that one tile fulfills the above conditions.  &amp;lt;!-- it stopped working after a bit. smth is fishy. -&amp;gt; Now i have 2 water wheels with identical setup (2channel), one has power one not. A third with only 1 channel, under the middle tile, works. I suspect tiles right next to the water wheel play into it too, or the design of the channel leading to it from the river--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can transport the power wherever it is needed via horizontal and vertical axles and gear assemblies. It is possible to support a waterwheel by building its center next to a preexisting water wheel's center.&lt;br /&gt;
&lt;br /&gt;
==Brook==&lt;br /&gt;
Intuitively one would place a water wheel in a river, but they can also be powered if placed over [[brook]] tiles, but '''only if''' you first dig through the surface of the brook. Dig a [[channel]] three tiles long, right on the brook. The water wheel will sit above this channel.&lt;br /&gt;
&lt;br /&gt;
== Channels ==&lt;br /&gt;
It is possible to power a water wheel in a channel if it is connected to a river or brook (read as: water that has flow. Further details needed.) A channel connected to a murky pool will not suffice, no matter what water movement is present in the channel.&lt;br /&gt;
&lt;br /&gt;
Any direct non-diagonal connection (see [[water pressure]]) to a [[river]] or [[brook]] that has flow (some do not) will power a waterwheel, even if it's a dead end. A floodgate in the channel will not block this flow either.&lt;br /&gt;
&lt;br /&gt;
==Designs==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;border: 1px solid #0b0; background: #dfd&amp;quot;&lt;br /&gt;
|+'''Basic watermill design'''&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|#&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #07F; padding: 0&amp;quot;|~&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|#&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #07F; padding: 0&amp;quot;|~&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|#&lt;br /&gt;
|style=&amp;quot;color: #333; padding: 0&amp;quot;|O&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #970; padding: 0&amp;quot;|W&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|#&lt;br /&gt;
|style=&amp;quot;color: #333; padding: 0&amp;quot;|*&lt;br /&gt;
|style=&amp;quot;color: #970; padding: 0&amp;quot;|=&lt;br /&gt;
|style=&amp;quot;color: #970; padding: 0&amp;quot;|=&lt;br /&gt;
|style=&amp;quot;color: #970; padding: 0&amp;quot;|=&lt;br /&gt;
|style=&amp;quot;color: #970; padding: 0&amp;quot;|W&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|#&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #970; padding: 0&amp;quot;|W&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|#&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #7FF; padding: 0&amp;quot;|~&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|#&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #07F; padding: 0&amp;quot;|~&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|}&lt;br /&gt;
{|style=&amp;quot;border: 1px solid #0b0; background: #dfd&amp;quot;&lt;br /&gt;
|+'''Dual watermill design'''&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|#&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #07F; padding: 0&amp;quot;|~&lt;br /&gt;
|style=&amp;quot;color: #07f; padding: 0&amp;quot;|~&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|#&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #07F; padding: 0&amp;quot;|~&lt;br /&gt;
|style=&amp;quot;color: #7FF; padding: 0&amp;quot;|~&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|#&lt;br /&gt;
|style=&amp;quot;color: #333; padding: 0&amp;quot;|O&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #970; padding: 0&amp;quot;|W&lt;br /&gt;
|style=&amp;quot;color: #970; padding: 0&amp;quot;|W&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|#&lt;br /&gt;
|style=&amp;quot;color: #333; padding: 0&amp;quot;|*&lt;br /&gt;
|style=&amp;quot;color: #970; padding: 0&amp;quot;|=&lt;br /&gt;
|style=&amp;quot;color: #970; padding: 0&amp;quot;|=&lt;br /&gt;
|style=&amp;quot;color: #970; padding: 0&amp;quot;|=&lt;br /&gt;
|style=&amp;quot;color: #970; padding: 0&amp;quot;|W&lt;br /&gt;
|style=&amp;quot;color: #970; padding: 0&amp;quot;|W&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|#&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #970; padding: 0&amp;quot;|W&lt;br /&gt;
|style=&amp;quot;color: #970; padding: 0&amp;quot;|W&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|#&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #07F; padding: 0&amp;quot;|~&lt;br /&gt;
|style=&amp;quot;color: #07F; padding: 0&amp;quot;|~&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|#&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #07F; padding: 0&amp;quot;|~&lt;br /&gt;
|style=&amp;quot;color: #07F; padding: 0&amp;quot;|~&lt;br /&gt;
|}&lt;br /&gt;
This is by no means the limit of water power from one location, depending on the width of your river/brook/channel you can stack many waterwheels side-by-side (really big assembles will need to be artificial as there's a limit to how wide the game created water flows get). Just remember to make sure there's a support structure in place before you place the next wheel.&lt;br /&gt;
&lt;br /&gt;
== Perpetual motion ==&lt;br /&gt;
&lt;br /&gt;
Due to the low power draw of a [[screw pump]], a self-powering assembly can be made with a water wheel that still leaves plenty of excess power for other uses. This is an [[exploit]], and possibly a bug. To get it working, you must start the pump manually.&lt;br /&gt;
&lt;br /&gt;
It is good to have a ready source of water to refill the machine, as water tends to escape and evaporate, and once the water falls below a certain level, the machine stops. Below an earlier level, the power supply becomes intermittent. &lt;br /&gt;
:'''Key:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
'''║ ═ ╠ ╝ ╚ ╔ ╗ ╣ ╩''' = '''Wall'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;#777&amp;quot;&amp;gt;+ &amp;lt;/font&amp;gt;    = '''Floor'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;#970&amp;quot;&amp;gt;W&amp;lt;/font&amp;gt; = '''Water Wheel'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;#777&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;  = '''Gear Assembly'''  &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;#808000&amp;quot;&amp;gt;═&amp;lt;/font&amp;gt;  = '''Axle E/W'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;#808000&amp;quot;&amp;gt;║&amp;lt;/font&amp;gt; = '''Axle N/S'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;#00FF00&amp;quot;&amp;gt;X&amp;lt;/font&amp;gt;&amp;lt;font face=&amp;quot;Arial&amp;quot; color=&amp;quot;#008000&amp;quot;&amp;gt;X&amp;lt;/font&amp;gt; = '''Pump from west'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;#808000&amp;quot;&amp;gt;_&amp;lt;/font&amp;gt; = '''Channel'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;#808000&amp;quot;&amp;gt;X&amp;lt;/font&amp;gt; = '''Closed Water Source Opening''' &lt;br /&gt;
&lt;br /&gt;
'''*REMEMBER TO BUILD THE HORIZONTAL AXLE OR GEAR ASSEMBLY BEFORE THE WATER WHEEL*'''&lt;br /&gt;
{|style=&amp;quot;border: 1px solid #333; background: #000&amp;quot;&lt;br /&gt;
|+'''Perpetual Motion Design #1 - Top Floor'''&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;color: #000000; padding: 0&amp;quot;|█&lt;br /&gt;
|style=&amp;quot;color: #C0C0C0; padding: 0&amp;quot;|`&lt;br /&gt;
|style=&amp;quot;color: #000000; padding: 0&amp;quot;|█&lt;br /&gt;
|style=&amp;quot;color: #FFFFFF; padding: 0&amp;quot;|╔&lt;br /&gt;
|style=&amp;quot;color: #FFFFFF; padding: 0&amp;quot;|═&lt;br /&gt;
|style=&amp;quot;color: #FFFFFF; padding: 0&amp;quot;|╗&lt;br /&gt;
|style=&amp;quot;color: #000; padding: 0&amp;quot;|█&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;color: #000000; padding: 0&amp;quot;|█&lt;br /&gt;
|style=&amp;quot;color: #000000; padding: 0&amp;quot;|█&lt;br /&gt;
|style=&amp;quot;color: #FFFFFF; padding: 0&amp;quot;|╔&lt;br /&gt;
|style=&amp;quot;color: #FFFFFF; padding: 0&amp;quot;|╝&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #FFFFFF; padding: 0&amp;quot;|╚&lt;br /&gt;
|style=&amp;quot;color: #FFFFFF; padding: 0&amp;quot;|╗&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;color: #C0C0C0; padding: 0&amp;quot;|.&lt;br /&gt;
|style=&amp;quot;color: #000000; padding: 0&amp;quot;|█&lt;br /&gt;
|style=&amp;quot;color: #FFFFFF; padding: 0&amp;quot;|║&lt;br /&gt;
|style=&amp;quot;color: #C0C0C0; padding: 0&amp;quot;|▼&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #FFFFFF; padding: 0&amp;quot;|║&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;color: #000000; padding: 0&amp;quot;|█&lt;br /&gt;
|style=&amp;quot;color: #000000; padding: 0&amp;quot;|█&lt;br /&gt;
|style=&amp;quot;color: #FFFFFF; padding: 0&amp;quot;|╠&lt;br /&gt;
|style=&amp;quot;color: #FFFFFF; padding: 0&amp;quot;|=&lt;br /&gt;
|style=&amp;quot;color: #FFFFFF; padding: 0&amp;quot;|╗&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #FFFFFF; padding: 0&amp;quot;|║&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;color: #000000; padding: 0&amp;quot;|█&lt;br /&gt;
|style=&amp;quot;color: #000000; padding: 0&amp;quot;|█&lt;br /&gt;
|style=&amp;quot;color: #FFFFFF; padding: 0&amp;quot;|║&lt;br /&gt;
|style=&amp;quot;color: #808000; padding: 0&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;color: #FFFFFF; padding: 0&amp;quot;|║&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #FFFFFF; padding: 0&amp;quot;|║&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;color: #000000; padding: 0&amp;quot;|█&lt;br /&gt;
|style=&amp;quot;color: #FFFFFF; padding: 0&amp;quot;|╔&lt;br /&gt;
|style=&amp;quot;color: #FFFFFF; padding: 0&amp;quot;|╩&lt;br /&gt;
|style=&amp;quot;color: #FFFFFF; padding: 0&amp;quot;|=&lt;br /&gt;
|style=&amp;quot;color: #FFFFFF; padding: 0&amp;quot;|╝&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #FFFFFF; padding: 0&amp;quot;|║&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;color: #FFFFFF; padding: 0&amp;quot;|╔&lt;br /&gt;
|style=&amp;quot;color: #FFFFFF; padding: 0&amp;quot;|╝&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #FFFFFF; padding: 0&amp;quot;|║&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;color: #FFFFFF; padding: 0&amp;quot;|║&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #008000; padding: 0&amp;quot;|'''X'''&lt;br /&gt;
|style=&amp;quot;color: #00FF00; padding: 0&amp;quot;|'''X'''&lt;br /&gt;
|style=&amp;quot;color: #808000; padding: 0&amp;quot;|_&lt;br /&gt;
|style=&amp;quot;color: #FFFFFF; padding: 0&amp;quot;|╔&lt;br /&gt;
|style=&amp;quot;color: #FFFFFF; padding: 0&amp;quot;|╝&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;color: #FFFFFF; padding: 0&amp;quot;|║&lt;br /&gt;
|style=&amp;quot;color: #970; background: #FFFFFF; padding: 0&amp;quot;|W&lt;br /&gt;
|style=&amp;quot;color: #FFFFFF; padding: 0&amp;quot;|=&lt;br /&gt;
|style=&amp;quot;color: #808000; padding: 0&amp;quot;|║&lt;br /&gt;
|style=&amp;quot;color: #FFFFFF; padding: 0&amp;quot;|╔&lt;br /&gt;
|style=&amp;quot;color: #FFFFFF; padding: 0&amp;quot;|╝&lt;br /&gt;
|style=&amp;quot;color: #000000; padding: 0&amp;quot;|█&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;color: #FFFFFF; padding: 0&amp;quot;|║&lt;br /&gt;
|style=&amp;quot;color: #970; background: #FFFFFF; padding: 0&amp;quot;|W&lt;br /&gt;
|style=&amp;quot;color: #808000; padding: 0&amp;quot;|=&lt;br /&gt;
|style=&amp;quot;color: #C0C0C0; padding: 0&amp;quot;|*&lt;br /&gt;
|style=&amp;quot;color: #FFFFFF; padding: 0&amp;quot;|║&lt;br /&gt;
|style=&amp;quot;color: #000000; padding: 0&amp;quot;|█&lt;br /&gt;
|style=&amp;quot;color: #C0C0C0; padding: 0&amp;quot;|`&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;color: #FFFFFF; padding: 0&amp;quot;|║&lt;br /&gt;
|style=&amp;quot;color: #970; background: #FFFFFF; padding: 0&amp;quot;|W&lt;br /&gt;
|style=&amp;quot;color: #FFFFFF; padding: 0&amp;quot;|╔&lt;br /&gt;
|style=&amp;quot;color: #FFFFFF; padding: 0&amp;quot;|═&lt;br /&gt;
|style=&amp;quot;color: #FFFFFF; padding: 0&amp;quot;|╝&lt;br /&gt;
|style=&amp;quot;color: #000000; padding: 0&amp;quot;|█&lt;br /&gt;
|style=&amp;quot;color: #000000; padding: 0&amp;quot;|█&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;color: #FFFFFF; padding: 0&amp;quot;|╚&lt;br /&gt;
|style=&amp;quot;color: #FFFFFF; padding: 0&amp;quot;|═&lt;br /&gt;
|style=&amp;quot;color: #FFFFFF; padding: 0&amp;quot;|╝&lt;br /&gt;
|style=&amp;quot;color: #000000; padding: 0&amp;quot;|█&lt;br /&gt;
|style=&amp;quot;color: #000000; padding: 0&amp;quot;|█&lt;br /&gt;
|style=&amp;quot;color: #C0C0C0; padding: 0&amp;quot;|%&lt;br /&gt;
|style=&amp;quot;color: #000000; padding: 0&amp;quot;|█&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;color: #000000; padding: 0&amp;quot;|█&lt;br /&gt;
|style=&amp;quot;color: #000000; padding: 0&amp;quot;|█&lt;br /&gt;
|style=&amp;quot;color: #000000; padding: 0&amp;quot;|█&lt;br /&gt;
|style=&amp;quot;color: #000000; padding: 0&amp;quot;|█&lt;br /&gt;
|style=&amp;quot;color: #000000; padding: 0&amp;quot;|█&lt;br /&gt;
|style=&amp;quot;color: #000000; padding: 0&amp;quot;|█&lt;br /&gt;
|style=&amp;quot;color: #000000; padding: 0&amp;quot;|█&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
{|style=&amp;quot;border: 1px solid #333; background: #000&amp;quot;&lt;br /&gt;
|+'''Perpetual Motion Design #1 - Bottom Floor'''&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;color: #000000; padding: 0&amp;quot;|█&lt;br /&gt;
|style=&amp;quot;color: #000000; padding: 0&amp;quot;|█&lt;br /&gt;
|style=&amp;quot;color: #000000; padding: 0&amp;quot;|█&lt;br /&gt;
|style=&amp;quot;color: #000000; padding: 0&amp;quot;|█&lt;br /&gt;
|style=&amp;quot;color: #000000; padding: 0&amp;quot;|█&lt;br /&gt;
|style=&amp;quot;color: #000000; padding: 0&amp;quot;|█&lt;br /&gt;
|style=&amp;quot;color: #000000; padding: 0&amp;quot;|█&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;color: #000000; padding: 0&amp;quot;|█&lt;br /&gt;
|style=&amp;quot;color: #000000; padding: 0&amp;quot;|█&lt;br /&gt;
|style=&amp;quot;color: #FFFFFF; padding: 0&amp;quot;|╔&lt;br /&gt;
|style=&amp;quot;color: #FFFFFF; padding: 0&amp;quot;|=&lt;br /&gt;
|style=&amp;quot;color: #FFFFFF; padding: 0&amp;quot;|╗&lt;br /&gt;
|style=&amp;quot;color: #000000; padding: 0&amp;quot;|█&lt;br /&gt;
|style=&amp;quot;color: #C0C0C0; padding: 0&amp;quot;|%&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;color: #000000; padding: 0&amp;quot;|█&lt;br /&gt;
|style=&amp;quot;color: #000000; padding: 0&amp;quot;|█&lt;br /&gt;
|style=&amp;quot;color: #FFFFFF; padding: 0&amp;quot;|║&lt;br /&gt;
|style=&amp;quot;color: #C0C0C0; padding: 0&amp;quot;|▲&lt;br /&gt;
|style=&amp;quot;color: #FFFFFF; padding: 0&amp;quot;|║&lt;br /&gt;
|style=&amp;quot;color: #000000; padding: 0&amp;quot;|█&lt;br /&gt;
|style=&amp;quot;color: #000000; padding: 0&amp;quot;|█&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;color: #C0C0C0; padding: 0&amp;quot;|`&lt;br /&gt;
|style=&amp;quot;color: #000000; padding: 0&amp;quot;|█&lt;br /&gt;
|style=&amp;quot;color: #FFFFFF; padding: 0&amp;quot;|╠&lt;br /&gt;
|style=&amp;quot;color: #FFFFFF; padding: 0&amp;quot;|=&lt;br /&gt;
|style=&amp;quot;color: #FFFFFF; padding: 0&amp;quot;|╣&lt;br /&gt;
|style=&amp;quot;color: #000000; padding: 0&amp;quot;|█&lt;br /&gt;
|style=&amp;quot;color: #000000; padding: 0&amp;quot;|█&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;color: #000000; padding: 0&amp;quot;|█&lt;br /&gt;
|style=&amp;quot;color: #000000; padding: 0&amp;quot;|█&lt;br /&gt;
|style=&amp;quot;color: #FFFFFF; padding: 0&amp;quot;|║&lt;br /&gt;
|style=&amp;quot;color: #808000; padding: 0&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;color: #FFFFFF; padding: 0&amp;quot;|║&lt;br /&gt;
|style=&amp;quot;color: #000000; padding: 0&amp;quot;|█&lt;br /&gt;
|style=&amp;quot;color: #C0C0C0; padding: 0&amp;quot;|.&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;color: #000000; padding: 0&amp;quot;|█&lt;br /&gt;
|style=&amp;quot;color: #000000; padding: 0&amp;quot;|█&lt;br /&gt;
|style=&amp;quot;color: #FFFFFF; padding: 0&amp;quot;|║&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #FFFFFF; padding: 0&amp;quot;|║&lt;br /&gt;
|style=&amp;quot;color: #000000; padding: 0&amp;quot;|█&lt;br /&gt;
|style=&amp;quot;color: #000000; padding: 0&amp;quot;|█&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;color: #FFFFFF; padding: 0&amp;quot;|╔&lt;br /&gt;
|style=&amp;quot;color: #FFFFFF; padding: 0&amp;quot;|=&lt;br /&gt;
|style=&amp;quot;color: #FFFFFF; padding: 0&amp;quot;|╝&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #FFFFFF; padding: 0&amp;quot;|╚&lt;br /&gt;
|style=&amp;quot;color: #FFFFFF; padding: 0&amp;quot;|╗&lt;br /&gt;
|style=&amp;quot;color: #000000; padding: 0&amp;quot;|█&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;color: #FFFFFF; padding: 0&amp;quot;|║&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #FFFFFF; padding: 0&amp;quot;|║&lt;br /&gt;
|style=&amp;quot;color: #000000; padding: 0&amp;quot;|█&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;color: #FFFFFF; padding: 0&amp;quot;|║&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #FFFFFF; padding: 0&amp;quot;|╔&lt;br /&gt;
|style=&amp;quot;color: #FFFFFF; padding: 0&amp;quot;|╗&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #FFFFFF; padding: 0&amp;quot;|║&lt;br /&gt;
|style=&amp;quot;color: #000000; padding: 0&amp;quot;|█&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;color: #FFFFFF; padding: 0&amp;quot;|║&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #FFFFFF; padding: 0&amp;quot;|║&lt;br /&gt;
|style=&amp;quot;color: #FFFFFF; padding: 0&amp;quot;|║&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #FFFFFF; padding: 0&amp;quot;|║&lt;br /&gt;
|style=&amp;quot;color: #000000; padding: 0&amp;quot;|█&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;color: #FFFFFF; padding: 0&amp;quot;|║&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #FFFFFF; padding: 0&amp;quot;|╚&lt;br /&gt;
|style=&amp;quot;color: #FFFFFF; padding: 0&amp;quot;|╝&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #FFFFFF; padding: 0&amp;quot;|║&lt;br /&gt;
|style=&amp;quot;color: #000000; padding: 0&amp;quot;|█&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;color: #FFFFFF; padding: 0&amp;quot;|║&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #FFFFFF; padding: 0&amp;quot;|║&lt;br /&gt;
|style=&amp;quot;color: #000000; padding: 0&amp;quot;|█&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;color: #FFFFFF; padding: 0&amp;quot;|╚&lt;br /&gt;
|style=&amp;quot;color: #FFFFFF; padding: 0&amp;quot;|═&lt;br /&gt;
|style=&amp;quot;color: #FFFFFF; padding: 0&amp;quot;|=&lt;br /&gt;
|style=&amp;quot;color: #FFFFFF; padding: 0&amp;quot;|=&lt;br /&gt;
|style=&amp;quot;color: #FFFFFF; padding: 0&amp;quot;|=&lt;br /&gt;
|style=&amp;quot;color: #FFFFFF; padding: 0&amp;quot;|╝&lt;br /&gt;
|style=&amp;quot;color: #000000; padding: 0&amp;quot;|█&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;border: 1px solid #333; background: #000&amp;quot;&lt;br /&gt;
|+'''Perpetual Motion Design #2'''&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;color: #000000; padding: 0&amp;quot;|█&lt;br /&gt;
|style=&amp;quot;color: #FFFFFF; padding: 0&amp;quot;|╔&lt;br /&gt;
|style=&amp;quot;color: #FFFFFF; padding: 0&amp;quot;|=&lt;br /&gt;
|style=&amp;quot;color: #FFFFFF; padding: 0&amp;quot;|╗&lt;br /&gt;
|style=&amp;quot;color: #000000; padding: 0&amp;quot;|█&lt;br /&gt;
|style=&amp;quot;color: #000000; padding: 0&amp;quot;|█&lt;br /&gt;
|style=&amp;quot;color: #000000; padding: 0&amp;quot;|█&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;color: #FFFFFF; padding: 0&amp;quot;|╔&lt;br /&gt;
|style=&amp;quot;color: #FFFFFF; padding: 0&amp;quot;|╝&lt;br /&gt;
|style=&amp;quot;color: #C0C0C0; padding: 0&amp;quot;|▲&lt;br /&gt;
|style=&amp;quot;color: #FFFFFF; padding: 0&amp;quot;|╚&lt;br /&gt;
|style=&amp;quot;color: #FFFFFF; padding: 0&amp;quot;|=&lt;br /&gt;
|style=&amp;quot;color: #FFFFFF; padding: 0&amp;quot;|=&lt;br /&gt;
|style=&amp;quot;color: #FFFFFF; padding: 0&amp;quot;|╗&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;color: #FFFFFF; padding: 0&amp;quot;|║&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #FFFFFF; padding: 0&amp;quot;|║&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;color: #FFFFFF; padding: 0&amp;quot;|║&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #808000; padding: 0&amp;quot;|_&lt;br /&gt;
|style=&amp;quot;color: #808000; padding: 0&amp;quot;|_&lt;br /&gt;
|style=&amp;quot;color: #808000; padding: 0&amp;quot;|_&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #FFFFFF; padding: 0&amp;quot;|║&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;color: #FFFFFF; padding: 0&amp;quot;|║&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #808000; padding: 0&amp;quot;|_&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #808000; padding: 0&amp;quot;|_&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #FFFFFF; padding: 0&amp;quot;|║&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;color: #FFFFFF; padding: 0&amp;quot;|║&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #970; padding: 0&amp;quot;|W&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #008000; padding: 0&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #FFFFFF; padding: 0&amp;quot;|║&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;color: #FFFFFF; padding: 0&amp;quot;|║&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #970; padding: 0&amp;quot;|W&lt;br /&gt;
|style=&amp;quot;color: #808000; padding: 0&amp;quot;|=&lt;br /&gt;
|style=&amp;quot;color: #00FF00; padding: 0&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #FFFFFF; padding: 0&amp;quot;|║&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;color: #FFFFFF; padding: 0&amp;quot;|║&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #970; padding: 0&amp;quot;|W&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #808000; padding: 0&amp;quot;|_&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #FFFFFF; padding: 0&amp;quot;|║&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;color: #FFFFFF; padding: 0&amp;quot;|║&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #808000; padding: 0&amp;quot;|_&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #808000; padding: 0&amp;quot;|_&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #FFFFFF; padding: 0&amp;quot;|║&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;color: #FFFFFF; padding: 0&amp;quot;|║&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #808000; padding: 0&amp;quot;|_&lt;br /&gt;
|style=&amp;quot;color: #808000; padding: 0&amp;quot;|_&lt;br /&gt;
|style=&amp;quot;color: #808000; padding: 0&amp;quot;|_&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #FFFFFF; padding: 0&amp;quot;|║&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;color: #FFFFFF; padding: 0&amp;quot;|║&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #FFFFFF; padding: 0&amp;quot;|║&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;color: #FFFFFF; padding: 0&amp;quot;|╚&lt;br /&gt;
|style=&amp;quot;color: #FFFFFF; padding: 0&amp;quot;|═&lt;br /&gt;
|style=&amp;quot;color: #FFFFFF; padding: 0&amp;quot;|=&lt;br /&gt;
|style=&amp;quot;color: #FFFFFF; padding: 0&amp;quot;|=&lt;br /&gt;
|style=&amp;quot;color: #FFFFFF; padding: 0&amp;quot;|=&lt;br /&gt;
|style=&amp;quot;color: #FFFFFF; padding: 0&amp;quot;|=&lt;br /&gt;
|style=&amp;quot;color: #FFFFFF; padding: 0&amp;quot;|╝&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;#008000&amp;quot;&amp;gt;X&amp;lt;/font&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;font face=&amp;quot;Arial&amp;quot; color=&amp;quot;#00FF00&amp;quot;&amp;gt;X&amp;lt;/font&amp;gt; = '''Pump from south'''&lt;br /&gt;
&lt;br /&gt;
[[Category:Machine components]]&lt;/div&gt;</summary>
		<author><name>Derekiv</name></author>
	</entry>
</feed>