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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Destor</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-05-09T14:56:11Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Thief&amp;diff=46875</id>
		<title>40d Talk:Thief</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Thief&amp;diff=46875"/>
		<updated>2009-02-16T15:22:46Z</updated>

		<summary type="html">&lt;p&gt;Destor: /*goes through walls?*/&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Thieves unseen by other hostiles ==&lt;br /&gt;
&lt;br /&gt;
Fun fact, I created a veritable rancor pit in my fortress by placing a Titan cage in a large chamber, then sealing off the entrance, and using pressure plates + retracting bridges to drop hapless goblins into the pit.  Strangely enough, whenever I have a goblin thief dumped inside, the Titan ignores them, while blissfully painting the walls red with Goblin Wrestler blood.  So if you expect to use a Megabeast or other fun creature(s) to execute thieves, don't bother.  --[[User:Eddie|Eddie]] 01:27, 7 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Goes through walls? ==&lt;br /&gt;
&lt;br /&gt;
I just had a sock and a sandal stolen from my fortress. All of my gates were raised, and there were no other way into the fortress. (No tunnels or such leading to outside the walls). --[[User:Myroc|Myroc]] 12:16, 15 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:The stolen message occurs when the thief leaves the map, not when it picks the item up, so if its plausible he stole it and escaped before you sealed the fortress, and then left the map afterwards...  Also, if there are dead goblin clothes laying outside (or dead merchant/dwarf clothes) - thieves will also steal those. --[[User:Squirrelloid|Squirrelloid]] 15:26, 15 February 2009 (EST)&lt;br /&gt;
::I don't know, i've had my fortress sealed up for quite a while. --[[User:Myroc|Myroc]] 16:01, 15 February 2009 (EST)&lt;br /&gt;
:::It could be that you had something, no '''anything''' lying around outside. These guys steal your fired bolts, right?--[[User:Destor|Destor]] 16:52, 15 February 2009 (EST)&lt;br /&gt;
::::Except there were no socks or sandals lying outside the walls, only bolts. --[[User:Myroc|Myroc]] 10:11, 16 February 2009 (EST)&lt;br /&gt;
:::::Oh, I didn't see that part. Whoops. Um, in that case I have no idea how this would happen. I'm rather certain they can't go through walls, as they are no different from a normal creature. Go check the raws, and see if it has anything &amp;quot;funny&amp;quot; in for kobolds.--[[User:Destor|Destor]] 10:22, 16 February 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Destor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Thief&amp;diff=46873</id>
		<title>40d Talk:Thief</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Thief&amp;diff=46873"/>
		<updated>2009-02-15T21:52:29Z</updated>

		<summary type="html">&lt;p&gt;Destor: /*goes through walls*/&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Thieves unseen by other hostiles ==&lt;br /&gt;
&lt;br /&gt;
Fun fact, I created a veritable rancor pit in my fortress by placing a Titan cage in a large chamber, then sealing off the entrance, and using pressure plates + retracting bridges to drop hapless goblins into the pit.  Strangely enough, whenever I have a goblin thief dumped inside, the Titan ignores them, while blissfully painting the walls red with Goblin Wrestler blood.  So if you expect to use a Megabeast or other fun creature(s) to execute thieves, don't bother.  --[[User:Eddie|Eddie]] 01:27, 7 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Goes through walls? ==&lt;br /&gt;
&lt;br /&gt;
I just had a sock and a sandal stolen from my fortress. All of my gates were raised, and there were no other way into the fortress. (No tunnels or such leading to outside the walls). --[[User:Myroc|Myroc]] 12:16, 15 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:The stolen message occurs when the thief leaves the map, not when it picks the item up, so if its plausible he stole it and escaped before you sealed the fortress, and then left the map afterwards...  Also, if there are dead goblin clothes laying outside (or dead merchant/dwarf clothes) - thieves will also steal those. --[[User:Squirrelloid|Squirrelloid]] 15:26, 15 February 2009 (EST)&lt;br /&gt;
::I don't know, i've had my fortress sealed up for quite a while. --[[User:Myroc|Myroc]] 16:01, 15 February 2009 (EST)&lt;br /&gt;
:::It could be that you had something, no '''anything''' lying around outside. These guys steal your fired bolts, right?--[[User:Destor|Destor]] 16:52, 15 February 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Destor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Destor&amp;diff=45226</id>
		<title>User:Destor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Destor&amp;diff=45226"/>
		<updated>2009-01-30T22:50:27Z</updated>

		<summary type="html">&lt;p&gt;Destor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Destor was bored recently. He admired a great fortress recently. He was caught in the snow recently. he played too much DF lately. He hasn't been on the computer much recently. He wrote a nice user page lately.&lt;br /&gt;
&lt;br /&gt;
Destor enjoys playing DF, and it seems like not too much else now. (been playing too much, heh) Reading, computers, video games, and snow for its coldness.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Random funny things! ==&lt;br /&gt;
&lt;br /&gt;
my mayor wanted some stuff out of bismuth, which I have none of, anywhere, and when the mandate was almost over, another mayor was elected! wow, that's convenient. BTW, has anyone noticed that in DF you start with 7 dwarves, and there were also 7 in Snow White? (I sense a Toady-Disney conspiracy, here.) I also have seen a dwarf who dislikes toads! the nerve! that's all I can think of, tell me about something else on my talk page, or tell me a better place to put these. --[[User:Destor|Destor]] 22:29, 29 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
oh, man! my adventurer just picked up a giant roach and threw it at an enemy. I am still cracking up. of course, the same adventurer has thrown corpses, flies, spears, etc. before.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The most hilarious thing that could (n)ever happen in Dwarf Fortress ==&lt;br /&gt;
&lt;br /&gt;
So, I had de-drafted my best hammerdwarf from the military, to do some cross training, and guess what! he got a strange mood. at the same time, my mayor decides he wants an artifact, so he demands one. After a few months, my dwarf is not done, so then my hammerer comes up and beats him for violating the production order. bad move. My dwarf disarms the hammerer and takes his hammer which he then kills the hammerer with. After this, he is my best hammerdwarf in the fortress, so he gets assigned to be the new hammerer. Then he beats himself to death, what a tragic ending.&lt;br /&gt;
&lt;br /&gt;
I know, I know, this could never happen (noble requesting artifact, being assigned hammerer, killing himself with a beating) but it was still funny!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== help ==&lt;br /&gt;
&lt;br /&gt;
When my brother taught me how to play on his computer, he used a saved embark setup, with turtles and all of the other things he wanted. This was a long while ago, and I am now on like, my 6th fort, which I am preparing for, and I want to save the skills and items, for my future forts. My brother cannot remember, he doesn't play it very much anymore. So, after searching on the wiki, I can't find it and now need some friendly user's help. How do you do this, or is it just that my brother did something else and this is not possible. --[[User:Destor|Destor]] 18:55, 29 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Isn't there some utility that lets you save embark profiles? --[[User:GreyMario|GreyMaria]] 19:25, 29 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::The latest version of DF lets you save the profile in the customize embark screen. I think. I haven't actually tried to load my saved profile. --[[User:Savok|Savok]] 21:24, 29 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Download the latest version, if you haven't already.--[[User:Maximus|Maximus]] 22:19, 29 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
I just realized something; if you have the latest version, how do you do that? this is purely hypothetical, but what keys do you press and such?--[[User:Destor|Destor]] 00:26, 9 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:On the embark screen, set everything up the way you want and hit the s key. Name it, and you're good to go. --[[User:Simmura McCrea|Simmura McCrea]] 14:12, 30 January 2009 (EST)&lt;br /&gt;
::Oh, thanks. I got the latest version a few weeks ago, and I figured that out myself. I just never bothered to mention it.--[[User:Destor|Destor]] 17:50, 30 January 2009 (EST)&lt;br /&gt;
== YEAH! ==&lt;br /&gt;
YES! THE COUNT! Destor has been ecstatic lately, he got a count and the dwarven economy. YES! after 6 whole years, a stinking count and the economy. oh joy of joys!--[[User:Destor|Destor]] 17:32, 10 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Thank you! ==&lt;br /&gt;
Thank you all of the people who have been doing the small work that needs to be done to clean up the wiki, and make it easier to navigate and better to look at. I don't know if you will see this, but thanks. I don't know much about categorization, and even less about how the templates work, but if there is a way I can help, please let me know.--[[User:Destor|Destor]] 11:44, 30 December 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Destor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Losing&amp;diff=13752</id>
		<title>40d Talk:Losing</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Losing&amp;diff=13752"/>
		<updated>2009-01-28T14:45:13Z</updated>

		<summary type="html">&lt;p&gt;Destor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot; if you dig a hole in a wall diagonally to a water source, water can come spurting out even without you receiving a warning about damp stone.&amp;quot; Is this true anymore? The dev notes for today's version (November 1st) mentioned making squares touching water diagonally get the damp marker as well. --[[User:BahamutZERO|BahamutZERO]] 15:51, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== 26 directions ==&lt;br /&gt;
&lt;br /&gt;
26 directions? Really? I've been digging out tiles UNDER bodies of water trapped in rock, much less diagonal to them along the z-axis, and I haven't run into any flooding problems yet.--[[User:Xazak|Xazak]] 18:44, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:If you dig a tunnel underneath a body of water, you retain the ceiling overhead. If you were to remove this ceiling (e.g. by digging a ramp or stairway upwards) then the water would certainly flow.&lt;br /&gt;
&lt;br /&gt;
::It would, except digging a ramp doesn't remove the ceiling...in fact it's impossible to dig upwards into water. You can't designate anything on the water tile above, and nothing you do below removes the ceiling...I tried in vain, and was sorely dissapointed. 'Specially since Toady did it one of his movies. Let me know if you get it to work, though. --[[User:Turgid Bolk|Turgid Bolk]] 14:10, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::You can currently ramp up into a water source and have it release the water down in version v0.27.169.33g.  --[[User:Stravitch|Stravitch]] 16:39, 23 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Build an upward (or an up/down) staircase on a level below and designate a downward staircase on the level above. Downward staircase is essentially a modification of the floor (ceiling) into a hole with stairs. Water doesn't flow in 16 up/down+horizontal directions (doesn't flow up+horizontal under pressure). Be warned that digging directly below a lake or a river is safe despite &amp;quot;dump stone&amp;quot; warning but digging into stone directly below an aquafier is NOT safe.--[[User:Another|Another]] 02:35, 4 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Water flows in only 10 directions: the eight horizontal directions, straight up, and straight down. Someone should edit the article page.[[User:Rkyeun|Rkyeun]] 12:08, 23 January 2008 (EST)&lt;br /&gt;
::::Done, but don't hesitate to edit pages if you see something wrong :) people can always reedit them if they disagree ;) --[[User:Shades|Shades]] 16:13, 23 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Losing is fun ==&lt;br /&gt;
What would you say to moving the article to [[fun]] and making this one a redirect? [[User:VengefulDonut|VengefulDonut]] 18:29, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:That would be so funny! Don't know if it would gel with the rules, though. --[[User:Tarsier|Tarsier]] 19:53, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Redirected fun to here. ;) --[[User:Turgid Bolk|Turgid Bolk]] 14:12, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Starvation ==&lt;br /&gt;
According to the starvation section you can gather plants if you dont have soil to farm on, but as far as i know plants only grow above soil layers [[User:Thatguyyaknow|Thatguyyaknow]] 08:57, 19 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:If you make rock muddy, you can grow on top of it. [[User:Calculus|Calculus]] 15:16, 25 August 2008 (EDT)&lt;br /&gt;
::But if you don't have soil to farm on, you don't have plants to gather either. And getting the soil muddy can take far too long, especially early on. --[[User:Sharp|Sharp]] 10:14, 26 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Dehydration ==&lt;br /&gt;
What's that about &amp;quot;an indoor basin or water tower&amp;quot; ?  How do you do that? --[[User:Keesto|Keesto]] 15:17, 6 September 2008 (EDT)&lt;br /&gt;
:Ditto. How do you &amp;quot;collect all the water before it evaporates&amp;quot;? --[[User:Juckto|Juckto]] 06:49, 22 November 2008 (EST)&lt;br /&gt;
::Dig out an area under a body of water, then poke a hole that lets the water flow into it.--[[User:Bilkinson|Bilkinson]] 13:18, 22 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Old Age ==&lt;br /&gt;
&lt;br /&gt;
Does anybody know if dwarves can die of old age? or do they all just keep living forever?&lt;br /&gt;
:According to the raws, dwarves have a lifespan of 160-200 years. So if you play for a ''really'' long time... --[[User:Bilkinson|Bilkinson]] 12:19, 9 October 2008 (EDT)&lt;br /&gt;
::How old are your starting dwarves? Do they start at a certain &amp;quot;matured&amp;quot; age, or are they for all intents and purposes abnormally large babies? --[[User:Stryc9fuego|Stryc9fuego]] 10:00, 22 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I've had a few dogs die at around the five-year mark (these were ones I brought to the fortress when embarking).  Not sure what that spells for dwarves, but it does show that the mechanics are in place for creatures dying of old age during play.--[[User:Maximus|Maximus]] 19:51, 22 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Volcanic Death ==&lt;br /&gt;
&lt;br /&gt;
Insofar as I can tell, the [[Losing#Volcanic Death|Volcanic Death]] section seems to be essentially fabrication as of v40d. I've never seen a volcano erupt, and doors are utterly invulnerable to being melted or set on fire when closed, if memory serves. Also for some reason I suspect that obsidian doesn't melt in lava, although I could be imagining that one. Comments?--[[User:Quil|Quil]] 18:02, 2 January 2009 (EST)&lt;br /&gt;
:Closed doors don't melt, unless something changed in the last five or so seconds. I regularly use doors to hold back magma, and have a basalt door doing so in my current fort. Obsidian stones do melt in lava, however. It's possible that you've never seen a volcano erupt because you've only had a magma vent and not a volcano, because as far as I know they aren't the same thing.--[[User:Eurytus|Eurytus]] 20:38, 2 January 2009 (EST)&lt;br /&gt;
::Oh, that's right. Forgot about that. Though I do expect it'll be changing eventually. --[[User:GreyMario|GreyMaria]] 22:37, 2 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::Okay, yes, apparently I was hallucinating that obsidian didn't melt in lava. Having specifically hunted down volcanoes to attempt to build fortresses in on several occasions, I'm reasonably sure that eruptions haven't been implemented yet unless I'm very lucky or eruptions are very uncommon. Unless the comments that Toady intends to increase the dangerousness of volcanoes are way out of date, it's not actually been implemented yet.--[[User:Quil|Quil]] 15:12, 3 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Well, they do refill, maybe that's what he meant? I do still hope he'll make them erupt, though. But it's easy enough to simulate an eruption - just channel the rim. --[[User:GreyMario|GreyMaria]] 15:23, 4 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:::I, too, relish the challenge of building magma forges in a region that occasionally fills with high-pressure magma. Either a lot of fun when you get it right, or a lot of [[fun]] when you get it wrong.--[[User:Quil|Quil]] 07:46, 5 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:::There is still the bottomless pit bug where a large amount of magma spawns above a bottomless pit. I have experienced it my self. This will cause a large amount of that magma to flow over the edges of the pit and kill nearby creatures. It also will magma purge almost anything inside the pit, including lighting coal and lignite on fire.--[[User:i2amroy|i2amroy]] 13, January 2009&lt;br /&gt;
&lt;br /&gt;
::IIRC, the only case of volcanoes &amp;quot;erupting&amp;quot; was when magma refills were first implemented and DF was unable to judge the correct height to refill magma to in saves from older versions. [[User:VengefulDonut|VengefulDonut]] 16:08, 20 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== A joke, right ==&lt;br /&gt;
This is a joke, right? My Dwarf Fortress is entirely self contained, I have a secret back door (a drawbridge) that can be used for the brave lumberdwarves, and all of my farming is indoors on sand. I am almost done making my fort bolt-proof, from where my drawbridge is, and I have enough food without farming for at least 5 months. By that time I could have 20 trained fighters ready to repel the siege. I got really lucky with fort design, but even a normal straight down fortress should have little problem waiting for a bit while they train.--[[User:Destor|Destor]] 18:28, 27 January 2009 (EST)&lt;br /&gt;
:I believe that while, yes, many experienced fortress builders have indeed made their fortresses utterly invulnerable, and the section does indeed contain some humour, sieges are still a fairly common way to &amp;lt;s&amp;gt;lose&amp;lt;/s&amp;gt; have [[fun]], so it's entirely valid to put it in the &amp;quot;how to lose&amp;quot; section. I assume that, since you have no problems with the other entries, that you regularly flood yourself or starve to death, rather than fall to goblins?--[[User:Quil|Quil]] 00:16, 28 January 2009 (EST)&lt;br /&gt;
::Well, I have one fort, mentioned in this entry, that is my perma-fort which I savescum to keep alive. It's kinda my research fort, for the wiki and how to make other forts. But yes, I do make other forts to flood for the fun of it. I enjoy sieges immensely though, I am goading the elves into attack right now. I just think that the article makes to big a deal about it, and newbs are gonna be very scared of the first siege.--[[User:Destor|Destor]] 09:45, 28 January 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Destor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Losing&amp;diff=13750</id>
		<title>40d Talk:Losing</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Losing&amp;diff=13750"/>
		<updated>2009-01-27T23:28:02Z</updated>

		<summary type="html">&lt;p&gt;Destor: The siege part is such a joke&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot; if you dig a hole in a wall diagonally to a water source, water can come spurting out even without you receiving a warning about damp stone.&amp;quot; Is this true anymore? The dev notes for today's version (November 1st) mentioned making squares touching water diagonally get the damp marker as well. --[[User:BahamutZERO|BahamutZERO]] 15:51, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== 26 directions ==&lt;br /&gt;
&lt;br /&gt;
26 directions? Really? I've been digging out tiles UNDER bodies of water trapped in rock, much less diagonal to them along the z-axis, and I haven't run into any flooding problems yet.--[[User:Xazak|Xazak]] 18:44, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:If you dig a tunnel underneath a body of water, you retain the ceiling overhead. If you were to remove this ceiling (e.g. by digging a ramp or stairway upwards) then the water would certainly flow.&lt;br /&gt;
&lt;br /&gt;
::It would, except digging a ramp doesn't remove the ceiling...in fact it's impossible to dig upwards into water. You can't designate anything on the water tile above, and nothing you do below removes the ceiling...I tried in vain, and was sorely dissapointed. 'Specially since Toady did it one of his movies. Let me know if you get it to work, though. --[[User:Turgid Bolk|Turgid Bolk]] 14:10, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::You can currently ramp up into a water source and have it release the water down in version v0.27.169.33g.  --[[User:Stravitch|Stravitch]] 16:39, 23 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Build an upward (or an up/down) staircase on a level below and designate a downward staircase on the level above. Downward staircase is essentially a modification of the floor (ceiling) into a hole with stairs. Water doesn't flow in 16 up/down+horizontal directions (doesn't flow up+horizontal under pressure). Be warned that digging directly below a lake or a river is safe despite &amp;quot;dump stone&amp;quot; warning but digging into stone directly below an aquafier is NOT safe.--[[User:Another|Another]] 02:35, 4 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Water flows in only 10 directions: the eight horizontal directions, straight up, and straight down. Someone should edit the article page.[[User:Rkyeun|Rkyeun]] 12:08, 23 January 2008 (EST)&lt;br /&gt;
::::Done, but don't hesitate to edit pages if you see something wrong :) people can always reedit them if they disagree ;) --[[User:Shades|Shades]] 16:13, 23 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Losing is fun ==&lt;br /&gt;
What would you say to moving the article to [[fun]] and making this one a redirect? [[User:VengefulDonut|VengefulDonut]] 18:29, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:That would be so funny! Don't know if it would gel with the rules, though. --[[User:Tarsier|Tarsier]] 19:53, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Redirected fun to here. ;) --[[User:Turgid Bolk|Turgid Bolk]] 14:12, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Starvation ==&lt;br /&gt;
According to the starvation section you can gather plants if you dont have soil to farm on, but as far as i know plants only grow above soil layers [[User:Thatguyyaknow|Thatguyyaknow]] 08:57, 19 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:If you make rock muddy, you can grow on top of it. [[User:Calculus|Calculus]] 15:16, 25 August 2008 (EDT)&lt;br /&gt;
::But if you don't have soil to farm on, you don't have plants to gather either. And getting the soil muddy can take far too long, especially early on. --[[User:Sharp|Sharp]] 10:14, 26 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Dehydration ==&lt;br /&gt;
What's that about &amp;quot;an indoor basin or water tower&amp;quot; ?  How do you do that? --[[User:Keesto|Keesto]] 15:17, 6 September 2008 (EDT)&lt;br /&gt;
:Ditto. How do you &amp;quot;collect all the water before it evaporates&amp;quot;? --[[User:Juckto|Juckto]] 06:49, 22 November 2008 (EST)&lt;br /&gt;
::Dig out an area under a body of water, then poke a hole that lets the water flow into it.--[[User:Bilkinson|Bilkinson]] 13:18, 22 November 2008 (EST)&lt;br /&gt;
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== Old Age ==&lt;br /&gt;
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Does anybody know if dwarves can die of old age? or do they all just keep living forever?&lt;br /&gt;
:According to the raws, dwarves have a lifespan of 160-200 years. So if you play for a ''really'' long time... --[[User:Bilkinson|Bilkinson]] 12:19, 9 October 2008 (EDT)&lt;br /&gt;
::How old are your starting dwarves? Do they start at a certain &amp;quot;matured&amp;quot; age, or are they for all intents and purposes abnormally large babies? --[[User:Stryc9fuego|Stryc9fuego]] 10:00, 22 October 2008 (EDT)&lt;br /&gt;
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:I've had a few dogs die at around the five-year mark (these were ones I brought to the fortress when embarking).  Not sure what that spells for dwarves, but it does show that the mechanics are in place for creatures dying of old age during play.--[[User:Maximus|Maximus]] 19:51, 22 October 2008 (EDT)&lt;br /&gt;
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== Volcanic Death ==&lt;br /&gt;
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Insofar as I can tell, the [[Losing#Volcanic Death|Volcanic Death]] section seems to be essentially fabrication as of v40d. I've never seen a volcano erupt, and doors are utterly invulnerable to being melted or set on fire when closed, if memory serves. Also for some reason I suspect that obsidian doesn't melt in lava, although I could be imagining that one. Comments?--[[User:Quil|Quil]] 18:02, 2 January 2009 (EST)&lt;br /&gt;
:Closed doors don't melt, unless something changed in the last five or so seconds. I regularly use doors to hold back magma, and have a basalt door doing so in my current fort. Obsidian stones do melt in lava, however. It's possible that you've never seen a volcano erupt because you've only had a magma vent and not a volcano, because as far as I know they aren't the same thing.--[[User:Eurytus|Eurytus]] 20:38, 2 January 2009 (EST)&lt;br /&gt;
::Oh, that's right. Forgot about that. Though I do expect it'll be changing eventually. --[[User:GreyMario|GreyMaria]] 22:37, 2 January 2009 (EST)&lt;br /&gt;
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::Okay, yes, apparently I was hallucinating that obsidian didn't melt in lava. Having specifically hunted down volcanoes to attempt to build fortresses in on several occasions, I'm reasonably sure that eruptions haven't been implemented yet unless I'm very lucky or eruptions are very uncommon. Unless the comments that Toady intends to increase the dangerousness of volcanoes are way out of date, it's not actually been implemented yet.--[[User:Quil|Quil]] 15:12, 3 January 2009 (EST)&lt;br /&gt;
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:::Well, they do refill, maybe that's what he meant? I do still hope he'll make them erupt, though. But it's easy enough to simulate an eruption - just channel the rim. --[[User:GreyMario|GreyMaria]] 15:23, 4 January 2009 (EST)&lt;br /&gt;
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:::I, too, relish the challenge of building magma forges in a region that occasionally fills with high-pressure magma. Either a lot of fun when you get it right, or a lot of [[fun]] when you get it wrong.--[[User:Quil|Quil]] 07:46, 5 January 2009 (EST)&lt;br /&gt;
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:::There is still the bottomless pit bug where a large amount of magma spawns above a bottomless pit. I have experienced it my self. This will cause a large amount of that magma to flow over the edges of the pit and kill nearby creatures. It also will magma purge almost anything inside the pit, including lighting coal and lignite on fire.--[[User:i2amroy|i2amroy]] 13, January 2009&lt;br /&gt;
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::IIRC, the only case of volcanoes &amp;quot;erupting&amp;quot; was when magma refills were first implemented and DF was unable to judge the correct height to refill magma to in saves from older versions. [[User:VengefulDonut|VengefulDonut]] 16:08, 20 January 2009 (EST)&lt;br /&gt;
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== A joke, right ==&lt;br /&gt;
This is a joke, right? My Dwarf Fortress is entirely self contained, I have a secret back door (a drawbridge) that can be used for the brave lumberdwarves, and all of my farming is indoors on sand. I am almost done making my fort bolt-proof, from where my drawbridge is, and I have enough food without farming for at least 5 months. By that time I could have 20 trained fighters ready to repel the siege. I got really lucky with fort design, but even a normal straight down fortress should have little problem waiting for a bit while they train.--[[User:Destor|Destor]] 18:28, 27 January 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Destor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Magma&amp;diff=11287</id>
		<title>40d Talk:Magma</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Magma&amp;diff=11287"/>
		<updated>2009-01-24T05:05:27Z</updated>

		<summary type="html">&lt;p&gt;Destor: I always forget to indet, silly me.&lt;/p&gt;
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&lt;div&gt;Are you certain that steel is a requirement for metals in contact with magma? This info conflicts with the [[Magma smelter]] article, which state that using [[Fire-safe materials]] is enough. Don't have a fort with magma yet, but could someone check which one is correct?[[User:Thexor|Thexor]] 19:23, 31 October 2007 (EDT)&lt;br /&gt;
:If i disable temperature can my dwarfs swim through the magma unharmed? Will it still cause water to steam? [[User:Diabl0658|Diabl0658]] 22:28, 31 October 2007 (EDT)&lt;br /&gt;
:: Yes, dwarves seem to be able to swim through magma unharmed when temperature is off(I've had them shoved in during a fight, not 100% sure), but they'll violently resist this, even without danger. Water will still steam, it seems to be hard coded. --[[User:Erathoniel|Erathoniel]] 16:50, 12 November 2008 (EST)&lt;br /&gt;
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Does the type of rock around the mountainous areas hint at magma? If you check out [http://en.wikipedia.org/wiki/Volcanic_rocks#Naming this article] and [http://en.wikipedia.org/wiki/Igneous_rock#Mineralogical_classification this site] list a bunch of common volcanic rocks: Granite, Rhyolite, Diorite, Andesite, Gabbro, Basalt, Peridotite and Komatite. Perhaps some clues as to where to find magma?&lt;br /&gt;
:It may be possible to find magma vents by searching for extrusive igneous rocks (such as basalt, felsite, rhyolite and andesite), but continental shelves and deep earth are just naturally made of intrusive igneous rock (such as granite, diorite and gabbro). It's generally indicative of rock that has been pushed up to the surface (or erosion has withered the rock down), and not a volcano.&lt;br /&gt;
::So areas with surface igneous rocks such as basalt, felsite, rhyolite and andesite have a high chance of finding a source of magma below the surface? I'd like to know if it's entirely random or if there is some order or pattern to it. [[User:Schm0|Schm0]] 08:38, 5 November 2007 (EST)&lt;br /&gt;
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On a completely different topic: I keep setting up on magma vents but not actually having a magma chamber visible. I assumed one problem was the lack of a border on my plot (so somehow the volcano was actually outside my plot), but even after making it bigger there was still no magma (...but it did have a fancy cave)...This has happened the last 4 times I've tried to start on a volcano, and the world regenerating takes quite a while for ~10 named volcanoes, and then all of the livable ones don't actually have magma.--[[User:UltimaGecko|UltimaGecko]] 16:50, 3 November 2007 (EDT)&lt;br /&gt;
:You might try using reveal.exe to see if the volcano is underground. I just built on a site with a volcano which was not visible from the surface, and used reveal to make sure I hadn't lost my mind (then I killed DF and restarted it so I wouldn't still have the map revealed) - The volcano was entirely underground, covered by layer(s) of rock. I've also added a note to the article saying that it is possible to find a volcano which is visible on the starting screen but not from the surface on-site.--[[User:SL|SL]] 21:54, 7 November 2007 (EST)&lt;br /&gt;
::I think this is related to the temperature of the area. I've got a map with a magma vent in the middle of a glacier. There was no surface magma, but there was a nice flat, round patch of obsidian surrounded by ice. After digging down three levels through this &amp;quot;cap&amp;quot;, I hit live magma. It's actually a nice setup, as I've basically set up a small fort *in* the cap--basically my dwarves are living in the mouth of the volcano, with the basement level dedicated to magma smelters, forges, glass furnaces, etc. --[[User:RedKing|RedKing]] 04:26, 9 November 2007 (EST)&lt;br /&gt;
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== Magmapool/pipe section ==&lt;br /&gt;
Zara, you recently added some info about all magma pipes having cliffs over them -- this is incorrect. I've played a very large number of magma pipe maps, and very often they are completely exposed to the air. I've also removed the line about them being &amp;quot;as small as two z-levels!&amp;quot;, because it needs better phrasing. I may fix it later. [[User:MOOMANiBE|MOOMANiBE]] 22:39, 26 February 2008 (EST)&lt;br /&gt;
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:in the meantime I had figured that out, too. But what is the difference between a magma pipe and a volcano, then? &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Zara|Zara]]&amp;lt;/small&amp;gt;&lt;br /&gt;
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::As far as I know, the distinction comes down to whether it reaches the surface. If so, some would then call it a volcano rather than a magma pipe. I believe that magma pipes which reach the surface (or volcanoes, if you will) are the only ones which actually show up on the embark map, while underground magma pipes and magma pools do not (unless you use the Regional Prospector tool). --[[User:Janus|Janus]] 23:07, 10 March 2008 (EDT)&lt;br /&gt;
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:::No, similar to Moonanibe,I've played on several maps where, on the embark screen, the magma pipe was only visible using regional prospector. However, as soon as I took a look at the place, I found the magma partly (or completely) exposed on the surface. [[User:Zara|Zara]] 01:59, 11 March 2008 (EDT)&lt;br /&gt;
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== Added new section ==&lt;br /&gt;
I added a section regarding &amp;quot;Built objects vs. Magma&amp;quot;. I think it's absolutely vital we establish what does and doesn't melt in magma, in a clean list. There are quite a few things that could be added to that list (Constructed floors for one) so please, do add to it. [[User:MOOMANiBE|MOOMANiBE]] 17:31, 18 February 2008 (EST)&lt;br /&gt;
:Have you tested the bridges? I conjecture that all buildings and constructions without mechanisms are perfectly fine with magma contact. [[User:VengefulDonut|VengefulDonut]] 10:37, 19 February 2008 (EST)&lt;br /&gt;
:: The bridges part was cut from another section of the article and moved in there. Since it was already here, I assumed it was accurate. I haven't actually checked myself. [[User:MOOMANiBE|MOOMANiBE]] 16:54, 19 February 2008 (EST)&lt;br /&gt;
:I will verify bridges one way or the other. I'm pretty sure they cant melt, though. [[User:VengefulDonut|VengefulDonut]] 21:03, 19 February 2008 (EST)&lt;br /&gt;
::they dont melt, as they arent actually within the magma. that was copied over from the 2d wiki and nobody removed it -[[User:Chariot|Chariot]] 22:29, 19 February 2008 (EST)&lt;br /&gt;
::: I noticed you removed the line about bridges. It seems silly not to mention them at all, so I've written up a line about them working no matter what the material and stuck it in. [[User:MOOMANiBE|MOOMANiBE]] 23:12, 19 February 2008 (EST)&lt;br /&gt;
::::yea they should definately be mentioned, wasnt thinking when i removed it completely(recovering from a bad cold and brain is still a bit foggy) -[[User:Chariot|Chariot]] 00:49, 20 February 2008 (EST)&lt;br /&gt;
Tested. Non-magmaiproof bridges -over- magma are fine. Non-magma-proof submerged in magma will melt. [[User:VengefulDonut|VengefulDonut]] 12:39, 21 February 2008 (EST)&lt;br /&gt;
: Interesting. I'll edit the article to say as much. [[User:MOOMANiBE|MOOMANiBE]] 15:30, 21 February 2008 (EST)&lt;br /&gt;
This is what I've found: ANY Construction is safe from magma (even wooden ones. Walls, stairs, fortifications, etc). Any building is unaffected by magma if the magma doesn't occupy the same tile as the building. Example: a door is safe if it's closed, even if it's made of non-safe rock or wood. If you lock it open with a mechanism, or if it's jammed, then the magma interacts with the components, burning/melting them if they can't stand the heat. A pump made of wood or any other material is also safe, as long as the magma doesn't flow *over* it. Since the &amp;quot;out&amp;quot; side acts as a wall, if it's correctly isolated from the magma it won't get damaged and will pump the magma without any trouble. --[[User:Sergius|Sergius]] 01:41, 21 May 2008 (EDT)&lt;br /&gt;
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Anyone clear on Vertical Bars in magma?  I am attempting to keep imps and such from moving through my magma feeding tunnel and was curious if anyone had any good solutions to this problem. --[[User:Stalinbulldog|Stalinbulldog]] 16:23, 14 June 2008 (EDT)&lt;br /&gt;
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:I just use a bauxite wall grate, it works fine for me. --[[User:Zombiejustice|Zombiejustice]] 01:02, 15 June 2008 (EDT)&lt;br /&gt;
:: Ah, thank you, I just wanted to be sure they didn't melt regardless --[[User:Stalinbulldog|Stalinbulldog]] 02:32, 15 June 2008 (EDT)&lt;br /&gt;
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I made a few tests with magma and buildings/constructions and I can confirm some known results and I can provide a few new aspects. Constructions (b-&amp;gt;C) are magma safe (walls, floors, stairs, others not tested). No matter what the material is.&lt;br /&gt;
*&amp;lt;s&amp;gt;bridges build with bauxite *rocks* are not magma safe (bauxite mechanism or not)&amp;lt;/s&amp;gt;&lt;br /&gt;
*bridges build with bauxite *blocks* are magma safe (test with mechanism is pending)&lt;br /&gt;
*bridges build with steel bars are magma safe (test with mechanism is pending)&lt;br /&gt;
Open test: bridge with blocks considered as not magma safe.&lt;br /&gt;
&amp;lt;br&amp;gt;[[User:Imajia|Imajia]] 12:14, 11 July 2008 (EDT)&lt;br /&gt;
::I'm sorry, I made a mistake. The bridges build with bauxite rocks were previously connected with a lever. Unfortunately the mechanism is not removed from the bridge when you remove the lever. Well, at least it seems that the rules for magma safe materials are valid for bridges. With one exception: raised bridges can contain any mechanism, only when magma flows over the bridge it is destroyed.--[[User:Imajia|Imajia]] 13:18, 13 July 2008 (EDT)&lt;br /&gt;
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== Replenishing Magma ==&lt;br /&gt;
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Since magma replenishes now, I've rewritten that snippet from the article. If I've missed something(a kind of magma not regenerating, though this always worked for me on several maps), feel free to correct things. --[[User:Romantic Warrior|Romantic Warrior]] 15:47, 18 February 2008 (EST).&lt;br /&gt;
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I have a very good feeling that the replenishing magma is just &amp;quot;pressurized&amp;quot; magma. I haven't tested fully, but i have poured water over a magma pipe and re-mined it, and in that case the magma flow was upwards. --[[User:Sphexx|Sphexx]] 03:49, 23 May 2008 (EDT)&lt;br /&gt;
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== Temperature ==&lt;br /&gt;
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Does magma increase the temperature of things around it? Can it be used to melt ice? --[[User:Ikkonoishi|Ikkonoishi]] 20:26, 3 November 2007 (EDT)&lt;br /&gt;
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:I'm not sure how the temperature calculations are done, but I CAN tell you that magma will melt nearby ice. Check out http://mkv25.net/dfma/movie-153-meltingwateronglacier to see it in action. [[User:Zaranthan|Zaranthan]] 15:23, 26 January 2008 (EST)&lt;br /&gt;
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::It should be a flow, just like the magma itself. One of the other visible results is warm stone. The same can probably be said for water and damp stone as well. --[[User:N9103|Edward]] 17:01, 26 January 2008 (EST)&lt;br /&gt;
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==Flow?==&lt;br /&gt;
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I have a magma pipe (pit) in my current fortress... I breached the pipe from the lowest level because of the diagonal bug when I discovered it, and it filled some long exploratory shafts. Since then, the top magma layer is down to 5/7 and 6/7 running all over the surface. After a little while, it's easy to see that magma act curiously: instead of bouncing from wall to wall like real water physics, in my game the 5/7 (the flow) seems to all move in the same direction at the same time. The direction change often, and seem to change randomly. --[[User:Eagle of Fire|Eagle of Fire]] 22:43, 26 November 2007 (EST)&lt;br /&gt;
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There is another way to stop a flow of magma that's moving through a tunnel. You can go one z-level higher, dig to a spot above the magma-filled tunnel, then build a channel above where the magma is flowing and assign it as a Pond Zone. So long as you have buckets and a viable Water Source zone, a dwarf will come along and drop water on the magma, instantly turning it into obsidian and blocking the tunnel. --[[User:Stromko]] January 6th, 2007&lt;br /&gt;
: I've tried this - it rarely works. Usually you just destroy 1/7 of the magma per bucket, along with the water from the bucket, and nothing turns to obsidian. You need to hit it with larger quantities of water at once to get reliable results. --[[User:SL|SL]] 10:35, 6 January 2008 (EST)&lt;br /&gt;
::Actually, you have to hit it from two levels up. Just one won't do anything.--[[User:Demosthenes|Demosthenes]] 17:07, 18 February 2008 (EST)&lt;br /&gt;
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I have added a section to the main page on magma flow, based on frequent confusion in the forums, and on some investigations I have been making into the behavior of magma when pumped (I'm not the first to discover this behavior, but I did go to a fair degree of effort to test how it behaves in differing circumstances) --[[User:Kaypy|Kaypy]] 21:16, 8 October 2008 (EDT)&lt;br /&gt;
:Now THAT is how you make a diagram! Awesome. --[[User:GreyMario|GreyMaria]] 22:20, 8 October 2008 (EDT)&lt;br /&gt;
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==Criteria for Magma Buildings==&lt;br /&gt;
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Is there a special condition that must be met before Magma Smelters/Forges/Furnaces and so on will appear on the build menus?  I have a magma pit and some channels over it so that I can access it for magma, but I cannot build any magma-using buildings. - [[User:Confused Rat|Confused Rat]]&lt;br /&gt;
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:Magma furnaces and forges need a hole somewhere on the ground where they are built. This is to allow the furnace/forge to take the heat from the magma as they are used. --[[User:Eagle of Fire|Eagle of Fire]] 19:43, 25 January 2008 (EST)&lt;br /&gt;
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:What he means is that the magma furnaces don't even appear in the build menu. This is because you haven't discovered magma through natural means. The only way this can happen is if you used reveal to find the magma. You'll have to use the [[Utilities#Enable_Magma_Buildings|Enable Magma Buildings]] utility to make them appear. --[[User:Valdemar|Valdemar]] 20:03, 25 January 2008 (EST)&lt;br /&gt;
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:Reclaimed fortresses may be bugged. If you reclaimed you fortress you probably can't do anything with it without 3rd party programs (like one mentioned above). Magma in [[pit]]s isn't enough to allow magma buildings. You need to discover true magma pipe and get pop-up informing about this. --[[User:Someone-else|Someone-else]] 08:37, 23 May 2008 (EDT)&lt;br /&gt;
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:I had a similar problem in a human settlement, so I do not know if the bug applies there, too... but there IS a chance I abandoned and reclaimed at one point, so it could just be that --[[User:Zatnik|Zatnik]] 05:02, 7 January 2009 (EST)&lt;br /&gt;
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== Infinity Generators? ==&lt;br /&gt;
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Because magma is currently a finite resource, would it be a good idea to add how to make an infinity generator as workarround untill Toady gives us some more of the stuff?&amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:Highlord Asehujiko|Highlord Asehujiko]] ([[User talk:Highlord Asehujiko|talk]]•[[Special:Contributions/Highlord Asehujiko|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
:Not on the main article as it would easily be considered cheating. In here, or the [[cheating]] article itself would be fine, the latter probably more appropriate as it could be applied to water as well for those scorching maps. --[[User:N9103|Edward]] 19:16, 27 January 2008 (EST)&lt;br /&gt;
::Magma regenerates in most cases, which pretty much means it's infinite. --[[User:Someone-else|Someone-else]] 19:19, 26 April 2008 (EDT)&lt;br /&gt;
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== Lava vs. Magma ==&lt;br /&gt;
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I hadn't noticed it until just now, but both Lava and Magma occur in the game.  I haven't seen this fact referenced in the wiki.  Magma is a fluid which occurs in Magma Pipes, and in areas directly connected to Magma Pipes.  Lava appears to occur in disconnected areas.  I'm not sure what happens if you reconnect.  If you use {{k|k}} to view a square, you'll see either Magma or Lava depths given.  I'm not clear on what difference there is between the two fluids. --[[User:Doctorlucky|Doctorlucky]] 02:58, 23 March 2008 (EDT)&lt;br /&gt;
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:There is none, just the name. --[[User:Savok|Savok]] 10:30, 23 March 2008 (EDT)&lt;br /&gt;
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::both in df, and irl, molten rock in open air is called lava, while subterranean is called magma -[[User:Chariot|Chariot]] 15:40, 23 March 2008 (EDT)&lt;br /&gt;
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::: Ah, so magma which is ''Outside'' is lava.  Cool.  I guess my disjoint areas are all also outside :)  I suppose we ought to mention this somewhere on the page? --[[User:Doctorlucky|Doctorlucky]] 19:19, 23 March 2008 (EDT)&lt;br /&gt;
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== Magma vs puppy? ==&lt;br /&gt;
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I have encountered an interesting glitch. I have 2 puppies and a kitten in magma that aren't dying, and yes I have temperature setting on. http://mkv25.net/dfma/movie-570-magmavspuppy&lt;br /&gt;
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For those interested in trying to recreate it, I believe it has to do with designating the animal to slaughter while trying to throw it into a pit. A few of my dwarves were having pathing errors to try and slaughter them when I noticed the 3 invulnerable pests. After saving and reloading, the critters were insta-gibbed.&lt;br /&gt;
--[[User:Sphexx|Sphexx]] 04:59, 23 May 2008 (EDT)&lt;br /&gt;
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== Chasm Confusion ==&lt;br /&gt;
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&amp;quot;The minerals directly adjacent to the magma vent will also be immediately visible, even at the lowest level of the map, which can give some hints about where to prospect for ores.&amp;quot;&lt;br /&gt;
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Magma, at least in my experience, has always been surrounded only by Obsidian, as a result you cannot get any kind of insight as to the surrounding minerals, this differs from a chasm where the veins coming up to a chasm are directly reflected in the walls.&lt;br /&gt;
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--[[User:Stalinbulldog|Stalinbulldog]] 04:18, 26 July 2008 (EDT)&lt;br /&gt;
:volcanoes and magmapipes can form large &amp;quot;chasms&amp;quot; above them, though it depends on how rocky the map is&lt;br /&gt;
:Confirmed, various minerals and gems were visible in the 'crater' area two levels above the magma in my magma pipe.  --[[User:Corona688|Corona688]] 15:05, 5 November 2008 (EST)&lt;br /&gt;
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== gruesome accident in reall really older 2d version ==&lt;br /&gt;
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beware wooden floodgates&lt;br /&gt;
not only do they burn(as I planned)&lt;br /&gt;
but i scattered magma all around the room&lt;br /&gt;
it rolled around quickly in all directions, flooding the tunnels, burning miners, smelters, war dogs and puppies alike without remorse.&lt;br /&gt;
it has thus far filled the entire message screen with &amp;quot; someone&amp;quot; or &amp;quot;something&amp;quot; has burned to death &lt;br /&gt;
it appears to gain mass from creeping down hallways! oh god...&lt;br /&gt;
60 deaths, at least 25 dwarves and 15 puppies22:08, 28 July 2008 (EDT)[[User:Eerr|Eerr]]&lt;br /&gt;
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== Magma cooling? ==&lt;br /&gt;
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Ive noticed at a 1/7 depth, the magma seems to cool and go away. v40d  --[[User:OmegaX|OmegaX]] 17:28, 3 October 2008 (EDT)&lt;br /&gt;
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: That is probably what the author meant by &amp;quot;Magma that is only 1 deep &amp;quot;evaporates&amp;quot; over time.&amp;quot; [[User:MagicGuigz|MagicGuigz]] 19:58, 3 October 2008 (EDT)&lt;br /&gt;
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== Mechanisms on Non-Floodgates ==&lt;br /&gt;
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I want to power my underground smelting operations with magma, so I'm digging a tunnel into the side of a magma pipe. I don't want magma creatures coming in that way, so I need a set of [[bars]] across it. However, once I set up the bars, I need to open them to get a miner past and cut the last bit of stone and open the tunnel to the magma. I was going to just attach the bars to a level, but the question of what to use for the [[mechanism]] is bugging me. I don't want to waste my precious imported [[Bauxite]] on the mechanism, and once it closes behind the miner it never need to open again so it's fine it it melts, but not if the melting mechanism will cause the bars to deconstruct! Anyone know what happens to things other than floodgates when their mechanisms get melted off?&lt;br /&gt;
--17:11, 7 October 2008 (EDT)&lt;br /&gt;
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: Or you could make your life much simpler with [[Fortifications]]. [[User:RomeoFalling|RomeoFalling]] 23:09, 14 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: How? [[Fortification|Fortifications]] allow liquid to pass through and stop creatures, yes, but you can't open them ''at all''. How am I supposed to get my dwarf back after he digs the last square of the channel if there's a fortification blocking the way?--[[User:Macdjord|Macdjord]] 15:49, 16 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::I used a fortification to keep fire imps out of my magma channel; I dug a stairway totally unconnected to the rest of my fortress to a spot adjacent to the top layer of the magma pipe, then dug a tunnel from within the fortress to within one tile of the stairway.  I fortified the tile that separated the two, then dug a channel (from outside) that let the magma flow against the &amp;quot;outside&amp;quot; face of the fortification.  The magma flowed through the fortification and into the &amp;quot;inside&amp;quot; tunnel.&lt;br /&gt;
&lt;br /&gt;
:::For good measure, in case I want to drain the inside tunnel at some point, I put an s-turn in the inside tunnel and situated a nickel/bauxite floodgate around the corner, out of sight of the fortification.&lt;br /&gt;
&lt;br /&gt;
:::Viewed from above, basically it looks like this:&lt;br /&gt;
&lt;br /&gt;
 ~============&lt;br /&gt;
 ~~=====..X...&lt;br /&gt;
 ~~=====.=====&lt;br /&gt;
 ~~=&amp;lt;#...=====&lt;br /&gt;
 ~~===========&lt;br /&gt;
 ~============&lt;br /&gt;
 &lt;br /&gt;
 ~ - Magma pipe&lt;br /&gt;
 = - Unmined tile (wall)&lt;br /&gt;
 . - Mined tile (channel)&lt;br /&gt;
 &amp;lt; - Stairway&lt;br /&gt;
 # - Fortification&lt;br /&gt;
 X - Floodgate&lt;br /&gt;
&lt;br /&gt;
:::The last step here is to remove the tile between the magma and the stairway by digging a channel from one z-level up.&lt;br /&gt;
:::--[[User:Maximus|Maximus]] 03:16, 17 October 2008 (EDT)&lt;br /&gt;
::::Why do you need a stairway? Couldn't you have just put the fortification on the tile where you have the stairway now? I'm also not sure why you need a turn as opposed to having the floodgate directly in line; i.e. {{qd|cols=7|~|`|╬|{{qd/ch{{!}}X{{!}}888|ccc}}|.|.|.}} &lt;br /&gt;
::::[[User:Random832|Random832]] 08:55, 17 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::I believe you can't create a fortification from above, though I could be wrong.  It doesn't cost anything to dig one extra z-level down to get yourself a tile with an open face front and back which fortifies up nicely.  Also, I put the kink in the tunnel just to be paranoid -- I don't want things shooting fireballs down it.  I'm not sure if a fireball can destroy a floodgate.  Again, it didn't cost me anything to make it a touch more elaborate.--[[User:Maximus|Maximus]] 18:29, 17 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Well, if I dug in from above, I could just use a non-retracting set of bars. Fortifications allow liquid to flow, but they slow it down. But I'm not digging at the top level of the pipe. I suppose I could just use a sacrificial non-magma-safe floodgate, set up the bars behind it, and then open it and let it melt.&lt;br /&gt;
::::--[[User:Macdjord|Macdjord]] 13:20, 17 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Magma Ate My Wall ==&lt;br /&gt;
While digging my channel to a magma pipe, I came across a vein of Lignite which ran perpendicular to my channel. I mined it out, hauled the lignite over to my fortress, and then built some walls over the side passages. It's now less than a year later, and one of those wall-units is missing. Unless there's some way a fire imp or other magma creature can destroy walls, the magma must have melted the wall. --[[User:RomeoFalling|RomeoFalling]] 07:12, 5 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Wasn't that wall a Lignite wall ? It may have burnt, then. [[User:Timst|Timst]] 09:46, 5 November 2008 (EST)&lt;br /&gt;
:Yes, it sounds like it was a liginite wall.  Magma will ignite coke-bearing rock, this has been the case for a long time. --[[User:ThunderClaw|ThunderClaw]] 09:56, 5 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:: No, the wall was built from rock salt. All the lignite was hauled away, and as an economic stone, not a material choice I could have made by accident. The floor is still lignite though. Think that may have been a factor? --[[User:RomeoFalling|RomeoFalling]] 09:58, 5 November 2008 (EST)&lt;br /&gt;
:::That's possible, but I find it unlikely.  Also, I misinterpreted what you meant by 'built a wall', didn't realize it was a construction.  I thought it was a smoothed rock face.  It's been a persisting question (at least in #df on synIRC) if magma will melt constructions not made of bauxite.  You may have just answered that for us.  Perhaps you could test by letting magma into a 5x5 room with one natural rock pillar in the middle, and a wall construction of the same type of stone?  That'd answer the question once and for all, I think. --[[User:ThunderClaw|ThunderClaw]] 10:11, 5 November 2008 (EST)&lt;br /&gt;
:::I've had magma against some of my constructed walls for years and years without damage.  A good thing too, I've got quarters on the other side!  They're almost certainly basalt.  I wouldn't rule out the vanishing wall being caused by a burning floor;  lignite can burn for years before vanishing.  --[[User:Corona688|Corona688]] 15:14, 5 November 2008 (EST)&lt;br /&gt;
::::Interesting.  It was probably the liginite floor, then, but that begs the question of how a burning floor could consume a wall; stone should be fire-safe.  A really interesting situation, to be sure. --[[User:ThunderClaw|ThunderClaw]] 17:26, 5 November 2008 (EST)&lt;br /&gt;
:::Also -- as for 'not a material choice I could have made by accident', I've found my masons will happily convert expensive imported ores and flux into blocks if they decide your depot's closer than the nearest basalt.  And once anything's blocked, it's useless but for constructions. --[[User:Corona688|Corona688]] 16:39, 5 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::: @Corona: That's for a mason's workshop, though. When you build walls, you choose the specific rocks to build from. Although, I have to say that I've never had a mason use a rock from the restricted list.&lt;br /&gt;
::::: For clarity, here's an image capture. The east-west shaft was my original tunnel towards the magma pipe. Every mined-out tile north or south of that shaft was Lignite. However, the opening just below the cursor, where my missing wall is supposed to be, is listed as Rock Salt as well. This is because dwarves kept building that section of wall from the wrong side, and I had to deconstruct it and put it back up several times -- which kills our &amp;quot;burning lignite floor&amp;quot; theory. Hrm.....now that I think about it, I can't be sure that I did build that wall in the end. I can't remember if a dwarf ever built it from the correct side. I'll let you know if another wall section disappears.&lt;br /&gt;
[[Image:romeofalling1.GIF]]&lt;br /&gt;
&lt;br /&gt;
--[[User:RomeoFalling|RomeoFalling]] 18:54, 5 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Disambiguation ==&lt;br /&gt;
&lt;br /&gt;
I see the term ''magma pipe'' and ''magma vent'' being used interchangeably. Do these terms mean the same thing? --[[User:RomeoFalling|RomeoFalling]] 20:25, 8 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Basically, yes. Magma vents, however, are visible from the surface, whereas magma pipes are not. --[[User:GreyMario|GreyMaria]] 00:26, 9 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Magma Vs. Sand ==&lt;br /&gt;
&lt;br /&gt;
In a failed experiment with wooden screw pumps with magma proof blocks, I have discovered something horrible and intriguing.  Magma/lava can burn it's way through sand, so now I have an above ground magma cistern half flooding back into the magma pipe I filled it from, and half into my underground workshops through 2 z-levels of sand flooring.  I have picture proof too, but I have no idea how to upload pictures from my laptop to a wiki. --[[User:Alkyon|Alkyon]] 14:19, 11 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;Upload file&amp;quot;, toolbox, left side of this page.--[[User:Maximus|Maximus]] 14:34, 11 November 2008 (EST)&lt;br /&gt;
::Ah, thanks. --[[User:Alkyon|Alkyon]] 20:12, 11 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Do you mean it goes down z-levels, or does it just move across the sand? magma can normally move across anything except water, I think. --[[User:Destor|Destor]] 14:41, 11 November 2008 (EST)&lt;br /&gt;
:Vertically, through z-levels.  It created a hole that wasn't there before through a sand floor, into my main hallway, and then through the floor there into my workshops and stockpiles.  From there, it simply followed the path of least resistance down the stairs and into the living quarters (not shown).  The magma seems to only tunnel through floor tiles that have no wall tile below them, which is understandable but I've never had this happen before.  Though, admittedly I have never tried to create a lava cistern on top of sand before. --[[User:Alkyon|Alkyon]] 20:12, 11 November 2008 (EST)&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:DF-0.JPG|Above ground (sorry for large size despite jpeg compression)&lt;br /&gt;
Image:DF-1.JPG|1 z-level down (main hallway)&lt;br /&gt;
Image:DF-2.JPG|2 z-levels down (workshops and rock, bar, and wood stockpiles)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Regarding Boatmurdered ==&lt;br /&gt;
&lt;br /&gt;
I have this intense desire to flood the world in magma. (yes, I'm playing the 2D Dwarf Fortress. Sue me.) How did they get the magma onto the surface? Last I checked, pumps don't exist, sooo... --[[User:GreyMario|GreyMaria]] 02:45, 28 November 2008 (EST)&lt;br /&gt;
:Channels and aqueducts... They'll transport any liquid anywhere. And bridges too!--[[User:Dorten|Dorten]]&lt;br /&gt;
::But magma's on the &amp;quot;Z-level&amp;quot; below. How's it supposed to get on the actual level of the elephants? --[[User:GreyMario|GreyMaria]] 13:50, 28 November 2008 (EST)&lt;br /&gt;
:::You're still thinking in 3D.  Magma is &amp;quot;in&amp;quot; the tiles where the river is, and will be in the tiles where you dig a channel, and you want to get it in the tiles where the elephants are, by digging a channel from the magma river to the outside and &amp;quot;releasing&amp;quot; it from the channel using a floodgate.  The miner who digs the part of the channel that connects it to the magma river itself might get killed, since they always stood ''in'' the channel square while digging it in the 2D version.  Put a floodgate just beyond it before digging it out so you can shut off the flow, since you will make mistakes.--[[User:Maximus|Maximus]] 16:36, 28 November 2008 (EST)&lt;br /&gt;
::::Yes, I realize I'm thinking in 3D. Exactly how does the magma get out of the channel and onto the ground? Because last I checked, fluids didn't do that naturally. --[[User:GreyMario|GreyMaria]] 18:44, 28 November 2008 (EST)&lt;br /&gt;
:::::That's just the way the 2D version works. Channel next to liquid = liquid now in channel. Tile at end of channel not floodgate (or other liquid stopper) = liquid now on ground. --[[User:N9103|Edward]] 18:47, 28 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::Read [http://archive.dwarffortresswiki.net/index.php/Channel#Game_mechanics Channel] and [http://archive.dwarffortresswiki.net/index.php/Irrigation#Controlled_flooding Irrigation] on the archive wiki.  You have to play with channels and floodgates for a bit before it all makes sense, though.  The 2D version tended to get real kludgy when it came to fluids.  Try to get a farm going to understand the basics of the 2D channels, floodgates, and fluids.--[[User:Maximus|Maximus]] 23:07, 28 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== No little errors ==&lt;br /&gt;
&lt;br /&gt;
I just made a discovery. There is nothing like small error in the terms of magma engineering. After attempting to make my lava moat, I accidentally dug channel one tile longer, than it should be. At first, it went good. But then, magma flowed over my wall and flooded entire fortress. Remember - no little errors. [[User:SanDiego|SanDiego]] 12:19, 30 November 2008 (EST)&lt;br /&gt;
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== Export the local map ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;...you can try exporting the local map of the world which can be much more quickly searched for the distinctive red ≈ symbol. &amp;quot; How does one do that? --[[User:Azaram|Azaram]] 02:08, 4 December 2008 (EST)&lt;br /&gt;
:Right after generating your world, there is an option to export the map. I think it maps to 'p' but I can't swear to it now. I don't know if there is a way to do it at a time other than right after generation. -[[User:Fuzzy|Fuzzy]] 14:45, 4 December 2008 (EST)&lt;br /&gt;
::Legends screen lets you export maps as well, but they don't have the special features enabled, even with all applicable options enabled. Probably on the todo list 'somewhere', but can't imagine it's even semi-important. So you'll have to rely on worldgen exports. --[[User:N9103|Edward]] 22:02, 4 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::I thought it was just the region map you can export, not the local map, and a red ≈ just means desert and/or red sand on that map.  You can see named volcanoes on it though -- red ^s.--[[User:Maximus|Maximus]] 22:16, 4 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Temperature setting ==&lt;br /&gt;
&lt;br /&gt;
While magma will not cause fires while the temperature is turned off in the init file, it seems the game remembers at least some of the fires it would have caused.  I was playing with temperature off and tunneled into magma rather carelessly, knowing it wouldn't hurt me, later, when I turned the temperature on in that game, the dwarves that came into contact with the magma were immediately set on fire.  This was about a year later in game.  I checked back several times by quitting without saving, every time I turned the temperature on, those same dwarves caught fire, with the temperature off, there was no indication of fire what so ever.--[[User:Sotanaht|Sotanaht]] 23:36, 23 January 2009 (EST)&lt;br /&gt;
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:Oh wow, I can imagine tons of uses for that, especially when toady makes it so that you can go and raid the goblins... Kamikaze dwarves, anyone? Well, I guess it should be in the article, but it would be nice to do more testing first. I think that if a dwarf falls in water, he stops burning. So if you could find out if they, after being put out with temperature off, still lit up next time we could put it in. Do more research, I would but I have had trouble with DF lately, it has been mad slow.--[[User:Destor|Destor]] 00:01, 24 January 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Destor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Magma&amp;diff=11286</id>
		<title>40d Talk:Magma</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Magma&amp;diff=11286"/>
		<updated>2009-01-24T05:01:15Z</updated>

		<summary type="html">&lt;p&gt;Destor: /* Tempurature setting*/ I'm intruiged...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Are you certain that steel is a requirement for metals in contact with magma? This info conflicts with the [[Magma smelter]] article, which state that using [[Fire-safe materials]] is enough. Don't have a fort with magma yet, but could someone check which one is correct?[[User:Thexor|Thexor]] 19:23, 31 October 2007 (EDT)&lt;br /&gt;
:If i disable temperature can my dwarfs swim through the magma unharmed? Will it still cause water to steam? [[User:Diabl0658|Diabl0658]] 22:28, 31 October 2007 (EDT)&lt;br /&gt;
:: Yes, dwarves seem to be able to swim through magma unharmed when temperature is off(I've had them shoved in during a fight, not 100% sure), but they'll violently resist this, even without danger. Water will still steam, it seems to be hard coded. --[[User:Erathoniel|Erathoniel]] 16:50, 12 November 2008 (EST)&lt;br /&gt;
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Does the type of rock around the mountainous areas hint at magma? If you check out [http://en.wikipedia.org/wiki/Volcanic_rocks#Naming this article] and [http://en.wikipedia.org/wiki/Igneous_rock#Mineralogical_classification this site] list a bunch of common volcanic rocks: Granite, Rhyolite, Diorite, Andesite, Gabbro, Basalt, Peridotite and Komatite. Perhaps some clues as to where to find magma?&lt;br /&gt;
:It may be possible to find magma vents by searching for extrusive igneous rocks (such as basalt, felsite, rhyolite and andesite), but continental shelves and deep earth are just naturally made of intrusive igneous rock (such as granite, diorite and gabbro). It's generally indicative of rock that has been pushed up to the surface (or erosion has withered the rock down), and not a volcano.&lt;br /&gt;
::So areas with surface igneous rocks such as basalt, felsite, rhyolite and andesite have a high chance of finding a source of magma below the surface? I'd like to know if it's entirely random or if there is some order or pattern to it. [[User:Schm0|Schm0]] 08:38, 5 November 2007 (EST)&lt;br /&gt;
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On a completely different topic: I keep setting up on magma vents but not actually having a magma chamber visible. I assumed one problem was the lack of a border on my plot (so somehow the volcano was actually outside my plot), but even after making it bigger there was still no magma (...but it did have a fancy cave)...This has happened the last 4 times I've tried to start on a volcano, and the world regenerating takes quite a while for ~10 named volcanoes, and then all of the livable ones don't actually have magma.--[[User:UltimaGecko|UltimaGecko]] 16:50, 3 November 2007 (EDT)&lt;br /&gt;
:You might try using reveal.exe to see if the volcano is underground. I just built on a site with a volcano which was not visible from the surface, and used reveal to make sure I hadn't lost my mind (then I killed DF and restarted it so I wouldn't still have the map revealed) - The volcano was entirely underground, covered by layer(s) of rock. I've also added a note to the article saying that it is possible to find a volcano which is visible on the starting screen but not from the surface on-site.--[[User:SL|SL]] 21:54, 7 November 2007 (EST)&lt;br /&gt;
::I think this is related to the temperature of the area. I've got a map with a magma vent in the middle of a glacier. There was no surface magma, but there was a nice flat, round patch of obsidian surrounded by ice. After digging down three levels through this &amp;quot;cap&amp;quot;, I hit live magma. It's actually a nice setup, as I've basically set up a small fort *in* the cap--basically my dwarves are living in the mouth of the volcano, with the basement level dedicated to magma smelters, forges, glass furnaces, etc. --[[User:RedKing|RedKing]] 04:26, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Magmapool/pipe section ==&lt;br /&gt;
Zara, you recently added some info about all magma pipes having cliffs over them -- this is incorrect. I've played a very large number of magma pipe maps, and very often they are completely exposed to the air. I've also removed the line about them being &amp;quot;as small as two z-levels!&amp;quot;, because it needs better phrasing. I may fix it later. [[User:MOOMANiBE|MOOMANiBE]] 22:39, 26 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:in the meantime I had figured that out, too. But what is the difference between a magma pipe and a volcano, then? &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Zara|Zara]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::As far as I know, the distinction comes down to whether it reaches the surface. If so, some would then call it a volcano rather than a magma pipe. I believe that magma pipes which reach the surface (or volcanoes, if you will) are the only ones which actually show up on the embark map, while underground magma pipes and magma pools do not (unless you use the Regional Prospector tool). --[[User:Janus|Janus]] 23:07, 10 March 2008 (EDT)&lt;br /&gt;
 &lt;br /&gt;
:::No, similar to Moonanibe,I've played on several maps where, on the embark screen, the magma pipe was only visible using regional prospector. However, as soon as I took a look at the place, I found the magma partly (or completely) exposed on the surface. [[User:Zara|Zara]] 01:59, 11 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Added new section ==&lt;br /&gt;
I added a section regarding &amp;quot;Built objects vs. Magma&amp;quot;. I think it's absolutely vital we establish what does and doesn't melt in magma, in a clean list. There are quite a few things that could be added to that list (Constructed floors for one) so please, do add to it. [[User:MOOMANiBE|MOOMANiBE]] 17:31, 18 February 2008 (EST)&lt;br /&gt;
:Have you tested the bridges? I conjecture that all buildings and constructions without mechanisms are perfectly fine with magma contact. [[User:VengefulDonut|VengefulDonut]] 10:37, 19 February 2008 (EST)&lt;br /&gt;
:: The bridges part was cut from another section of the article and moved in there. Since it was already here, I assumed it was accurate. I haven't actually checked myself. [[User:MOOMANiBE|MOOMANiBE]] 16:54, 19 February 2008 (EST)&lt;br /&gt;
:I will verify bridges one way or the other. I'm pretty sure they cant melt, though. [[User:VengefulDonut|VengefulDonut]] 21:03, 19 February 2008 (EST)&lt;br /&gt;
::they dont melt, as they arent actually within the magma. that was copied over from the 2d wiki and nobody removed it -[[User:Chariot|Chariot]] 22:29, 19 February 2008 (EST)&lt;br /&gt;
::: I noticed you removed the line about bridges. It seems silly not to mention them at all, so I've written up a line about them working no matter what the material and stuck it in. [[User:MOOMANiBE|MOOMANiBE]] 23:12, 19 February 2008 (EST)&lt;br /&gt;
::::yea they should definately be mentioned, wasnt thinking when i removed it completely(recovering from a bad cold and brain is still a bit foggy) -[[User:Chariot|Chariot]] 00:49, 20 February 2008 (EST)&lt;br /&gt;
Tested. Non-magmaiproof bridges -over- magma are fine. Non-magma-proof submerged in magma will melt. [[User:VengefulDonut|VengefulDonut]] 12:39, 21 February 2008 (EST)&lt;br /&gt;
: Interesting. I'll edit the article to say as much. [[User:MOOMANiBE|MOOMANiBE]] 15:30, 21 February 2008 (EST)&lt;br /&gt;
This is what I've found: ANY Construction is safe from magma (even wooden ones. Walls, stairs, fortifications, etc). Any building is unaffected by magma if the magma doesn't occupy the same tile as the building. Example: a door is safe if it's closed, even if it's made of non-safe rock or wood. If you lock it open with a mechanism, or if it's jammed, then the magma interacts with the components, burning/melting them if they can't stand the heat. A pump made of wood or any other material is also safe, as long as the magma doesn't flow *over* it. Since the &amp;quot;out&amp;quot; side acts as a wall, if it's correctly isolated from the magma it won't get damaged and will pump the magma without any trouble. --[[User:Sergius|Sergius]] 01:41, 21 May 2008 (EDT)&lt;br /&gt;
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Anyone clear on Vertical Bars in magma?  I am attempting to keep imps and such from moving through my magma feeding tunnel and was curious if anyone had any good solutions to this problem. --[[User:Stalinbulldog|Stalinbulldog]] 16:23, 14 June 2008 (EDT)&lt;br /&gt;
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:I just use a bauxite wall grate, it works fine for me. --[[User:Zombiejustice|Zombiejustice]] 01:02, 15 June 2008 (EDT)&lt;br /&gt;
:: Ah, thank you, I just wanted to be sure they didn't melt regardless --[[User:Stalinbulldog|Stalinbulldog]] 02:32, 15 June 2008 (EDT)&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
I made a few tests with magma and buildings/constructions and I can confirm some known results and I can provide a few new aspects. Constructions (b-&amp;gt;C) are magma safe (walls, floors, stairs, others not tested). No matter what the material is.&lt;br /&gt;
*&amp;lt;s&amp;gt;bridges build with bauxite *rocks* are not magma safe (bauxite mechanism or not)&amp;lt;/s&amp;gt;&lt;br /&gt;
*bridges build with bauxite *blocks* are magma safe (test with mechanism is pending)&lt;br /&gt;
*bridges build with steel bars are magma safe (test with mechanism is pending)&lt;br /&gt;
Open test: bridge with blocks considered as not magma safe.&lt;br /&gt;
&amp;lt;br&amp;gt;[[User:Imajia|Imajia]] 12:14, 11 July 2008 (EDT)&lt;br /&gt;
::I'm sorry, I made a mistake. The bridges build with bauxite rocks were previously connected with a lever. Unfortunately the mechanism is not removed from the bridge when you remove the lever. Well, at least it seems that the rules for magma safe materials are valid for bridges. With one exception: raised bridges can contain any mechanism, only when magma flows over the bridge it is destroyed.--[[User:Imajia|Imajia]] 13:18, 13 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Replenishing Magma ==&lt;br /&gt;
&lt;br /&gt;
Since magma replenishes now, I've rewritten that snippet from the article. If I've missed something(a kind of magma not regenerating, though this always worked for me on several maps), feel free to correct things. --[[User:Romantic Warrior|Romantic Warrior]] 15:47, 18 February 2008 (EST).&lt;br /&gt;
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I have a very good feeling that the replenishing magma is just &amp;quot;pressurized&amp;quot; magma. I haven't tested fully, but i have poured water over a magma pipe and re-mined it, and in that case the magma flow was upwards. --[[User:Sphexx|Sphexx]] 03:49, 23 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Temperature ==&lt;br /&gt;
&lt;br /&gt;
Does magma increase the temperature of things around it? Can it be used to melt ice? --[[User:Ikkonoishi|Ikkonoishi]] 20:26, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I'm not sure how the temperature calculations are done, but I CAN tell you that magma will melt nearby ice. Check out http://mkv25.net/dfma/movie-153-meltingwateronglacier to see it in action. [[User:Zaranthan|Zaranthan]] 15:23, 26 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::It should be a flow, just like the magma itself. One of the other visible results is warm stone. The same can probably be said for water and damp stone as well. --[[User:N9103|Edward]] 17:01, 26 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Flow?==&lt;br /&gt;
&lt;br /&gt;
I have a magma pipe (pit) in my current fortress... I breached the pipe from the lowest level because of the diagonal bug when I discovered it, and it filled some long exploratory shafts. Since then, the top magma layer is down to 5/7 and 6/7 running all over the surface. After a little while, it's easy to see that magma act curiously: instead of bouncing from wall to wall like real water physics, in my game the 5/7 (the flow) seems to all move in the same direction at the same time. The direction change often, and seem to change randomly. --[[User:Eagle of Fire|Eagle of Fire]] 22:43, 26 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
There is another way to stop a flow of magma that's moving through a tunnel. You can go one z-level higher, dig to a spot above the magma-filled tunnel, then build a channel above where the magma is flowing and assign it as a Pond Zone. So long as you have buckets and a viable Water Source zone, a dwarf will come along and drop water on the magma, instantly turning it into obsidian and blocking the tunnel. --[[User:Stromko]] January 6th, 2007&lt;br /&gt;
: I've tried this - it rarely works. Usually you just destroy 1/7 of the magma per bucket, along with the water from the bucket, and nothing turns to obsidian. You need to hit it with larger quantities of water at once to get reliable results. --[[User:SL|SL]] 10:35, 6 January 2008 (EST)&lt;br /&gt;
::Actually, you have to hit it from two levels up. Just one won't do anything.--[[User:Demosthenes|Demosthenes]] 17:07, 18 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
I have added a section to the main page on magma flow, based on frequent confusion in the forums, and on some investigations I have been making into the behavior of magma when pumped (I'm not the first to discover this behavior, but I did go to a fair degree of effort to test how it behaves in differing circumstances) --[[User:Kaypy|Kaypy]] 21:16, 8 October 2008 (EDT)&lt;br /&gt;
:Now THAT is how you make a diagram! Awesome. --[[User:GreyMario|GreyMaria]] 22:20, 8 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Criteria for Magma Buildings==&lt;br /&gt;
&lt;br /&gt;
Is there a special condition that must be met before Magma Smelters/Forges/Furnaces and so on will appear on the build menus?  I have a magma pit and some channels over it so that I can access it for magma, but I cannot build any magma-using buildings. - [[User:Confused Rat|Confused Rat]]&lt;br /&gt;
&lt;br /&gt;
:Magma furnaces and forges need a hole somewhere on the ground where they are built. This is to allow the furnace/forge to take the heat from the magma as they are used. --[[User:Eagle of Fire|Eagle of Fire]] 19:43, 25 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:What he means is that the magma furnaces don't even appear in the build menu. This is because you haven't discovered magma through natural means. The only way this can happen is if you used reveal to find the magma. You'll have to use the [[Utilities#Enable_Magma_Buildings|Enable Magma Buildings]] utility to make them appear. --[[User:Valdemar|Valdemar]] 20:03, 25 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Reclaimed fortresses may be bugged. If you reclaimed you fortress you probably can't do anything with it without 3rd party programs (like one mentioned above). Magma in [[pit]]s isn't enough to allow magma buildings. You need to discover true magma pipe and get pop-up informing about this. --[[User:Someone-else|Someone-else]] 08:37, 23 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I had a similar problem in a human settlement, so I do not know if the bug applies there, too... but there IS a chance I abandoned and reclaimed at one point, so it could just be that --[[User:Zatnik|Zatnik]] 05:02, 7 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Infinity Generators? ==&lt;br /&gt;
&lt;br /&gt;
Because magma is currently a finite resource, would it be a good idea to add how to make an infinity generator as workarround untill Toady gives us some more of the stuff?&amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:Highlord Asehujiko|Highlord Asehujiko]] ([[User talk:Highlord Asehujiko|talk]]•[[Special:Contributions/Highlord Asehujiko|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
:Not on the main article as it would easily be considered cheating. In here, or the [[cheating]] article itself would be fine, the latter probably more appropriate as it could be applied to water as well for those scorching maps. --[[User:N9103|Edward]] 19:16, 27 January 2008 (EST)&lt;br /&gt;
::Magma regenerates in most cases, which pretty much means it's infinite. --[[User:Someone-else|Someone-else]] 19:19, 26 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Lava vs. Magma ==&lt;br /&gt;
&lt;br /&gt;
I hadn't noticed it until just now, but both Lava and Magma occur in the game.  I haven't seen this fact referenced in the wiki.  Magma is a fluid which occurs in Magma Pipes, and in areas directly connected to Magma Pipes.  Lava appears to occur in disconnected areas.  I'm not sure what happens if you reconnect.  If you use {{k|k}} to view a square, you'll see either Magma or Lava depths given.  I'm not clear on what difference there is between the two fluids. --[[User:Doctorlucky|Doctorlucky]] 02:58, 23 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:There is none, just the name. --[[User:Savok|Savok]] 10:30, 23 March 2008 (EDT)&lt;br /&gt;
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::both in df, and irl, molten rock in open air is called lava, while subterranean is called magma -[[User:Chariot|Chariot]] 15:40, 23 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: Ah, so magma which is ''Outside'' is lava.  Cool.  I guess my disjoint areas are all also outside :)  I suppose we ought to mention this somewhere on the page? --[[User:Doctorlucky|Doctorlucky]] 19:19, 23 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Magma vs puppy? ==&lt;br /&gt;
&lt;br /&gt;
I have encountered an interesting glitch. I have 2 puppies and a kitten in magma that aren't dying, and yes I have temperature setting on. http://mkv25.net/dfma/movie-570-magmavspuppy&lt;br /&gt;
&lt;br /&gt;
For those interested in trying to recreate it, I believe it has to do with designating the animal to slaughter while trying to throw it into a pit. A few of my dwarves were having pathing errors to try and slaughter them when I noticed the 3 invulnerable pests. After saving and reloading, the critters were insta-gibbed.&lt;br /&gt;
--[[User:Sphexx|Sphexx]] 04:59, 23 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Chasm Confusion ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The minerals directly adjacent to the magma vent will also be immediately visible, even at the lowest level of the map, which can give some hints about where to prospect for ores.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Magma, at least in my experience, has always been surrounded only by Obsidian, as a result you cannot get any kind of insight as to the surrounding minerals, this differs from a chasm where the veins coming up to a chasm are directly reflected in the walls.&lt;br /&gt;
&lt;br /&gt;
--[[User:Stalinbulldog|Stalinbulldog]] 04:18, 26 July 2008 (EDT)&lt;br /&gt;
:volcanoes and magmapipes can form large &amp;quot;chasms&amp;quot; above them, though it depends on how rocky the map is&lt;br /&gt;
:Confirmed, various minerals and gems were visible in the 'crater' area two levels above the magma in my magma pipe.  --[[User:Corona688|Corona688]] 15:05, 5 November 2008 (EST)&lt;br /&gt;
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== gruesome accident in reall really older 2d version ==&lt;br /&gt;
&lt;br /&gt;
beware wooden floodgates&lt;br /&gt;
not only do they burn(as I planned)&lt;br /&gt;
but i scattered magma all around the room&lt;br /&gt;
it rolled around quickly in all directions, flooding the tunnels, burning miners, smelters, war dogs and puppies alike without remorse.&lt;br /&gt;
it has thus far filled the entire message screen with &amp;quot; someone&amp;quot; or &amp;quot;something&amp;quot; has burned to death &lt;br /&gt;
it appears to gain mass from creeping down hallways! oh god...&lt;br /&gt;
60 deaths, at least 25 dwarves and 15 puppies22:08, 28 July 2008 (EDT)[[User:Eerr|Eerr]]&lt;br /&gt;
&lt;br /&gt;
== Magma cooling? ==&lt;br /&gt;
&lt;br /&gt;
Ive noticed at a 1/7 depth, the magma seems to cool and go away. v40d  --[[User:OmegaX|OmegaX]] 17:28, 3 October 2008 (EDT)&lt;br /&gt;
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: That is probably what the author meant by &amp;quot;Magma that is only 1 deep &amp;quot;evaporates&amp;quot; over time.&amp;quot; [[User:MagicGuigz|MagicGuigz]] 19:58, 3 October 2008 (EDT)&lt;br /&gt;
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== Mechanisms on Non-Floodgates ==&lt;br /&gt;
&lt;br /&gt;
I want to power my underground smelting operations with magma, so I'm digging a tunnel into the side of a magma pipe. I don't want magma creatures coming in that way, so I need a set of [[bars]] across it. However, once I set up the bars, I need to open them to get a miner past and cut the last bit of stone and open the tunnel to the magma. I was going to just attach the bars to a level, but the question of what to use for the [[mechanism]] is bugging me. I don't want to waste my precious imported [[Bauxite]] on the mechanism, and once it closes behind the miner it never need to open again so it's fine it it melts, but not if the melting mechanism will cause the bars to deconstruct! Anyone know what happens to things other than floodgates when their mechanisms get melted off?&lt;br /&gt;
--17:11, 7 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Or you could make your life much simpler with [[Fortifications]]. [[User:RomeoFalling|RomeoFalling]] 23:09, 14 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: How? [[Fortification|Fortifications]] allow liquid to pass through and stop creatures, yes, but you can't open them ''at all''. How am I supposed to get my dwarf back after he digs the last square of the channel if there's a fortification blocking the way?--[[User:Macdjord|Macdjord]] 15:49, 16 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::I used a fortification to keep fire imps out of my magma channel; I dug a stairway totally unconnected to the rest of my fortress to a spot adjacent to the top layer of the magma pipe, then dug a tunnel from within the fortress to within one tile of the stairway.  I fortified the tile that separated the two, then dug a channel (from outside) that let the magma flow against the &amp;quot;outside&amp;quot; face of the fortification.  The magma flowed through the fortification and into the &amp;quot;inside&amp;quot; tunnel.&lt;br /&gt;
&lt;br /&gt;
:::For good measure, in case I want to drain the inside tunnel at some point, I put an s-turn in the inside tunnel and situated a nickel/bauxite floodgate around the corner, out of sight of the fortification.&lt;br /&gt;
&lt;br /&gt;
:::Viewed from above, basically it looks like this:&lt;br /&gt;
&lt;br /&gt;
 ~============&lt;br /&gt;
 ~~=====..X...&lt;br /&gt;
 ~~=====.=====&lt;br /&gt;
 ~~=&amp;lt;#...=====&lt;br /&gt;
 ~~===========&lt;br /&gt;
 ~============&lt;br /&gt;
 &lt;br /&gt;
 ~ - Magma pipe&lt;br /&gt;
 = - Unmined tile (wall)&lt;br /&gt;
 . - Mined tile (channel)&lt;br /&gt;
 &amp;lt; - Stairway&lt;br /&gt;
 # - Fortification&lt;br /&gt;
 X - Floodgate&lt;br /&gt;
&lt;br /&gt;
:::The last step here is to remove the tile between the magma and the stairway by digging a channel from one z-level up.&lt;br /&gt;
:::--[[User:Maximus|Maximus]] 03:16, 17 October 2008 (EDT)&lt;br /&gt;
::::Why do you need a stairway? Couldn't you have just put the fortification on the tile where you have the stairway now? I'm also not sure why you need a turn as opposed to having the floodgate directly in line; i.e. {{qd|cols=7|~|`|╬|{{qd/ch{{!}}X{{!}}888|ccc}}|.|.|.}} &lt;br /&gt;
::::[[User:Random832|Random832]] 08:55, 17 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::I believe you can't create a fortification from above, though I could be wrong.  It doesn't cost anything to dig one extra z-level down to get yourself a tile with an open face front and back which fortifies up nicely.  Also, I put the kink in the tunnel just to be paranoid -- I don't want things shooting fireballs down it.  I'm not sure if a fireball can destroy a floodgate.  Again, it didn't cost me anything to make it a touch more elaborate.--[[User:Maximus|Maximus]] 18:29, 17 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Well, if I dug in from above, I could just use a non-retracting set of bars. Fortifications allow liquid to flow, but they slow it down. But I'm not digging at the top level of the pipe. I suppose I could just use a sacrificial non-magma-safe floodgate, set up the bars behind it, and then open it and let it melt.&lt;br /&gt;
::::--[[User:Macdjord|Macdjord]] 13:20, 17 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Magma Ate My Wall ==&lt;br /&gt;
While digging my channel to a magma pipe, I came across a vein of Lignite which ran perpendicular to my channel. I mined it out, hauled the lignite over to my fortress, and then built some walls over the side passages. It's now less than a year later, and one of those wall-units is missing. Unless there's some way a fire imp or other magma creature can destroy walls, the magma must have melted the wall. --[[User:RomeoFalling|RomeoFalling]] 07:12, 5 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Wasn't that wall a Lignite wall ? It may have burnt, then. [[User:Timst|Timst]] 09:46, 5 November 2008 (EST)&lt;br /&gt;
:Yes, it sounds like it was a liginite wall.  Magma will ignite coke-bearing rock, this has been the case for a long time. --[[User:ThunderClaw|ThunderClaw]] 09:56, 5 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:: No, the wall was built from rock salt. All the lignite was hauled away, and as an economic stone, not a material choice I could have made by accident. The floor is still lignite though. Think that may have been a factor? --[[User:RomeoFalling|RomeoFalling]] 09:58, 5 November 2008 (EST)&lt;br /&gt;
:::That's possible, but I find it unlikely.  Also, I misinterpreted what you meant by 'built a wall', didn't realize it was a construction.  I thought it was a smoothed rock face.  It's been a persisting question (at least in #df on synIRC) if magma will melt constructions not made of bauxite.  You may have just answered that for us.  Perhaps you could test by letting magma into a 5x5 room with one natural rock pillar in the middle, and a wall construction of the same type of stone?  That'd answer the question once and for all, I think. --[[User:ThunderClaw|ThunderClaw]] 10:11, 5 November 2008 (EST)&lt;br /&gt;
:::I've had magma against some of my constructed walls for years and years without damage.  A good thing too, I've got quarters on the other side!  They're almost certainly basalt.  I wouldn't rule out the vanishing wall being caused by a burning floor;  lignite can burn for years before vanishing.  --[[User:Corona688|Corona688]] 15:14, 5 November 2008 (EST)&lt;br /&gt;
::::Interesting.  It was probably the liginite floor, then, but that begs the question of how a burning floor could consume a wall; stone should be fire-safe.  A really interesting situation, to be sure. --[[User:ThunderClaw|ThunderClaw]] 17:26, 5 November 2008 (EST)&lt;br /&gt;
:::Also -- as for 'not a material choice I could have made by accident', I've found my masons will happily convert expensive imported ores and flux into blocks if they decide your depot's closer than the nearest basalt.  And once anything's blocked, it's useless but for constructions. --[[User:Corona688|Corona688]] 16:39, 5 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::: @Corona: That's for a mason's workshop, though. When you build walls, you choose the specific rocks to build from. Although, I have to say that I've never had a mason use a rock from the restricted list.&lt;br /&gt;
::::: For clarity, here's an image capture. The east-west shaft was my original tunnel towards the magma pipe. Every mined-out tile north or south of that shaft was Lignite. However, the opening just below the cursor, where my missing wall is supposed to be, is listed as Rock Salt as well. This is because dwarves kept building that section of wall from the wrong side, and I had to deconstruct it and put it back up several times -- which kills our &amp;quot;burning lignite floor&amp;quot; theory. Hrm.....now that I think about it, I can't be sure that I did build that wall in the end. I can't remember if a dwarf ever built it from the correct side. I'll let you know if another wall section disappears.&lt;br /&gt;
[[Image:romeofalling1.GIF]]&lt;br /&gt;
&lt;br /&gt;
--[[User:RomeoFalling|RomeoFalling]] 18:54, 5 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Disambiguation ==&lt;br /&gt;
&lt;br /&gt;
I see the term ''magma pipe'' and ''magma vent'' being used interchangeably. Do these terms mean the same thing? --[[User:RomeoFalling|RomeoFalling]] 20:25, 8 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Basically, yes. Magma vents, however, are visible from the surface, whereas magma pipes are not. --[[User:GreyMario|GreyMaria]] 00:26, 9 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Magma Vs. Sand ==&lt;br /&gt;
&lt;br /&gt;
In a failed experiment with wooden screw pumps with magma proof blocks, I have discovered something horrible and intriguing.  Magma/lava can burn it's way through sand, so now I have an above ground magma cistern half flooding back into the magma pipe I filled it from, and half into my underground workshops through 2 z-levels of sand flooring.  I have picture proof too, but I have no idea how to upload pictures from my laptop to a wiki. --[[User:Alkyon|Alkyon]] 14:19, 11 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;Upload file&amp;quot;, toolbox, left side of this page.--[[User:Maximus|Maximus]] 14:34, 11 November 2008 (EST)&lt;br /&gt;
::Ah, thanks. --[[User:Alkyon|Alkyon]] 20:12, 11 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Do you mean it goes down z-levels, or does it just move across the sand? magma can normally move across anything except water, I think. --[[User:Destor|Destor]] 14:41, 11 November 2008 (EST)&lt;br /&gt;
:Vertically, through z-levels.  It created a hole that wasn't there before through a sand floor, into my main hallway, and then through the floor there into my workshops and stockpiles.  From there, it simply followed the path of least resistance down the stairs and into the living quarters (not shown).  The magma seems to only tunnel through floor tiles that have no wall tile below them, which is understandable but I've never had this happen before.  Though, admittedly I have never tried to create a lava cistern on top of sand before. --[[User:Alkyon|Alkyon]] 20:12, 11 November 2008 (EST)&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:DF-0.JPG|Above ground (sorry for large size despite jpeg compression)&lt;br /&gt;
Image:DF-1.JPG|1 z-level down (main hallway)&lt;br /&gt;
Image:DF-2.JPG|2 z-levels down (workshops and rock, bar, and wood stockpiles)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Regarding Boatmurdered ==&lt;br /&gt;
&lt;br /&gt;
I have this intense desire to flood the world in magma. (yes, I'm playing the 2D Dwarf Fortress. Sue me.) How did they get the magma onto the surface? Last I checked, pumps don't exist, sooo... --[[User:GreyMario|GreyMaria]] 02:45, 28 November 2008 (EST)&lt;br /&gt;
:Channels and aqueducts... They'll transport any liquid anywhere. And bridges too!--[[User:Dorten|Dorten]]&lt;br /&gt;
::But magma's on the &amp;quot;Z-level&amp;quot; below. How's it supposed to get on the actual level of the elephants? --[[User:GreyMario|GreyMaria]] 13:50, 28 November 2008 (EST)&lt;br /&gt;
:::You're still thinking in 3D.  Magma is &amp;quot;in&amp;quot; the tiles where the river is, and will be in the tiles where you dig a channel, and you want to get it in the tiles where the elephants are, by digging a channel from the magma river to the outside and &amp;quot;releasing&amp;quot; it from the channel using a floodgate.  The miner who digs the part of the channel that connects it to the magma river itself might get killed, since they always stood ''in'' the channel square while digging it in the 2D version.  Put a floodgate just beyond it before digging it out so you can shut off the flow, since you will make mistakes.--[[User:Maximus|Maximus]] 16:36, 28 November 2008 (EST)&lt;br /&gt;
::::Yes, I realize I'm thinking in 3D. Exactly how does the magma get out of the channel and onto the ground? Because last I checked, fluids didn't do that naturally. --[[User:GreyMario|GreyMaria]] 18:44, 28 November 2008 (EST)&lt;br /&gt;
:::::That's just the way the 2D version works. Channel next to liquid = liquid now in channel. Tile at end of channel not floodgate (or other liquid stopper) = liquid now on ground. --[[User:N9103|Edward]] 18:47, 28 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::Read [http://archive.dwarffortresswiki.net/index.php/Channel#Game_mechanics Channel] and [http://archive.dwarffortresswiki.net/index.php/Irrigation#Controlled_flooding Irrigation] on the archive wiki.  You have to play with channels and floodgates for a bit before it all makes sense, though.  The 2D version tended to get real kludgy when it came to fluids.  Try to get a farm going to understand the basics of the 2D channels, floodgates, and fluids.--[[User:Maximus|Maximus]] 23:07, 28 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== No little errors ==&lt;br /&gt;
&lt;br /&gt;
I just made a discovery. There is nothing like small error in the terms of magma engineering. After attempting to make my lava moat, I accidentally dug channel one tile longer, than it should be. At first, it went good. But then, magma flowed over my wall and flooded entire fortress. Remember - no little errors. [[User:SanDiego|SanDiego]] 12:19, 30 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Export the local map ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;...you can try exporting the local map of the world which can be much more quickly searched for the distinctive red ≈ symbol. &amp;quot; How does one do that? --[[User:Azaram|Azaram]] 02:08, 4 December 2008 (EST)&lt;br /&gt;
:Right after generating your world, there is an option to export the map. I think it maps to 'p' but I can't swear to it now. I don't know if there is a way to do it at a time other than right after generation. -[[User:Fuzzy|Fuzzy]] 14:45, 4 December 2008 (EST)&lt;br /&gt;
::Legends screen lets you export maps as well, but they don't have the special features enabled, even with all applicable options enabled. Probably on the todo list 'somewhere', but can't imagine it's even semi-important. So you'll have to rely on worldgen exports. --[[User:N9103|Edward]] 22:02, 4 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::I thought it was just the region map you can export, not the local map, and a red ≈ just means desert and/or red sand on that map.  You can see named volcanoes on it though -- red ^s.--[[User:Maximus|Maximus]] 22:16, 4 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Temperature setting ==&lt;br /&gt;
&lt;br /&gt;
While magma will not cause fires while the temperature is turned off in the init file, it seems the game remembers at least some of the fires it would have caused.  I was playing with temperature off and tunneled into magma rather carelessly, knowing it wouldn't hurt me, later, when I turned the temperature on in that game, the dwarves that came into contact with the magma were immediately set on fire.  This was about a year later in game.  I checked back several times by quitting without saving, every time I turned the temperature on, those same dwarves caught fire, with the temperature off, there was no indication of fire what so ever.--[[User:Sotanaht|Sotanaht]] 23:36, 23 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
Oh wow, I can imagine tons of uses for that, especially when toady makes it so that you can go and raid the goblins... Kamikaze dwarves, anyone? Well, I guess it should be in the article, but it would be nice to do more testing first. I think that if a dwarf falls in water, he stops burning. So if you could find out if they, after being put out with temperature off, still lit up next time we could put it in. Do more research, I would but I have had trouble with DF lately, it has been mad slow.--[[User:Destor|Destor]] 00:01, 24 January 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Destor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Status&amp;diff=23346</id>
		<title>40d:Status</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Status&amp;diff=23346"/>
		<updated>2009-01-24T02:29:46Z</updated>

		<summary type="html">&lt;p&gt;Destor: Prices screen shows percentage due to need, not cost!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Pressing {{key|z}} during [[Dwarf Fortress Mode]] brings up the '''status screen'''.&lt;br /&gt;
&lt;br /&gt;
This screen contains a large amount of useful information about your fortress and its residents.&lt;br /&gt;
&lt;br /&gt;
=== Title Bar ===&lt;br /&gt;
The very top row of the screen shows the settlement name and class, followed by the year and season.&lt;br /&gt;
=== Menu Bar ===&lt;br /&gt;
Along the top of the status screen, are various choices for sub-menus.  Each can be highlighted with {{key|4}} and {{key|6}}, and then selected with {{key|Enter}}.  The menu bar consists of the following options:&lt;br /&gt;
&lt;br /&gt;
* [[Animals]] - The Animal Status screen allows you to manipulate animals belonging to your dwarves.&lt;br /&gt;
* [[Kitchen]] - The Kitchen Status screen allows you to set cooking and brewing permissions for any ingredients currently in your fortress.&lt;br /&gt;
* [[Stone]] - The Stone Status screen allows you alter permissions on various types of stones that may be reserved for specific uses by default.&lt;br /&gt;
* [[Stocks]] - The Stocks Status screen allows you examine the number of various items that your fortress and its residents possess.&lt;br /&gt;
* [[Prices]] - The Prices Status screen becomes available once you have an [[economy]].  It allows you to examine the fortress's item prices.&lt;br /&gt;
* [[Currency]] - The Currency Status screen becomes available once you have an economy.  It allows you to examine how much of each coin type you have (and recommendations from your broker on how many you ''should'' have).&lt;br /&gt;
* [[Justice]] - The Justice Status screen becomes available once you have a [[Sheriff]].  It allows you to examine any dwarves currently incarcerated, as well as their crime and sentence.&lt;br /&gt;
&lt;br /&gt;
=== Main Status Screen ===&lt;br /&gt;
This is the screen that appears by default when you press {{key|z}}.&lt;br /&gt;
&lt;br /&gt;
It lists a bunch of useful information, and grows more useful as your dwarves gain skills.  &lt;br /&gt;
* The upper left hand corner lists the amount of [[wealth]] created by your fortress.  This figure is slightly misleading; it is the total value of goods that currently exists in your fortress that you have created, and that you have not exported.  Presumably, this is one of the ways that the game calculates how advanced your fortress is, for determining how likely you are to receive [[immigration]], get be[[siege]]d, or get better trade goods from [[caravan]]s.  Note that this figure will only show if you have a [[broker]] with [[appraisal]].&lt;br /&gt;
* Below that, the status screen lists trade information.  This also requires a broker with the appraisal skill.&lt;br /&gt;
** Imports represent the total value of foreign made goods in your fortress.  Therefore this includes the value of things such as the clothes brought in by immigrants, the equipment dropped by dead goblin invaders, and so forth.  However, foreign made goods that have been decorated, processed or consumed (such as food) do not count towards this total.  Goods that are stolen (by [[rhesus macaques]], for example) seem to count towards this total despite the fact that they are no longer on the map.&lt;br /&gt;
** Exports represent the total value of goods made by your fortress that you have traded to other civilizations.&lt;br /&gt;
** A hypothetical example:&lt;br /&gt;
*** You buy (rope reed cloth) worth 50.  This increases imports by 50.  You then make this into a rope reed bag worth 100.  This reduces imports by 50 (since it is no longer considered by the game to be foreign made).  Fortress wealth increases by 100.  You then export this bag.  Fortress wealth decreases by 100, and exports increase by 100.&lt;br /&gt;
* Below that, you will see a list of your food stores.  These all come with question marks, until you have a [[bookkeeper]] with the [[record keeper]] skill.  Depending on how skilled he is, and how accurate you want the counts, you will get better numbers.  Note that the Bookkeeper will need an [[office]] to take inventory, and it will take some time for him to count. Also note that the 'Other' class includes immediately edible items (eg. prepared meals, cheese), potentially edible items (eg. flour, syrup), and inedible items (eg. dye), and is therefore an unreliable indicator of a fortress' food stores.&lt;br /&gt;
** TODO:  Include some sort of statistics as to how many units of food/drink a dwarf consumes per meal/drink/season/year/etc.&lt;br /&gt;
&lt;br /&gt;
* The rest of the screen is taken up by your population display, indicating the number of dwarves in your fortress, and their occupations.  Only the dwarves' most skilled occupation counts for this screen.  It allows you to see at a glance who you have available, which gets increasingly useful the larger your population grows.  &lt;br /&gt;
** An important note is that the right hand side, displaying military Dwarves, only includes dwarves that are currently active in the military.  When deactivated, these Dwarves are displayed in the left column, under their civilian job.&lt;br /&gt;
&lt;br /&gt;
=== Animal Status Screen ===&lt;br /&gt;
This screen shows a list of all animals that are owned by the fortress or its residents, but does not include any wild animals in the region, nor animals belonging to invaders or caravans.&lt;br /&gt;
&lt;br /&gt;
The animals are listed down the left hand column of the screen.  Some useful information about this list:&lt;br /&gt;
* The word &amp;quot;stray&amp;quot; indicates that the animal is not any Dwarf's pet. In the case of [[war dog]]s, it means the dog has not been assigned to a dwarf. &lt;br /&gt;
* Named animals are often a result of being named before joining your fortress, and usually means they are owned by an immigrant. Named animals may also have made a kill.&lt;br /&gt;
&lt;br /&gt;
The right hand column (owner) lists the current status of each individual animal in your fortress.  This status can take one of several forms:&lt;br /&gt;
* Available - This animal is available for adoption as a pet.&lt;br /&gt;
* Work Animal - This animal has been trained as either a hunting dog or war dog, and has not been assigned an owner.&lt;br /&gt;
* Unavailable - This animal currently cannot be claimed as a pet.&lt;br /&gt;
* Uninterested - Cats, being superior to all other creatures, cannot be assigned as pets.  Instead, they will adopt an owner at their whim.&lt;br /&gt;
* A Dwarf's Name - This animal belongs to the listed dwarf.  Pets can provide happiness to their owners.&lt;br /&gt;
* Marked for Slaughter - This animal will be butchered when a [[butcher]] becomes available.&lt;br /&gt;
&lt;br /&gt;
Controls:&lt;br /&gt;
* {{key|Enter}} -  Toggles its availability.  This can only be done on &amp;quot;available&amp;quot; or &amp;quot;unavailable&amp;quot; creatures.&lt;br /&gt;
* {{key|b}} - Marks an animal for slaughter.  Note that you cannot mark animals for slaughter once they belong to a dwarf.  Also, some animals may not be slaughterable.&lt;br /&gt;
&lt;br /&gt;
=== Kitchen Status Screen ===&lt;br /&gt;
This screen contains a list of all items currently within the fortress that can be used for either [[cooking]] or [[brewing]].  The items are listed down the left hand side of the screen.  A bit right of center, is a column listing the number of each ingredient currently possessed.  This number does not seem to rely upon the Bookkeeper, as it never seems to have question marks.  &lt;br /&gt;
&lt;br /&gt;
The permissions column to the right is subdivided into two additional columns.  One for cooking and one for brewing.  This is the most important part of this tab, as it shows you whether dwarves are currently allowed to use the given ingredient for the given task.  Possible values are:&lt;br /&gt;
* Red - This item could be used for the task, but is currently disallowed. &lt;br /&gt;
* Blue - This items is able to be used for the task, and dwarves have permission to do so.&lt;br /&gt;
* ---- - This indicates that the given item cannot be used in this way.  For example, Deer Meat cannot be brewed.&lt;br /&gt;
&lt;br /&gt;
Controls:&lt;br /&gt;
* {{key|c}} - Toggles permission to cook the highlighted item.&lt;br /&gt;
* {{key|b}} - Toggles permission to brew the highlighted item.&lt;br /&gt;
&lt;br /&gt;
=== Stone Status Screen ===&lt;br /&gt;
This screen lists all [[economic stones]] found within the game.  These are stones that have a value and purpose.  As an example, [[chalk]] can be used in the process of creating [[steel]].&lt;br /&gt;
&lt;br /&gt;
This screen can be critically useful to you, depending on where you choose to found your Fortress.  This is because, by default, economic stones can '''only''' be used for their given purpose(s) unless they are mentioned as the layer stone on the [[regions]] screen. Which means that if you happen to have access to only economic stones, your masons will be unable to use it for building buildings or furniture or the like.  If you attempt to do so, your mason will cancel the job, with the message that he &amp;quot;requires non-economic rock&amp;quot;.  &lt;br /&gt;
&lt;br /&gt;
By going into the stone status section, you can allow your dwarves to use economic stone for any purpose.  Simply scroll through the list to the particular stone you have an abundance of, and press {{key|Enter}} to toggle its availability for menial tasks.  This will change the stone's color from red to green.&lt;br /&gt;
&lt;br /&gt;
This screen also provides a full list of each stone type's economic uses.&lt;br /&gt;
&lt;br /&gt;
=== Stocks Status Screen ===&lt;br /&gt;
The stocks screen shows you a list of all of the goods your Dwarves own.  Its accuracy relies heavily upon the Bookkeeper.  &lt;br /&gt;
&lt;br /&gt;
The left side of the screen lists the categories of all the items in your fortress.  To the right of this, are two columns, listing numbers.  The number to the left is the number of items accessible to use, (in a [[stockpile]] or scattered on the floor) and beside that in red is the number of inaccessible items. (parts of buildings, remains of pets and citizens, marked forbidden, marked for melting or dumping, belonging to traders, etc.)&lt;br /&gt;
&lt;br /&gt;
To the right of these numbers are the goods themselves.  By pressing {{key|Tab}} you can toggle between the detailed mode, which shows each item individually, along with relevant name/quality data, or the list mode, which shows items in stacks.&lt;br /&gt;
&lt;br /&gt;
=== Prices Status Screen ===&lt;br /&gt;
{{Expand Topic}}&lt;br /&gt;
&lt;br /&gt;
This screen lists the increase/decrease of the prices pf (most) goods by category on the left. Example: at the start, stews may cost 20 dwarfbucks. However, you may run low on stews and have a noble decide the price should be changed. Thus on the screen it will say instead of 100%, 150%. (Most) Nobles can alter the price of a good. Prices are in the form of a percentage. It is only activated by getting the economy.&lt;br /&gt;
&lt;br /&gt;
=== Currency Status Screen ===&lt;br /&gt;
{{Expand Topic}}&lt;br /&gt;
This screen lists how many [[coin]]s of gold, silver and copper you have minted. It also listed how many your coins of each type that your bookkeeper recommends your fortress needs. Note that many players recommend not minting any coins and the figure given by the bookkeeper appears to have little to no affect on the game.&lt;br /&gt;
&lt;br /&gt;
=== Justice Status Screen ===&lt;br /&gt;
{{Expand Topic}}&lt;br /&gt;
&lt;br /&gt;
This option only appears when a fortress is large enough to need a [[sheriff]] to dispense [[justice]]. &lt;br /&gt;
&lt;br /&gt;
This screen will show the total number of [[chain]]s and [[cage]]s available for justice, as well as the number currently in use, in the top right hand corner.  If you have adequate chains and cages (one for every 10 dwarves) the number will be blue, and red if you don't. &lt;br /&gt;
&lt;br /&gt;
Along the left hand side is the list of people in the room. For actual prisoners, the number of days they have been jailed will be listed on the right hand side, along with the person who jailed them, and their title.&lt;br /&gt;
&lt;br /&gt;
[[Category:Interface]]&lt;br /&gt;
[[Category:Stub]]&lt;/div&gt;</summary>
		<author><name>Destor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Silver&amp;diff=46868</id>
		<title>40d Talk:Silver</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Silver&amp;diff=46868"/>
		<updated>2009-01-11T16:33:58Z</updated>

		<summary type="html">&lt;p&gt;Destor: Whoops, I need to use the preview button more.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==No More Elf References?==&lt;br /&gt;
&lt;br /&gt;
I'm not going to start a revert war, but personally I thought the recently-removed parts of the article comparing the merits of wooden and silver weapons to be amusing and entirely in keeping with the style of this wiki. Impromptu vote, anyone? I vote '''keep''', myself.--[[User:Quil|Quil]] 17:54, 6 January 2009 (EST)&lt;br /&gt;
:I agree. Also, it helped further the distinction between wooden and silver weapons, so that a person can easily understand that, for instance, they won't find a wooden hammer.--[[User:Pyrite|Pyrite]] 22:35, 6 January 2009 (EST)&lt;br /&gt;
::'''Keep''', and if I actually gave a crap, I'd have reverted it myself. --[[User:GreyMario|GreyMaria]] 00:01, 7 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:::'''Keep''', because it was funny, and this wiki doesn't mind funny. I mean, we have D for Dwarf for a reason, yes? --[[User:Sinergistic|Sinergistic]] 01:20, 7 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::::'''Keep''', I like flavorful D is for Dwarf entries. --[[User:Squirrelloid|Squirrelloid]] 09:33, 7 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
I don't know, I think there's a difference between &amp;quot;dwarven humour&amp;quot; and &amp;quot;distracting and irrelevant information&amp;quot;.  I know this &amp;quot;isn't Wikipedia&amp;quot; and that humour is fine, but I prefer *well written* humour, and honestly I'm so sick of hearing people bitch about the elves that it's no longer even remotely funny.  Really it's not (for me) so much the humour of it, but its placement.  I could see it on the &amp;quot;wood&amp;quot; page, or on the &amp;quot;elves&amp;quot; page (though I'd rather not), but it doesn't have anything to do with silver.  [[User:Thestripedone|Thestripedone]] 14:40, 7 January 2009 (EST)&lt;br /&gt;
:Quit gettin' mad at video games.  Also, keep. --[[User:ThunderClaw|ThunderClaw]] 16:19, 7 January 2009 (EST)&lt;br /&gt;
::I'm gettin' mad at people who play them, not the games themselves!  Personally I'd '''delete''', because I think it's unnecessary (as see above), but since I'm (obviously) in the minority I won't kick up a fuss about it. [[User:Thestripedone|Thestripedone]] 18:10, 7 January 2009 (EST)&lt;br /&gt;
:It's about a use for silver (sparring weapons) and comparing silver with a material that is also affective for that use. --[[User:Pyrite|Pyrite]] 15:47, 7 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:As far as I'm concerned, the section is mildly amusing, also provides some information and links to other articles (as tenuous as their relation may be in some cases), and any random visitor might just happen to look up silver, go &amp;quot;ooh, these are good for sparring, are there any other options?&amp;quot; and hey, there are links to wooden weapons and where to get them from. You never know...--[[User:Quil|Quil]] 16:17, 7 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:::'''Keep'''. Any opportunity to disparage the elves should be taken. I hate them in World of Warcraft, and I hate them in Dwarf Fortress. The entire Lord of the Rings saga could have been avoided if Elrond would have just grown a set of nuts and pushed Isildor, One Ring and all, right into the lava at the outset. In DF, their caravans are only good for raiding, their human lackeys who siege only good for slaughter or imprisonment, and the trees only good for harvest. [[User:JubalHarshaw|JubalHarshaw]] 01:15, 8 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
As an aside, what weapons do the elves provide?  I've never thought to look.  Wooden swords and bows-and-arrows, and nothing else? [[User:Thestripedone|Thestripedone]] 18:14, 7 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:If I recall, wooden spears and a plethora of edged weapons. I don't think they do hammers or similar bludgeoning things, and they might not do some of the larger swords, although I believe I've seen wooden axes.--[[User:Quil|Quil]] 18:35, 7 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
'''Mild keep''' The removed parts were just a bit too overdone for me, I vote keep if it stays mild, we don't want to offend some hippie-I mean, elf- lover, now do we? I'm sure at least some people play the game as hippies- er, elves - so if we could show a little more respect to those hippie-I mean elf- loving people, keep it. NO! DESTROY THE HIPPIE ELVES!!!! Er... disregard that.--[[User:Destor|Destor]] 12:22, 9 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:The joke in question isn't very good. Perhaps rather than a keep, we can find a skilled writer to replace it with a better one? [[User:VengefulDonut|VengefulDonut]] 08:24, 11 January 2009 (EST)&lt;br /&gt;
::How about something like this:&lt;br /&gt;
::''Silver weapons have the same combat efficiency as wooden ones, but wooden weapons can only be obtained by trading with the elves, who's nasty, '''clean(!)''' Stench gets all over them. The elves also won't give you decent bludgeoning weapons, but just what amounts to pointed sticks.'' Something like that, anyway. And yes, the pointed sticks is a Monty Python reference. Yeah, that wasn't very good. We probably need a better writer.--[[User:Destor|Destor]] 11:31, 11 January 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Destor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Silver&amp;diff=46867</id>
		<title>40d Talk:Silver</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Silver&amp;diff=46867"/>
		<updated>2009-01-11T16:31:22Z</updated>

		<summary type="html">&lt;p&gt;Destor: How about this?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==No More Elf References?==&lt;br /&gt;
&lt;br /&gt;
I'm not going to start a revert war, but personally I thought the recently-removed parts of the article comparing the merits of wooden and silver weapons to be amusing and entirely in keeping with the style of this wiki. Impromptu vote, anyone? I vote '''keep''', myself.--[[User:Quil|Quil]] 17:54, 6 January 2009 (EST)&lt;br /&gt;
:I agree. Also, it helped further the distinction between wooden and silver weapons, so that a person can easily understand that, for instance, they won't find a wooden hammer.--[[User:Pyrite|Pyrite]] 22:35, 6 January 2009 (EST)&lt;br /&gt;
::'''Keep''', and if I actually gave a crap, I'd have reverted it myself. --[[User:GreyMario|GreyMaria]] 00:01, 7 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:::'''Keep''', because it was funny, and this wiki doesn't mind funny. I mean, we have D for Dwarf for a reason, yes? --[[User:Sinergistic|Sinergistic]] 01:20, 7 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::::'''Keep''', I like flavorful D is for Dwarf entries. --[[User:Squirrelloid|Squirrelloid]] 09:33, 7 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
I don't know, I think there's a difference between &amp;quot;dwarven humour&amp;quot; and &amp;quot;distracting and irrelevant information&amp;quot;.  I know this &amp;quot;isn't Wikipedia&amp;quot; and that humour is fine, but I prefer *well written* humour, and honestly I'm so sick of hearing people bitch about the elves that it's no longer even remotely funny.  Really it's not (for me) so much the humour of it, but its placement.  I could see it on the &amp;quot;wood&amp;quot; page, or on the &amp;quot;elves&amp;quot; page (though I'd rather not), but it doesn't have anything to do with silver.  [[User:Thestripedone|Thestripedone]] 14:40, 7 January 2009 (EST)&lt;br /&gt;
:Quit gettin' mad at video games.  Also, keep. --[[User:ThunderClaw|ThunderClaw]] 16:19, 7 January 2009 (EST)&lt;br /&gt;
::I'm gettin' mad at people who play them, not the games themselves!  Personally I'd '''delete''', because I think it's unnecessary (as see above), but since I'm (obviously) in the minority I won't kick up a fuss about it. [[User:Thestripedone|Thestripedone]] 18:10, 7 January 2009 (EST)&lt;br /&gt;
:It's about a use for silver (sparring weapons) and comparing silver with a material that is also affective for that use. --[[User:Pyrite|Pyrite]] 15:47, 7 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:As far as I'm concerned, the section is mildly amusing, also provides some information and links to other articles (as tenuous as their relation may be in some cases), and any random visitor might just happen to look up silver, go &amp;quot;ooh, these are good for sparring, are there any other options?&amp;quot; and hey, there are links to wooden weapons and where to get them from. You never know...--[[User:Quil|Quil]] 16:17, 7 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:::'''Keep'''. Any opportunity to disparage the elves should be taken. I hate them in World of Warcraft, and I hate them in Dwarf Fortress. The entire Lord of the Rings saga could have been avoided if Elrond would have just grown a set of nuts and pushed Isildor, One Ring and all, right into the lava at the outset. In DF, their caravans are only good for raiding, their human lackeys who siege only good for slaughter or imprisonment, and the trees only good for harvest. [[User:JubalHarshaw|JubalHarshaw]] 01:15, 8 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
As an aside, what weapons do the elves provide?  I've never thought to look.  Wooden swords and bows-and-arrows, and nothing else? [[User:Thestripedone|Thestripedone]] 18:14, 7 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:If I recall, wooden spears and a plethora of edged weapons. I don't think they do hammers or similar bludgeoning things, and they might not do some of the larger swords, although I believe I've seen wooden axes.--[[User:Quil|Quil]] 18:35, 7 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
'''Mild keep''' The removed parts were just a bit too overdone for me, I vote keep if it stays mild, we don't want to offend some hippie-I mean, elf- lover, now do we? I'm sure at least some people play the game as hippies- er, elves - so if we could show a little more respect to those hippie-I mean elf- loving people, keep it. NO! DESTROY THE HIPPIE ELVES!!!! Er... disregard that.--[[User:Destor|Destor]] 12:22, 9 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:The joke in question isn't very good. Perhaps rather than a keep, we can find a skilled writer to replace it with a better one? [[User:VengefulDonut|VengefulDonut]] 08:24, 11 January 2009 (EST)&lt;br /&gt;
::How about something like this:&lt;br /&gt;
''Silver weapons have the same combat efficiency as wooden ones, but wooden weapons can only be obtained by trading with the elves, who's nasty, '''clean(!)''' Stench gets all over them. The elves also won't give you decent bludgeoning weapons, but just what amounts to pointed sticks.'' Something like that, anyway. And yes, the pointed sticks is a Monty Python reference. Yeah, that wasn't very good. We probably need a better writer.--[[User:Destor|Destor]] 11:31, 11 January 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Destor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Silver&amp;diff=46864</id>
		<title>40d Talk:Silver</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Silver&amp;diff=46864"/>
		<updated>2009-01-09T17:22:03Z</updated>

		<summary type="html">&lt;p&gt;Destor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==No More Elf References?==&lt;br /&gt;
&lt;br /&gt;
I'm not going to start a revert war, but personally I thought the recently-removed parts of the article comparing the merits of wooden and silver weapons to be amusing and entirely in keeping with the style of this wiki. Impromptu vote, anyone? I vote '''keep''', myself.--[[User:Quil|Quil]] 17:54, 6 January 2009 (EST)&lt;br /&gt;
:I agree. Also, it helped further the distinction between wooden and silver weapons, so that a person can easily understand that, for instance, they won't find a wooden hammer.--[[User:Pyrite|Pyrite]] 22:35, 6 January 2009 (EST)&lt;br /&gt;
::'''Keep''', and if I actually gave a crap, I'd have reverted it myself. --[[User:GreyMario|GreyMaria]] 00:01, 7 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:::'''Keep''', because it was funny, and this wiki doesn't mind funny. I mean, we have D for Dwarf for a reason, yes? --[[User:Sinergistic|Sinergistic]] 01:20, 7 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::::'''Keep''', I like flavorful D is for Dwarf entries. --[[User:Squirrelloid|Squirrelloid]] 09:33, 7 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
I don't know, I think there's a difference between &amp;quot;dwarven humour&amp;quot; and &amp;quot;distracting and irrelevant information&amp;quot;.  I know this &amp;quot;isn't Wikipedia&amp;quot; and that humour is fine, but I prefer *well written* humour, and honestly I'm so sick of hearing people bitch about the elves that it's no longer even remotely funny.  Really it's not (for me) so much the humour of it, but its placement.  I could see it on the &amp;quot;wood&amp;quot; page, or on the &amp;quot;elves&amp;quot; page (though I'd rather not), but it doesn't have anything to do with silver.  [[User:Thestripedone|Thestripedone]] 14:40, 7 January 2009 (EST)&lt;br /&gt;
:Quit gettin' mad at video games.  Also, keep. --[[User:ThunderClaw|ThunderClaw]] 16:19, 7 January 2009 (EST)&lt;br /&gt;
::I'm gettin' mad at people who play them, not the games themselves!  Personally I'd '''delete''', because I think it's unnecessary (as see above), but since I'm (obviously) in the minority I won't kick up a fuss about it. [[User:Thestripedone|Thestripedone]] 18:10, 7 January 2009 (EST)&lt;br /&gt;
:It's about a use for silver (sparring weapons) and comparing silver with a material that is also affective for that use. --[[User:Pyrite|Pyrite]] 15:47, 7 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:As far as I'm concerned, the section is mildly amusing, also provides some information and links to other articles (as tenuous as their relation may be in some cases), and any random visitor might just happen to look up silver, go &amp;quot;ooh, these are good for sparring, are there any other options?&amp;quot; and hey, there are links to wooden weapons and where to get them from. You never know...--[[User:Quil|Quil]] 16:17, 7 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:::'''Keep'''. Any opportunity to disparage the elves should be taken. I hate them in World of Warcraft, and I hate them in Dwarf Fortress. The entire Lord of the Rings saga could have been avoided if Elrond would have just grown a set of nuts and pushed Isildor, One Ring and all, right into the lava at the outset. In DF, their caravans are only good for raiding, their human lackeys who siege only good for slaughter or imprisonment, and the trees only good for harvest. [[User:JubalHarshaw|JubalHarshaw]] 01:15, 8 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
As an aside, what weapons do the elves provide?  I've never thought to look.  Wooden swords and bows-and-arrows, and nothing else? [[User:Thestripedone|Thestripedone]] 18:14, 7 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:If I recall, wooden spears and a plethora of edged weapons. I don't think they do hammers or similar bludgeoning things, and they might not do some of the larger swords, although I believe I've seen wooden axes.--[[User:Quil|Quil]] 18:35, 7 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
'''Mild keep''' The removed parts were just a bit too overdone for me, I vote keep if it stays mild, we don't want to offend some hippie-I mean, elf- lover, now do we? I'm sure at least some people play the game as hippies- er, elves - so if we could show a little more respect to those hippie-I mean elf- loving people, keep it. NO! DESTROY THE HIPPIE ELVES!!!! Er... disregard that.--[[User:Destor|Destor]] 12:22, 9 January 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Destor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Main_Page/Quote&amp;diff=38063</id>
		<title>Talk:Main Page/Quote</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Main_Page/Quote&amp;diff=38063"/>
		<updated>2009-01-05T17:12:33Z</updated>

		<summary type="html">&lt;p&gt;Destor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''How to add quotes:'''&lt;br /&gt;
* Go to the line of the last quote.&lt;br /&gt;
* Add a line immediately after it (this should be before the closing }} brackets)&lt;br /&gt;
* type &amp;quot;|&amp;amp;lt;!--YOUR-QUOTE-NUMBER--&amp;amp;gt;YOUR-QUOTE-HERE&amp;quot; on that line&lt;br /&gt;
:(The quote number is not functionally necessary, but it allows keeping track of how many quotes there are without counting)&lt;br /&gt;
* Look at the first line of the template&lt;br /&gt;
:It should look something like this:&lt;br /&gt;
&amp;lt;pre&amp;gt;{{Choose|c={{#if: {{{1|}}}|{{rand|37}}|{{#expr: ({{rand2|10}}+27)}} }}&amp;lt;/pre&amp;gt;&lt;br /&gt;
*Adjust the number that is in the place of the 37 to reflect the number of quotes in the list.&lt;br /&gt;
*Adjust the number that is in the place of the 27 to reflect ten less than the number of quotes in the list. (in this case..  27)&lt;br /&gt;
:The purpose of the first number is to choose a random element from the list of quotes.&lt;br /&gt;
:The second lets us pick from among the last ten quotes in the list.&lt;br /&gt;
*Preview your reply to make sure nothing is broken (or someone will be able to see it on the main page before it gets fixed)&lt;br /&gt;
*Profit!&lt;br /&gt;
[[User:VengefulDonut|VengefulDonut]] 00:34, 27 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
For what it's worth, the nowiki formatting around square bracketed 'B' in the Toady quote about boats was simply in the interests of quoting accuracy; the original word was not capitalized and I still have that kind of formatting in my heart from college paper citations. --[[User:Alfador|Alfador]] 12:16, 24 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Ah. It looked to me like a weird, failed boats/bloats pun. I don't think it really matters; you can change it back if you like. --[[User:Savok|Savok]] 17:19, 24 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Thank you! And done. --[[User:Alfador|Alfador]] 11:27, 25 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Quote removal ==&lt;br /&gt;
&lt;br /&gt;
Say, why was the &amp;quot;interrupted by carp&amp;quot; quote removed?  I loved that one. --[[User:JT|JT]] 02:58, 13 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Blame Savok, he thought it was unfunny. --[[User:GreyMario|GreyMario]] 16:22, 24 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
And regarding VengefulDonut stripping off that last one, PTTG's quote was simply hilarious.  If you can't laugh at yourself, who can you laugh at? --[[User:JT|JT]] 02:19, 29 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Thinking on this some more, the idea that anyone can just reverse a quote at their leisure strikes me as unusual.  If a quote is an obvious spam, that's one thing; if a quote is something that ''you'' don't think of as funny, I think there should be some sort of consensus system involved.  There are at least a couple existing quotes that I don't find funny in the slightest (Spiders Everywhere, you've been processed, GreyMario's), but I don't remove them. --[[User:JT|JT]]&lt;br /&gt;
&lt;br /&gt;
My 2☼ on the subject:&amp;lt;br&amp;gt;&lt;br /&gt;
Unless a quote is offensively directed at a particular user/person, I don't see how there are any grounds for removal.&amp;lt;br&amp;gt;&lt;br /&gt;
If it is, it's perfectly acceptable for the addressed person to remove it, if they so choose.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, you may remove quotes of yourself, whether or not they're offensive, regardless of who added the quote.&amp;lt;br&amp;gt;&lt;br /&gt;
In all cases, it's the sole responsibility of the addressed person to remove a quote, not someone else.&amp;lt;br&amp;gt;&lt;br /&gt;
I think that makes sense.. but perhaps I'm too far off base? --[[User:N9103|Edward]] 07:37, 29 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:When anyone is able to add a quote at their leisure, we will naturally end up with plenty of quotes that aren't funny. If anyone is able to remove a quote at their leisure, quotes that aren't funny will disappear. This is parallel to the wikipedia editing process in general, and I think this kind of process has decent results. Although I am open to other proposals.&lt;br /&gt;
:On the topic of racy jokes: I'm sure there are plenty of group-targeted jokes that could be stated in DF terms that would be very funny; just pick a group, a metaphor, and a stereotype. But even if you tell a member of that group to grow a thicker skin or to stop taking themselves seriously or learn to take a joke, it doesn't turn the joke from something alienating to something entertaining. In the right context, those kinds of jokes can be very funny even to those on the butt end of them. Standup comedians succeed or fail based on their ability to create it. But I don't think that the front page is the right context. [[User:VengefulDonut|VengefulDonut]] 10:24, 29 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Unless its blantantly offensive I don't think &amp;quot;unfunny&amp;quot; is a reason to remove a quote, we each have our own sense of humour, such debate should be placed here on the discussion page imo. --[[User:Markavian|Markavian]] 20:30, 25 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Bleh. I'd like to, but nobody answers most discussion page debates in reasonable time. If we become more regularly active in discussion page debates (which isn't hard - we've got several that any experienced player can add to), we might be able to do that. As it is, the responses are usually at least a few days, often months apart. And then, occasionally, we get one that has five people with fifteen comments in a day or two. --[[User:Savok|Savok]] 23:45, 31 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
As I've said before, if you want to revert those of my deletes that you really think should stay, that's fine. The way I see it, and the way some have said before me, anybody can, if they think it's funny enough, add a quote to the page. Of course, we will get some pretty poor quotes that way, so anyone can, if they dislike it enough, delete a quote from that page. If an edit war occurs, we can take it to the talk page (with the war attention, we'll actually have commenters), where it can be resolved. We Are Not Wikipedia. We're too small for that; everyone knows everyone else and anyone can monitor all edits if they have a little time to spend.&amp;lt;br&amp;gt;&lt;br /&gt;
--[[User:Savok|Savok]], rambling at 23:45, 31 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== [http://www.bay12games.com/forum/index.php?topic=19686.msg206978#msg206978 Too untasteful?] ==&lt;br /&gt;
&lt;br /&gt;
I found this on the forums:&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 12em; padding: 0.5em; margin-bottom: 1em; border: 1px solid #ccc; background: #eee; text-align: center&amp;quot;&amp;gt;''Belbezevost Närangagak Äkig:''&amp;lt;br&amp;gt;&lt;br /&gt;
Goatsects the Raw Red Anus of Stretching&amp;lt;/div&amp;gt;&lt;br /&gt;
For? Against? --[[User:Savok|Savok]] 22:56, 24 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I'm for it. DF has people exploding in gore. Besides, these words are in the game anyway.&lt;br /&gt;
-- [[User:InquisitorSaturn|InquisitorSaturn]] 01:44, 3 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I'm for it. Lets be honest; how many people are likely to come to this wiki that aren't mature enough to enjoy a little mature humor. If anything people are more likely to complain that it didn't make them laugh then that they are worried that kids might see it.   --[[User:Silver|Silver]] 01:29, 23 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Nobody gives a fuck about the kids, man. --[[User:GreyMario|GreyMaria]] 22:32, 29 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Multi-Line Quotes ==&lt;br /&gt;
&lt;br /&gt;
I assumed your multi-line quote was an error because it rendered incorrectly when it appeared on http://www.dwarffortresswiki.net/index.php/Main_Page/Quote , and did so again when you restored the original.  I've re-re-restored it in the interests of peace but I do note that the text extends outside the box and one line actually appears below the box.  I'm less certain whether it appears this way on the main page.  Perhaps we need a different way to enter multi-line quotes? --[[User:Corona688|Corona688]] 15:39, 31 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:The quote that's causing problems is kinda long, either way.  How about we just bonk it on the head?--[[User:Maximus|Maximus]] 19:15, 31 October 2008 (EDT)&lt;br /&gt;
::But it's funny.  :( --[[User:Corona688|Corona688]] 01:55, 1 November 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Just out of curiosity, what browser? It appears just fine in Firefox 2. --[[User:GreyMario|GreyMaria]] 17:39, 4 November 2008 (EST)&lt;br /&gt;
::Firefox 3.  --[[User:Corona688|Corona688]] 15:19, 11 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Okay wtf who broke shit where. ==&lt;br /&gt;
&lt;br /&gt;
On the main page, the second random quote is just a '. WHAT GIVES? --[[User:GreyMario|GreyMaria]] 14:32, 20 November 2008 (EST)&lt;br /&gt;
:I can't find any recent changes to the code of the selector, and given that the first selector works, it's hard to blame a syntax error either.  The mainpage does a weird thing to guarantee the quotes are different, passing |1 to the page as a parameter or...something.  Someone who knows wikicode may know what's going on. --[[User:Corona688|Corona688]] 15:13, 20 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::The problem is a bit deeper. [[template:rand]] and [[template:rand2]] use the mod function inside a #expr to mod the current timestamp and return a number in a specified range. The mod function is returning negative values for large inputs (this is a bug). Since it seems I can't guarantee a positive number will have a positive mod, I don't know how to modify the templates to make sure they keep returning positive numbers. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Smaller inputs would be nice, but I need it to vary with time, and those are the ones that are blowing it up. Also, I don't have absolute value or any binary number operations, so those methods are out. Absolute value would be available with a newer version of parser functions, but convincing [[user:senso|Senso]] is an obstacle there. I'm really not sure how to remedy this. Anyone have ideas? [[User:VengefulDonut|VengefulDonut]] 19:43, 20 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::: I say divide the end result before modulusing by 4. That'll still give pseudo-random numbers, just less often, and might work until a better fix rears its not-so-ugly head. --[[User:GreyMario|GreyMaria]] 20:12, 20 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::: &amp;lt;s&amp;gt;Good idea. I'll try it. [[User:VengefulDonut|VengefulDonut]] 20:21, 20 November 2008 (EST)&amp;lt;/s&amp;gt;&lt;br /&gt;
:::: Didn't work. [[User:VengefulDonut|VengefulDonut]] 20:23, 20 November 2008 (EST)&lt;br /&gt;
:::: Feel free to fool around with [[template:rand]] and push a fix if you can find one. Just make sure to preview. [[User:VengefulDonut|VengefulDonut]] 20:24, 20 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::Ah well, it was worth a shot. I'll see what I can come up with in the [[Template:Sandbox|sandbox]]. --[[User:GreyMario|GreyMaria]] 20:31, 20 November 2008 (EST)&lt;br /&gt;
:::::&amp;lt;s&amp;gt;UPDATE: It appears using &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;{{#expr: ((({{LOCALTIMESTAMP}} / 1024) + {{CURRENTDAY}} + {{CURRENTMONTH}}) mod {{{1|100}}}) + 1}}&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt; seems to produce positive numbers for now. I'll go update [[Template:Rand2]] and see if it works.&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;So much for that, but at least it was returning positive numbers. --[[User:GreyMario|GreyMaria]] 20:42, 20 November 2008 (EST)&amp;lt;/s&amp;gt;&lt;br /&gt;
:::::Okay, I blame certain things being slow for the fact that it works over in the Sandbox but not in the Main Page/Quote template. :S But the good news is, it's at least producing a result over at the sandbox. --[[User:GreyMario|GreyMaria]] 20:54, 20 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Can you use an &amp;lt;nowiki&amp;gt; {{ #ifexpr: {{{num}}} &amp;gt;= 0 | {{{num}}} | {{ #expr: {{{num}}} * -1 }} }} &amp;lt;/nowiki&amp;gt; to replace abs?  (I may have the syntax slightly wrong.)--[[User:Maximus|Maximus]] 04:09, 21 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::Good call, Maximus. [[User:VengefulDonut|VengefulDonut]] 09:04, 21 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::You know, I thought of that just last night but was too busy falling asleep. :( --[[User:GreyMario|GreyMaria]] 15:21, 21 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::::I stole it off your desk.--[[User:Maximus|Maximus]] 18:06, 21 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Here we go again! It's started displaying the telltale ' again. D: --[[User:GreyMario|GreyMaria]] 00:05, 27 November 2008 (EST)&amp;lt;br&amp;gt;UPDATE: It's just gone away again. Might be worth a try to check the conditions next time it does it D: --[[User:GreyMario|GreyMaria]] 00:08, 27 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Should be fixed now. [[User:VengefulDonut|VengefulDonut]] 18:04, 6 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== What's This Jreengus Stuff About, Anyway? ==&lt;br /&gt;
&lt;br /&gt;
Googling it just gets me pages telling me it's funny for those in the know somehow.  If any place ought to have an explanation it's the wiki.  That's what it's there for!  :)  --[[User:Corona688|Corona688]] 13:05, 21 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Kobolds speak gibberish. The code that named an event allowed the kobolds to name it (when they won? maybe.), and that caused the name of an event to sometimes be a single word of gibberish. Toady mentioned that somewhere in some part of the dev notes.&lt;br /&gt;
:That's it. --[[User:Savok|Savok]] 17:17, 21 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Döbesh Udosdeb has been ecstatic lately. He was forced to eat a friend to survive. He enjoyed a truly decadent meal. ==&lt;br /&gt;
&lt;br /&gt;
Haaaaawhaaahahahahahahahahahahaaaaaa. Awesome. We need more quotes that are as funny as this. --[[User:GreyMario|GreyMaria]] 17:48, 25 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Long quotes ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Engraved on the wall is a masterfully designed image of a dwarf engraving a wall. The engraving is a dwarf engraving a wall. The engraving is a dwarf engraving a wall. The engraving is a dwarf engraving on a wall. The engraving is a dwarf engraving on a wall. The engraving is a dwarf mining out a wall.&amp;quot;  Yes this is a long quote but it's also funny, why ditch it?  I didn't see any long quotes breaking the mainpage the way multi-line quotes did. --[[User:Corona688|Corona688]] 15:59, 12 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:They make the main page look like crap by stretching the quote box and pushing down everything else. [[User:VengefulDonut|VengefulDonut]] 16:31, 12 December 2008 (EST)&lt;br /&gt;
:Surely there are other places to put funny things. [[User:VengefulDonut|VengefulDonut]] 16:33, 12 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Not really, unless you mean 'keep this stuff off the wiki'.  No, quotes aren't a big deal.  They're just fun, i.e. 'the entire point'.  ;p  The Quote_Archive is an obvious aging relic, and ought to go anyway since there's no sense having multiple, separate pages of slightly different functionality and identical content patchily duplicating each other.  I wonder if the quote wikicode could be done the other way around...  I might play around on my talk page and see if I can build a useful something. --[[User:Corona688|Corona688]] 17:33, 12 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::The Quote Archive was originally created as a place for quotes to go to never be deleted, so that it wouldn't be that bad if someone lost a quote from Main Page/Quote. When I created it, I didn't realize the effort it would take to update it, so I'm going to go over there now and clean it up, making it all plaintext.&lt;br /&gt;
:::Also, I concur with Vengeful that the long quotes are overly ugly on the main page. --[[User:Savok|Savok]] 22:35, 12 December 2008 (EST)&lt;br /&gt;
::::Not arguing with that.  I usually run screens at a high resolution so I didn't notice the stretching myself.  I do think multiple quote pages is pointless though, 'specially considering folk like me will happen upon them and helpfully transfer stuff from one to the other...  Not that I would, but I had often considered doing so, obviously misunderstanding your intent in all that duplicate information. --[[User:Corona688|Corona688]] 00:15, 13 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Edit Warring ==&lt;br /&gt;
I see GreyMario has taken it upon himself to remove quotes by the dozen, most of which had previously been added back after someone noticed their mysterious absence.  Clearly your sense of humor is not everyone's or people wouldn't have to keep adding them back, could you just leave it be instead of editwarring?  Can someone give us a revert, please?  --[[User:Corona688|Corona688]] 23:24, 4 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:Except they were removed because they were unfunny by popular vote. People should really put it up to a vote when it comes to adding them back. --[[User:GreyMario|GreyMaria]] 01:24, 5 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
I agree, most of those votes were not funny. They were not even remotely close to my &amp;quot;mind like a +whatever trap+&amp;quot; quote, and it's hard to be worse than that and still funny. Anyway, edit warring=no, people should ask what happened to them and it then should be explained exactly what did happen. Personally, I think that they should be left on the quote archive, but not popping up on the main page for all to see.--[[User:Destor|Destor]] 12:12, 5 January 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Destor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Sinergistic&amp;diff=46772</id>
		<title>User talk:Sinergistic</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Sinergistic&amp;diff=46772"/>
		<updated>2009-01-05T04:02:39Z</updated>

		<summary type="html">&lt;p&gt;Destor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You don't have to sign on the summary or on main pages, thought I don't think you did that. The only time you must sign is on talk pages. You should always sign though, or else the [[User:GreyMario|signature police]] might come after you!--[[User:Destor|Destor]] 22:25, 4 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
: Ah, I see. I've been reading the wiki for a while now, and the one constant is people getting on other peoples cases for not singing, so I figured I was better safe than sorry :) &lt;br /&gt;
&lt;br /&gt;
Gracias for the inservice, I'll keep it in mind if I ever edit anything again. --[[User:Sinergistic|Sinergistic]] 22:49, 4 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
In case that was unclear, you tried to sign in the &amp;quot;summary&amp;quot; box that appears below the edit part, you don't have to do that. Sorry if I made that unclear, but it's kinda late. Maybe I should just go to bed...--[[User:Destor|Destor]] 23:02, 4 January 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Destor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Sinergistic&amp;diff=46770</id>
		<title>User talk:Sinergistic</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Sinergistic&amp;diff=46770"/>
		<updated>2009-01-05T03:25:04Z</updated>

		<summary type="html">&lt;p&gt;Destor: New page: You don't have to sign on the summary or on main pages, thought I don't think you did that. The only time you must sign is on talk pages. You should always sign though, or else the [[User:...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You don't have to sign on the summary or on main pages, thought I don't think you did that. The only time you must sign is on talk pages. You should always sign though, or else the [[User:GreyMario|signature police]] might come after you!--[[User:Destor|Destor]] 22:25, 4 January 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Destor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Window&amp;diff=31096</id>
		<title>40d Talk:Window</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Window&amp;diff=31096"/>
		<updated>2009-01-04T16:19:52Z</updated>

		<summary type="html">&lt;p&gt;Destor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Do windows block the flow of fluids? --[[User:Rkyeun|Rkyeun]] 20:16, 5 December 2007 (EST)&lt;br /&gt;
:Yes --[[User:Lacero|Lacero]] 10:58, 18 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
do windows allow light in? to fight [[Cave adaptation]] --[[User:Corhen|Corhen]] 22:24 24 december 2008&lt;br /&gt;
:Also yes. --[[User:N9103|Edward]] 06:09, 28 April 2008 (EDT)&lt;br /&gt;
:: No. The article says so since the 24th of July (see also [[light]]). --[[User:Aykavil|Aykavil]] 07:27, 30 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Do you get the materials back when you remove a window? Especially Gem windows? --[[User:Juckto|Juckto]] 07:42, 4 May 2008 (EDT)&lt;br /&gt;
:Thirdly yes. --[[User:Savok|Savok]] 12:49, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Can dwarves &amp;quot;see&amp;quot; through the windows (i.e. see stealthly enemies on the other side)? [[User:Optimizt|Optimizt]] 20:02, 13 June 2008 (EDT)&lt;br /&gt;
:Again yes.  At least, they get scared of things they see on the other side.  I've not tested whether they can spot stealthy enemies. --[[User:Lacero|Lacero]] 11:09, 6 July 2008 (EDT)&lt;br /&gt;
::For what it's worth, spotting stealthed enemies requires that you be adjacent to them, so that particular question would be moot, I think. --[[User:ThunderClaw|ThunderClaw]] 12:17, 12 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
I'm assuming there's no bonus for a good view and that the only value a window adds is its own intrinsic value? I built a room out of windows and filled it with water, making a giant aquarium, but this seems to have been more for my benefit than the dwarves. [[User:Lungfish|Lungfish]] 03:53, 4 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Glass floors or skylights (ceiling windows!) ==&lt;br /&gt;
&lt;br /&gt;
We all know that windows don't let light in and so won't prevent cave adaptation, but I just learned that glass floors WILL let light in to the next Z level down, if you build it over an open space. This proves that it's always noon in DF land. This also allows you to grow light-needing crops underground without sacrificing security or usable ground-space. [[User:Lungfish|Lungfish]] 03:46, 4 January 2009 (EST)&lt;br /&gt;
:Very astute, but as one can see under [[tile attributes]], as it is any kind of constructed floor will allow light to pass through (litle holes in them?). Presumably at some point in the future it'll be changed so that you'll need glass to make your greenhouse roof. As it is, it's merely a matter of personal preference.--[[User:Quil|Quil]] 07:30, 4 January 2009 (EST)&lt;br /&gt;
::Using any type of floors other than glass can be and is seen as an [[exploit]], plus if you plan to use the same game throughout versions, you should glass because as Quil said, it will most likely be changed.--[[User:Destor|Destor]] 11:19, 4 January 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Destor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Peasant&amp;diff=46747</id>
		<title>40d:Peasant</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Peasant&amp;diff=46747"/>
		<updated>2009-01-03T03:34:47Z</updated>

		<summary type="html">&lt;p&gt;Destor: fixed a link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Peasants in [[fortress mode]] are dwarves that have no trade [[skills]] higher than dabbling. The spouses of immigrants to the fortress often arrive as peasants and [[children]] who mature into adults usually become peasants. Peasants usually fill the role of [[hauler]]s.&lt;/div&gt;</summary>
		<author><name>Destor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Volcano&amp;diff=30833</id>
		<title>40d Talk:Volcano</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Volcano&amp;diff=30833"/>
		<updated>2009-01-01T16:28:17Z</updated>

		<summary type="html">&lt;p&gt;Destor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Volcano on world map. ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Dwarffortressvolcanoonworldmap.jpg|600px]]&lt;br /&gt;
Changes to articles were made as needed.&lt;br /&gt;
&lt;br /&gt;
== Where volcanoes form...? (verify) ==&lt;br /&gt;
&lt;br /&gt;
The statement about volcanoes forming around the edge of oceans looks wrong to me. I was unaware of any such trend on the worlds I've seen so far. As I understand it, there is a magma activity map that varies across the the world and 'peaks' at certain points in the terrain creating volcanoes. I don't know how toady has implemented that, but I'm sure it has nothing to do with the rims of oceans. --[[User:Markavian|Markavian]]&lt;br /&gt;
&lt;br /&gt;
==Cavern collapse==&lt;br /&gt;
Is not related to the generation of water above magma and instant crystallisation and collapse. Because I got that phenomenon when I settled at an extinct volcano (no magma present in pipe). --[[User:Juckto|Juckto]] 07:35, 29 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Erupting volcanoes==&lt;br /&gt;
It would appear that volcanoes can now erupt http://mkv25.net/dfma/movie-685-volcano#lastComment;?%3E [[User:Diabl0658|Diabl0658]] 03:19, 24 July 2008 (EDT)&lt;br /&gt;
:Nope, that's just a (somewhat) common bug where a volcano and a bottomless pit are generated on the same spot. Here's another video of the same bug, where the poor dwarves embarked right next to the lava. http://mkv25.net/dfma/movie-701-shortestfortever [[User:Spoggerific|Spoggerific]] 15:33, 12 August 2008 (EDT)&lt;br /&gt;
::Does this bug occur immediately on embark, or anytime? I've had a volcano appear to erupt quite a bit after I embarked, it spit fire everywhere, and burnt up a bunch of the landscape (and several of my dwarves). [[User:JubalHarshaw|JubalHarshaw]] 11:39, 31 December 2008 (EST)&lt;br /&gt;
:::Depends on the version, if you're importing an old save, and if Armok wants to see a bloodfest. --[[User:GreyMario|GreyMaria]] 22:28, 31 December 2008 (EST)&lt;br /&gt;
::::&amp;lt;strike&amp;gt;This was the latest version, so I can pretty much confirm that yes, volcanoes do erupt now. Saw it again tonight.&amp;lt;/strike&amp;gt; [[User:JubalHarshaw|JubalHarshaw]] 23:13, 31 December 2008 (EST)&lt;br /&gt;
::::Having said that, I was also attacked by a Fire Man tonight, that produced pretty much the same effect ... fire everywhere, burning everything. So I guess I can't truly confirm volcanoes erupt, it could have been a Fire Man. [[User:JubalHarshaw|JubalHarshaw]] 00:19, 1 January 2009 (EST)&lt;br /&gt;
:::::That depends - was the world burninating after the so-called &amp;quot;eruption&amp;quot; or was there just a solid sheet of ash among the trees? If it was the former, a fire man started the blaze; the latter, lava spilled over the world. This requires testing, apparently - time to embark over a volcano and survive for as long as possible. --[[User:GreyMario|GreyMaria]] 00:24, 1 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
That's not cool, I just got the latest version (finally) and I am living '''inside''' a volcano. Like there is this big circular cut through the mountain, and I dug through on the level above the magma and started a fort there, digging around the magma. Any tips, other than when I see strange activity order my dwarves to go downstairs and don't come out. I get the feeling I should move all of my stockpiles circling the vent... And I realize that not much is known aobut this, I just think some &amp;quot;general&amp;quot; safety tips would be a good thing to have now.--[[User:Destor|Destor]] 11:28, 1 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Draining a volcano ==&lt;br /&gt;
&lt;br /&gt;
I had read that magma tiles were supposed to be sources of magma.&lt;br /&gt;
&lt;br /&gt;
So I am a bit suprised that having dug (admittedly a quite large) room in the bottom z-level then opened it up to the magma pipe, I have drained the top five z-levels of my volcano.&lt;br /&gt;
&lt;br /&gt;
It has been several seasons now. I am wondering will the volcano pipe fill back up or have I drained it permenantly?&lt;br /&gt;
&lt;br /&gt;
[[User:GarrieIrons|GarrieIrons]] 03:18, 31 August 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Destor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Unconscious&amp;diff=26767</id>
		<title>40d:Unconscious</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Unconscious&amp;diff=26767"/>
		<updated>2009-01-01T01:15:14Z</updated>

		<summary type="html">&lt;p&gt;Destor: fixing a misleading error&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When a [[Dwarf]] or other animal is caught by a dust cloud or sustains head damage in battle etc. it will fall unconscious. This means that the animal or Dwarf cannot move or enter combat. It is vulnerable to attacks.&lt;br /&gt;
A dwarf knocked unconscious in combat will need to be carried back to a [[bed]] by a conscious dwarf or by a trained animal.&lt;br /&gt;
If the dwarf or animal was injured in combat it will require food and water until its [[wound]]s have healed . When unconscious you will not be able to make it do any jobs.&lt;br /&gt;
&lt;br /&gt;
It should also be noted that [[trap]]s will activate for any unconscious entity.&lt;br /&gt;
&lt;br /&gt;
[[Category:Thoughts]]&lt;/div&gt;</summary>
		<author><name>Destor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Well&amp;diff=6377</id>
		<title>40d Talk:Well</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Well&amp;diff=6377"/>
		<updated>2008-12-30T20:35:30Z</updated>

		<summary type="html">&lt;p&gt;Destor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Where can these be constructed? only near an aquifer?--[[User:Alc|Alc]] 14:16, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Open space probably refers to just that - a dug-out space below it that leads to water. Will have to test, though. --[[User:Tracker|Tracker]] 15:54, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Does it need to be a channel all the way down, on all levels below the well, or can you have normal floor below it all the way down to water?  Can you put one well directly above another well, and have them both work (if there's water below)?  --[[User:Sowelu|Sowelu]] 15:56, 30 October 2007 (EDT)&lt;br /&gt;
: yes.no.no.--[[User:Koltom|Koltom]] 12:27, 1 March 2008 (EST)&lt;br /&gt;
:: I've built a well directly above another one, both are stated as &amp;quot;Active&amp;quot; --[[User:ConstantA|ConstantA]] 01:36, 14 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Has it been verified that you need water down there? --[[User:Mitchy|Mitchy]] 11:22, 8 November 2007 (EST)&lt;br /&gt;
:yes.--[[User:Koltom|Koltom]] 12:27, 1 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Does anyone know if it is okay to have a well like this?&amp;lt;br /&amp;gt;&lt;br /&gt;
(side view)&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
_W_ &lt;br /&gt;
| |    &amp;lt;-- Empty space between water and well&lt;br /&gt;
|~|    &amp;lt;-- Water down here&lt;br /&gt;
---&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
--[[User:Delton|Delton]] 16:07, 14 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Confirmed that the above is a functional well.&lt;br /&gt;
--[[User:Delton|Delton]] 07:52, 19 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Potential Problem==&lt;br /&gt;
As of v0.27.176.38a, when using an artificaly created well (by designating a 'Pond' zone and having dwarves fill it), it is posible that dwarves will take water from the well in order to fill the pond which feeds the well, acomplishing nothing. To correct this, examine the items contained in the well by pressing 't', then forbid the bucket and rope contained in the well. This will stop dwarves from taking water from the well and allow you to fill it. You can then reclaim the bucket and rope to make the well usable again.&lt;br /&gt;
&lt;br /&gt;
Should this be in the article?&lt;br /&gt;
&lt;br /&gt;
[[User:Duo|Duo]] March 11th 2008&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Flooding? ==&lt;br /&gt;
&lt;br /&gt;
Gah! Why do my wells keep flooding? How can I prevent this? [[User:Runspotrun|Runspotrun]] 06:08, 26 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
-- Well ... if you did it like I did [http://www.vaevictus.net/images/bucket_full.png (lol)], you lost to backpressure.  i filled from a reservoir that was taller than my well floor. (and it was attached to a brook. :) I'm working on using a floodgate and pressure plate to regulate water levels. [[User:Vaevictus|Vaevictus]] 11:30, 20 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Fair Warning ==&lt;br /&gt;
&lt;br /&gt;
Whatever you do, don't let a barracks area overlap any of your wells. Military dwarves can and will fall in if they're sparring next to it. Ah well, I didn't want that full set of bismuth bronze armor anyway.  -- [[User:Vanst|Vanst]] 08:39, 26 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Grates and Buckets ==&lt;br /&gt;
&lt;br /&gt;
Buckets don't pass through grates, in the well construct. That means a well with a grate halfway will become dry. I had 2/7 water above the grate (and 5 levels of 7/7 water under it), but it was not enough. [[User:Wlievens|Wlievens]] 07:24, 23 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== flood? ==&lt;br /&gt;
&lt;br /&gt;
I have a &amp;lt;s&amp;gt;lake&amp;lt;/s&amp;gt; murky pool outside(reaching down one more z level). On the same level i want to construct a well inside. can i just build a channel, thus tap the lake on the lower z level and then build a well on top of the end of the channel? or do i need one more level free space? If i can, will the water flood my outpost or will it stop on floor level? would it help if i tapped the lake one more level down? --[[User:Koltom|Koltom]] 17:12, 8 February 2008 (EST)&lt;br /&gt;
:So long as the well is at or above the level of the pond you will have no problem. --[[User:Ikkonoishi|Ikkonoishi]] 23:11, 11 February 2008 (EST)&lt;br /&gt;
:: It worked fine. Now however the murky pool is dry, so i built a new one tapping the river. ;) --[[User:Koltom|Koltom]] 13:53, 22 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Using Buckets? ==&lt;br /&gt;
I'm having a hard time getting my dwarfs to use their new well. I...&lt;br /&gt;
* Dug a Channel with water beneath it.&lt;br /&gt;
* Designated a drinking zone beside it.&lt;br /&gt;
** The dwarfs now drink from the channel.&lt;br /&gt;
** Loo{{k|k}}ing at the space they're drinking from says Open Space&lt;br /&gt;
* Created Blocks, Bucket, Rope&lt;br /&gt;
* {{k|b}}uild we{{k|l}}l over the water beside the drinking designation.&lt;br /&gt;
&lt;br /&gt;
Now what happened was I got a massive flood of messages saying something like &amp;quot;XXX Cancelled Drinking: No Bucket at well&amp;quot;  &lt;br /&gt;
&lt;br /&gt;
So I went and built another Bucket, and now I have 2 buckets sitting in my finished goods stockpile, and nobody who's willing to drink from the well.  How do I instruct the lazy dwarves to go and get the bucket and use it with the well? &lt;br /&gt;
&lt;br /&gt;
[[User:Zeidrich|Zeidrich]] 15:15, 29 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
: Why do you need them to use the well? As far as I know, the only time having a well is useful is when the injured need water. Even then, I strongly suspect that people can just drink from the river. --[[User:Shadow archmagi|Shadow archmagi]] 16:02, 29 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:: Well, I want them to use a well because I built it!  It looks prettier than drinking out of the stream.  I'm pretty sure they get bad thoughts when they drink directly out of the stream.  In this particular circumstance I was short on brewable supplies and I had a bunch of thirsty dwarves.  Regardless of whether or not I should necessarily be using a well, I would like know ''how'' to use it.-- [[User:Zeidrich|Zeidrich]] 18:37, 29 February 2008 (EST)&lt;br /&gt;
:::Well, I believe that the well is *'''built'''* with a bucket, since you require one for construction. If it's really not there for whatever reason, then you may want to rebuild the well(and make sure that furniture hauling orders are ON), and if that doesn't fix it, then i think this is a bug and should be reported to the Toady One, along with the save. --[[User:Digger|Digger]] 05:22, 1 March 2008 (EST)&lt;br /&gt;
::::Yes, the bucket for 'normal' drinking is built into the well. U only need extra buckets to fill a pond or give water to a resting dwarf. Check with the q-menu if the well is even finished.--[[User:Koltom|Koltom]] 12:27, 1 March 2008 (EST)&lt;br /&gt;
:::::Nope, not a bug.  I figured out what it was.  Apparantly my architect was far too busy tilling soil and hauling rocks to go and gather the rope and the bucket and connect them to the well.  So while I had all of the materials, and the well looked complete, it was actually waiting for construction.  I think I was just confused by the message as my dwarves were trying to drink from it before it was ready.  [[User:Zeidrich|Zeidrich]] 11:54, 3 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Another Fair Warning ==&lt;br /&gt;
Dwarves don't even need to spar to fall into wells, they will generally not avoid walking over a well tile. This will result in the warning &amp;quot;X cancels...dangerous terrain&amp;quot; followed by dropping in anyway. The last bloody fool who dropped in seems to have been gobbling away at his food while walking, down the shaft among his gear i found 1 dwarven sugar roast. I mean, i know my sugar roast is delicious, but can you please sit down first like any goodmannered dwarf? How will I ever clean up that bloody mess you left in our water supply? --[[User:Koltom|Koltom]] 22:24, 13 March 2008 (EDT)&lt;br /&gt;
:Might be a good idea to designate the well's square a restricted traffic area and the eight squares around it low traffic. This should make aimless wanderers step around it instead of going WHEE! Animals don't respect traffic though, so maybe there will still be dogs and cats in the well. [[User:Rkyeun|Rkyeun]] 09:32, 17 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== 1x1 Well ==&lt;br /&gt;
Does anyone have a good plan for digging a deep, unconnected 1x1 well?  I'm currently thinking about trying something like this design, side view:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  _W_ &lt;br /&gt;
  | |     &amp;lt;-- Empty space between water and well&lt;br /&gt;
  | |     &amp;lt;-- Empty space between water and well&lt;br /&gt;
  | |     &amp;lt;-- Empty space between water and well&lt;br /&gt;
 |   |    &amp;lt;-- Opening room&lt;br /&gt;
 |~~~|    &amp;lt;-- Water down here&lt;br /&gt;
  ---&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It would be built like below, with a level pulled to knockout the support.  Would the center collapse leaving a nice shaft?&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  _ _ &lt;br /&gt;
  |r|     &amp;lt;-- Ramp down&lt;br /&gt;
  |r|     &amp;lt;-- Ramp down&lt;br /&gt;
  |r|     &amp;lt;-- Ramp down&lt;br /&gt;
 | X |    &amp;lt;-- stairwelldown&lt;br /&gt;
 | S |    &amp;lt;-- Support.  Water will be down here, but starts out dry?&lt;br /&gt;
  ---&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
[[User:Tulthix|Tulthix]] 12:49, 20 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It won't fall down as the ramps still have support from the adjacent stone/walls. I've been trying to figure out how to make a 1x1 shaft too but haven't had much luck. When getting the dwarves to build ramps on top of each other they do build a shaft downwards but after a certain depth the pathfinding seems to get confused and they stop. [[User:Yvain|Yvain]] 02:36, 21 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I was able to accomplish this by digging out a side-wall and re-building the wall after deconstructing a staircase down the shaft one tile at a time. If you want it to look pretty the 1x1 shaft going down should have nice stone smoothing on as well (and it covers up the &amp;quot;filled in wall&amp;quot; seam. Alternate methods: sacrificial dwarf can pull it off (he will rot away at the bottom of your water tank) and a utilitarian &amp;quot;escape hatch&amp;quot; out the bottom of the tank. I like putting in an escape hatch at the bottom, connected to a lever, with a grate and outflow underneath so I can retrieve that adamantium armor that falls down there. (when I don't build in an escape stairway anyway). [[User:Weasello|Weasello]] 10:34, 21 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Salt Water==&lt;br /&gt;
&lt;br /&gt;
I've had a map with only salt water and an injured dwarf.  Nobody could give him water because it was all salty.  But I built a well over the water and dwarves brought the injured dwarf water.  This happen to anyone else? --[[User:Bouchart|Bouchart]] 12:29, 14 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==FAQ==&lt;br /&gt;
&amp;quot;How deep can a well be?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This was added to the Water FAQ. I thought it better to put here, and the answer can be put on the Well page if/when it's discovered; as opposed to creating an entire new FAQ page. --[[User:Juckto|Juckto]] 06:04, 3 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:At this time (33g) I believe there's no limit to how far from water a well can be, as long as all tiles between are open space.&lt;br /&gt;
:I've got a particularly vertical map (something on the order of 50+/- levels!) so I'll give this some testing later and update this (within a week hopefully) if my tests conflict with my opinion that there's no limit. --[[User:N9103|Edward]] 21:59, 3 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Smoothing walls for a well ==&lt;br /&gt;
&lt;br /&gt;
Does smoothing the walls of a place to be filled with water prevent stagnant water?&lt;br /&gt;
:Makes no difference. [[User:Rkyeun|Rkyeun]] 09:32, 17 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Monsters and wells ==&lt;br /&gt;
Way back in the 2D days, monsters would sometimes come out of wells.  Does this ever happen in DF3D?  Now that there's a real Z-axis, I imagine that monsters aren't just randomly generated like they used to be... but I do wonder whether tapping an underground river might cause something unpleasant to ride the bucket upward.  I'm playing on a map with an underground river and a chasm, and I'm wondering how careful I need to be with my wells.  --[[User:Ookpik|Ookpik]] 05:45, 5 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
IIRC monsters can't pass through grates - so instead of putting the well directly over the river, make an artificial stream with both ends blocked from the river by a grate. [[User:Random832|Random832]] 01:33, 13 October 2008 (EDT)&lt;br /&gt;
:I've never managed to make a grate block any water creature.  I've had perch and lampreys pass through grates and pumps to end up in my meeting area.  I wonder if bars would work better...  [[User:Corona688|Corona688]] 02:30, 13 October 2008 (EDT)&lt;br /&gt;
::Grates/bars don't block vermin-class critters, which most fish are. [[User:HeWhoIsPale|HeWhoIsPale]] 09:11, 13 October 2008 (EDT)&lt;br /&gt;
::Right, but those can't attack you. It will (should) block carp. [[User:Random832|Random832]] 15:54, 13 October 2008 (EDT)&lt;br /&gt;
::Can vermin pass through fortifications? [[User:Random832|Random832]] 15:55, 13 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Zone only drinking ==&lt;br /&gt;
&lt;br /&gt;
Will a dwarf still drink from a well if zone only drinking is set? --[[User:Groveller|Groveller]] 02:14, 1 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Wells periodically and mysteriously destroyed ==&lt;br /&gt;
&lt;br /&gt;
I don't know what's going on with my above ground wells, but it seems I have to rebuild them about once every year or so. My dwarves are a happy bunch so there have been no tantrums and no bouts of vandalism or building destruction are recorded in my justice screen. I tried setting the area immediately around the wells as low traffic and the well itself as restricted traffic, but they still vanish, leaving one of their parts in the river-fed pool underneath. Could it have something to do with the fact that my fisherdwarves sometimes fish from the wells? Or is there a minor amount of seasonal flooding that I can not see but will destroy the wells? [[User:Lungfish|Lungfish]] 15:17, 30 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Does it freeze? I had to re-build my outside well once every year in the spring until I moved it indoors. So, in my experience, only if it freezes, otherwise I don't know. The reason the part is there is because it drops onto the ice, which then melts. One more question, is it in a brook, river, or pond?--[[User:Destor|Destor]] 15:35, 30 December 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Destor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Destor&amp;diff=45224</id>
		<title>User:Destor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Destor&amp;diff=45224"/>
		<updated>2008-12-30T16:44:39Z</updated>

		<summary type="html">&lt;p&gt;Destor: Thank you, and can I help?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Destor was bored recently. He admired a great fortress recently. He was caught in the snow recently. he played too much DF lately. He hasn't been on the computer much recently. He wrote a nice user page lately.&lt;br /&gt;
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Destor enjoys playing DF, and it seems like not too much else now. (been playing too much, heh) Reading, computers, video games, and snow for its coldness.&lt;br /&gt;
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== Random funny things! ==&lt;br /&gt;
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my mayor wanted some stuff out of bismuth, which I have none of, anywhere, and when the mandate was almost over, another mayor was elected! wow, that's convenient. BTW, has anyone noticed that in DF you start with 7 dwarves, and there were also 7 in Snow White? (I sense a Toady-Disney conspiracy, here.) I also have seen a dwarf who dislikes toads! the nerve! that's all I can think of, tell me about something else on my talk page, or tell me a better place to put these. --[[User:Destor|Destor]] 22:29, 29 October 2008 (EDT)&lt;br /&gt;
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oh, man! my adventurer just picked up a giant roach and threw it at an enemy. I am still cracking up. of course, the same adventurer has thrown corpses, flies, spears, etc. before.&lt;br /&gt;
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== The most hilarious thing that could (n)ever happen in Dwarf Fortress ==&lt;br /&gt;
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So, I had de-drafted my best hammerdwarf from the military, to do some cross training, and guess what! he got a strange mood. at the same time, my mayor decides he wants an artifact, so he demands one. After a few months, my dwarf is not done, so then my hammerer comes up and beats him for violating the production order. bad move. My dwarf disarms the hammerer and takes his hammer which he then kills the hammerer with. After this, he is my best hammerdwarf in the fortress, so he gets assigned to be the new hammerer. Then he beats himself to death, what a tragic ending.&lt;br /&gt;
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I know, I know, this could never happen (noble requesting artifact, being assigned hammerer, killing himself with a beating) but it was still funny!&lt;br /&gt;
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== help ==&lt;br /&gt;
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When my brother taught me how to play on his computer, he used a saved embark setup, with turtles and all of the other things he wanted. This was a long while ago, and I am now on like, my 6th fort, which I am preparing for, and I want to save the skills and items, for my future forts. My brother cannot remember, he doesn't play it very much anymore. So, after searching on the wiki, I can't find it and now need some friendly user's help. How do you do this, or is it just that my brother did something else and this is not possible. --[[User:Destor|Destor]] 18:55, 29 November 2008 (EST)&lt;br /&gt;
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:Isn't there some utility that lets you save embark profiles? --[[User:GreyMario|GreyMaria]] 19:25, 29 November 2008 (EST)&lt;br /&gt;
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::The latest version of DF lets you save the profile in the customize embark screen. I think. I haven't actually tried to load my saved profile. --[[User:Savok|Savok]] 21:24, 29 November 2008 (EST)&lt;br /&gt;
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:Download the latest version, if you haven't already.--[[User:Maximus|Maximus]] 22:19, 29 November 2008 (EST)&lt;br /&gt;
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I just realized something; if you have the latest version, how do you do that? this is purely hypothetical, but what keys do you press and such?--[[User:Destor|Destor]] 00:26, 9 December 2008 (EST)&lt;br /&gt;
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== YEAH! ==&lt;br /&gt;
YES! THE COUNT! Destor has been ecstatic lately, he got a count and the dwarven economy. YES! after 6 whole years, a stinking count and the economy. oh joy of joys!--[[User:Destor|Destor]] 17:32, 10 December 2008 (EST)&lt;br /&gt;
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== Thank you! ==&lt;br /&gt;
Thank you all of the people who have been doing the small work that needs to be done to clean up the wiki, and make it easier to navigate and better to look at. I don't know if you will see this, but thanks. I don't know much about categorization, and even less about how the templates work, but if there is a way I can help, please let me know.--[[User:Destor|Destor]] 11:44, 30 December 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Destor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Main_Page/archive2&amp;diff=607</id>
		<title>Talk:Main Page/archive2</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Main_Page/archive2&amp;diff=607"/>
		<updated>2008-12-30T06:23:18Z</updated>

		<summary type="html">&lt;p&gt;Destor: &lt;/p&gt;
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&lt;div&gt;== The &amp;quot;Bedroom Design&amp;quot; page is broken ==&lt;br /&gt;
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When trying to load the page I get this error:&lt;br /&gt;
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Fatal error: Maximum execution time of 30 seconds exceeded in /home/virtual/site152/fst/var/www/html/dwarf/includes/Parser.php on line 2717&lt;br /&gt;
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It's been this way for a couple days at least. The rest of the wiki works fine. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Phillstac3|Phillstac3]]&amp;lt;/small&amp;gt;&lt;br /&gt;
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:The culprit was too much QD, which caused the page to load too slowly. The wiki gave up when it didnt load fast enough. I have the culprit for now, but I have idea for a more permanent solution. [[User:VengefulDonut|VengefulDonut]] 08:28, 15 August 2008 (EDT)&lt;br /&gt;
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== &amp;quot;new version&amp;quot; ==&lt;br /&gt;
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ShunterAlhena changed &amp;quot;new version&amp;quot; to &amp;quot;new (3D) version&amp;quot; to &amp;quot;3D version&amp;quot;.  I changed this to &amp;quot;Z-axis version&amp;quot;, to reduce newbie confusion (thinking there's a fully-3D graphical version could be disappointing) but now I'm starting to wonder if maybe &amp;quot;new version&amp;quot; would be best after all.  As far as I can tell, &amp;quot;new version&amp;quot; doesn't just mean all of the versions since the October 2007 release, but rather the ''latest'' version.&amp;lt;br&amp;gt;&lt;br /&gt;
That said, that's what I'll tweak it to. --[[User:JT|JT]] 19:47, 29 July 2008 (EDT)&lt;br /&gt;
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:IMO if the phrase &amp;quot;new version&amp;quot; is being used to refer to the &amp;quot;Z-axis version&amp;quot; of the game, then it isn't really clear enough. With Toady's regular updates, talking just about &amp;quot;new versions&amp;quot; is a little too ambiguous. How about the phrases &amp;quot;multi-level version&amp;quot; or &amp;quot;multi-floor version&amp;quot;? Either of those would be clearer I think. &amp;quot;Z-axis version&amp;quot; is also good for me. (This is my first suggestion/edit on a Wiki, so I hope it turns out ok!) --[[User:Saiph|Saiph]] 07:59, 28 November 2008 (EST)&lt;br /&gt;
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:: You're correct about it being ambiguous. Your suggestion is ok (and welcome to the Wiki! :-)), but I don't think the notice box is still needed. Its purpose was to keep people from just copying over old material from the archived wiki to fill gaps in this one, but that's not really a danger anymore, so I just removed it and moved the release date down to the download link. &amp;amp;mdash; [[User:Alya|Alya]] 10:40, 28 November 2008 (EST)&lt;br /&gt;
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== Offline Version? ==&lt;br /&gt;
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Is there an offline version of DwarfFortressWiki (ala [http://static.wikipedia.org/ Wikipedia])?  I'm going to be doing some traveling, and would like to use this resource when I don't have internet access :) --[[User:Sim9]], unsigned&lt;br /&gt;
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:I know that obtaining one is possible. --[[User:Savok|Savok]] 23:31, 6 June 2008 (EDT)&lt;br /&gt;
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:I was told that a torrent was circulating on 4chan and other places but I don't know anything else about it. --[[User:Senso|Senso]] 12:46, 7 June 2008 (EDT)&lt;br /&gt;
:Go to [[Special:Export]] then go to [[Special:Allpages]] in another window/tab. Make a copy of every article's name. Paste it into the export page and click export. Now its just a matter of finding a way to parse the xml file you get.&lt;br /&gt;
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:I now have an offline copy.  I can post it if anyone is interested in a copy :) --[[User:Sim9|Sim9]] 22:57, 8 June 2008 (EDT)&lt;br /&gt;
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:: Just found this: [http://www.wikitaxi.org/delphi/doku.php/products/wikitaxi/index WikiTaxi]. It took me a while to find a suitable program for viewing Wiki XML dumps, so I thought I'd save some others the time. By 'suitable', I mean easy to use and without requiring a lot of extras before it will work (most I found require you to set up a server with a MySQL database and apache - I already meet those requirements on my desktop, but that almost defeats the purpose of downloading the wiki in the first place). This one however is completely portable - I can have it on external storage and use it on any computer I find myself needing to. --[[User:Tyranic-Moron|Tyranic-Moron]] 13:57, 15 June 2008 (EDT)&lt;br /&gt;
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== Coincidence? ==&lt;br /&gt;
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I got a quote that said:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;You have been processed! Go forth, now, and edit!&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
--Savok&amp;lt;br&amp;gt;&lt;br /&gt;
right after creating this account... Is this a coincidence or a command?&amp;lt;br&amp;gt;&lt;br /&gt;
--[[User:Peewee|Peewee]] 20:02, 31 May 2008 (EDT)&lt;br /&gt;
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:Coincidence. That's the end of a newbie-welcoming template that someone found funny enough to put in the [[Main Page/Quote|Quote list]], which delivers randomized quotes to the main page. --[[User:Savok|Savok]] 22:49, 31 May 2008 (EDT)&lt;br /&gt;
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::Both coincidence AND command. [[User:VengefulDonut|VengefulDonut]] 11:41, 1 June 2008 (EDT)&lt;br /&gt;
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== Russian Interwiki == &lt;br /&gt;
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I've made a deal with the admin of the Russian wiki, we can both link to each other. So if you know Russian, you're welcome to add links to the bottom of pages to their equivalent Russian pages.&lt;br /&gt;
For example, on the [[Carp]] page, I have added &amp;amp;#91;&amp;amp;#91;ru:Карп&amp;amp;#93;&amp;amp;#93; - so there is now a link to its Russian counterpart in the left-side navigation bar, under the &amp;quot;In other languages&amp;quot; header. --[[User:Senso|Senso]] 13:37, 2 April 2008 (EDT)&lt;br /&gt;
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:Looks like the other wiki may be down/broken. I don't have a suggested action though.  -- [[User:Vaevictus|Vaevictus]] 13:33, 3 June 2008 (EDT)&lt;br /&gt;
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::I have made new russian wiki. URL: http://www.dfwk.ru. I do translation now. -- [[User:igoreklim|igoreklim]] 22:15, 13 August 2008 (EDT)&lt;br /&gt;
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== Many Laughs ==&lt;br /&gt;
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Congrats to whomever made the april's fool's day changes. [[User:Yvain|Yvain]] 04:34, 1 April 2008 (EDT)&lt;br /&gt;
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:Agreed. I didn't think of doing anything myself so kudos for going in. Nobody changes it for the whole day, I'll revert any reverts. :) --[[User:Senso|Senso]] 08:56, 1 April 2008 (EDT)&lt;br /&gt;
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== Navigation on bottom ==&lt;br /&gt;
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Since recently (2 or 3 days) the navigation and search box are at the very bottom of every page (opera user). Can someone please fix this? --[[User:Koltom|Koltom]] 07:38, 21 March 2008 (EDT)&lt;br /&gt;
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:It's at the bottom of the page for me too, and I'm using Firefox. [[User:Klada|Klada]] 11:43, 21 March 2008 (EDT)&lt;br /&gt;
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::Confirm this is happening for me as well, Firefox 2.0.0.12 ubuntu 7.04. --[[User:Nunix|Nunix]] 14:56, 21 March 2008 (EDT)&lt;br /&gt;
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:::For what it's worth, ditto, and FF 2.0.0.12 Windows XP Home Edition Version 2002 Service Pack 2. --[[User:Savok|Savok]] 15:07, 21 March 2008 (EDT)&lt;br /&gt;
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::::Hah! Sorry, meant Senso. XD Good to have another confirmation regardless. Anyway, I went ahead and emailed him. It's weird how it just cropped up all of a sudden, hopefully something easily fixed. --[[User:Nunix|Nunix]] 02:00, 22 March 2008 (EDT)&lt;br /&gt;
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:It should be back to normal now, sorry for that. --[[User:Senso|Senso]] 11:54, 22 March 2008 (EDT)&lt;br /&gt;
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::No worries, looks good here. Thanks! --[[User:Nunix|Nunix]] 17:54, 22 March 2008 (EDT)&lt;br /&gt;
::: *[[User:Koltom|Koltom]] jumps up and rejoices*&lt;br /&gt;
:::: &amp;quot;[[User:Koltom|Koltom]] was pleased to have a mandate deadline met lately.&amp;quot;?  --[[User:FunnyMan|FunnyMan]] 06:13, 27 March 2008 (EDT)&lt;br /&gt;
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== &amp;quot;American&amp;quot; English or Rest-Of-The-World English? ==&lt;br /&gt;
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Just a minor question, while spell-checking articles, I've encountered a few discrepancies between the two, but I usually see the &amp;quot;rest of the world English&amp;quot; more. So what's the official rule here, assuming we're going for a constant? --[[User:Snoob|Snoob]] 08:40, 7 March 2008 (EST)&lt;br /&gt;
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:Haha. You don't sound biased at all ;). I figure we can go one of two routes. We can either claim that DF is an american topic, since it's being made in america by an american and the wiki is on an american domain&amp;amp;mdash;or we can say DF is an international topic since people from all over are funding Toady. If it's an international topic, we might as well follow the  [http://en.wikipedia.org/wiki/Wikipedia:Manual_of_Style#National_varieties_of_English wikipedia manual of style]. Wikipedia has no preference over the variant used, but there should be consistency in each article. The first user who makes an edit which disambiguates the variety being used in the article is considered the first major contributor and all subsequent edits to that article should use the same type of english. If in doubt, we have history pages. I think the reason you see british english more often in the wiki is because we've had a few editors who in their extreme modesty decided british english is superior and changed several of the american english articles over. I've noticed this happening on a few occasions. (please dont do that). [[User:VengefulDonut|VengefulDonut]] 09:53, 7 March 2008 (EST)&lt;br /&gt;
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::I second sticking with the Wikipedia's Manual of Style for language.  And as a note, there isn't a &amp;quot;Rest of the World English.&amp;quot;  In fact, the language is documented to vary [http://en.wikipedia.org/wiki/Regional_accents_of_English_speakers|as much as the countries that speak it].&lt;br /&gt;
::So, how does the Namibian English variant sound to everyone?  At least then most of us are at an equal starting point!  :P  --[[User:TarrVetus|TarrVetus]] 11:25, 7 March 2008 (EST)&lt;br /&gt;
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:::I made a pretty bad assumption there, I suppose. I was trying to not sound biased, but I suppose I accidentally let it creep in somewhere. I'll just leave the variations to you guys and stick to cleaning up actual typos then. :P --[[User:Snoob|Snoob]] 11:37, 7 March 2008 (EST)&lt;br /&gt;
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::::Hehe.  I can sympathize, Snoob.  I've had this debate with myself in the past, though it was from the other side.  --[[User:TarrVetus|TarrVetus]] 13:17, 7 March 2008 (EST)&lt;br /&gt;
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:::::This is a late reply, but I am an American in China. Here, English is classified either as American English or British English, and American English is widely preferred even though British English is taught to beginning students. I wouldn't say calling it &amp;quot;rest-of-the-world English&amp;quot; is very accurate. I would venture that many countries in Latin America also prefer American English, but what do it know.--[[User:RustyMcloon|Rusty Mcloon]] 01:16, 17 May 2008 (EDT)&lt;br /&gt;
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== Version updates ==&lt;br /&gt;
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There's a new version out today, so the version number and release date need changing. Unfortunately I have absolutely no idea how to do this as they appear to use some kind of function instead of being typed in. Somebody with the know-how fancy making the change? --[[User:TangoThree|TangoThree]] 10:04, 24 February 2008 (EST)&lt;br /&gt;
:[[Template:current/version]]&lt;br /&gt;
:[[Template:current/lastupdate]]&lt;br /&gt;
:[[User:VengefulDonut|VengefulDonut]] 10:15, 24 February 2008 (EST)&lt;br /&gt;
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== Quote randomization ==&lt;br /&gt;
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VengefulDonut, if you want to randomize that for improved quality, you'll need to do it right: Many (most?) of the quotes in the quote archive are in an ARCHIVE: They are bad quotes never intended to be reused. Also, what do we do when we get new quotes? Do they get put in a database, not to be used till the RNG chooses? --[[User:Savok|Savok]] 20:11, 7 February 2008 (EST)&lt;br /&gt;
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:What would you like? [[User:VengefulDonut|VengefulDonut]] 20:36, 7 February 2008 (EST)&lt;br /&gt;
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::I suggest that one quote is permanant, and the other quote refresh everytime we visit the page. So far, I noticed that even if I refresh the page, the same quotes stay. --[[User:Eagle of Fire|Eagle of Fire]] 05:49, 8 February 2008 (EST)&lt;br /&gt;
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:::A new quote on the left, and a randomized archive quote on the right? As for the refesh: the template checks the time. --[[User:Jackard|Jackard]] 06:35, 8 February 2008 (EST)&lt;br /&gt;
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::::What is the tick? Every few minutes? --[[User:Eagle of Fire|Eagle of Fire]] 08:14, 8 February 2008 (EST)&lt;br /&gt;
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:::The template checks the time, but the time doesn't update because the server caches the page. It gets a new one whenever the server refreshes it; you can force this by editing the page or by clicking the preview button. Also, I could make it so that one of the quote boxes picks from the newest x quotes. [[User:VengefulDonut|VengefulDonut]] 10:43, 8 February 2008 (EST)&lt;br /&gt;
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::::Having a newer quote on the left and an archived one on the right sounds better than a permanent quote on either. PS. Might want to remove a few of them, like the 'palisade' quote. --[[User:Jackard|Jackard]] 11:47, 8 February 2008 (EST)&lt;br /&gt;
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:::::The goal of the quote archive was to archive every single quote which ever got to the main page. If you want to thin out only the best quotes, I suggest you use a separate database for that. Even then, how &amp;quot;good&amp;quot; is a quote is very open to interpretation and taste. If I had to remove all the quotes I find bad or unfunny myself, I'd probably remove 80% of the present quotes in the archive. --[[User:Eagle of Fire|Eagle of Fire]] 18:46, 8 February 2008 (EST)&lt;br /&gt;
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::::::Ok. The right quotebox now chooses from the last 10 quotes instead of from among all of them. If anyone feels like they want to prune out or fiddle with quotes, go for it. I think what I've set up should be pretty straightforward, but if you have questions I'll be glad to answer them. [[User:VengefulDonut|VengefulDonut]] 20:11, 8 February 2008 (EST)&lt;br /&gt;
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:::I added two new quotes (40, and 41), but only 40 is showing up at the moment, am I doing something wrong? --[[User:Markavian|Markavian]] 10:10, 10 March 2008 (EDT)&lt;br /&gt;
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::::You did it exactly right. The left quote box randomly chooses between all quotes. The right quote box randomly chooses between the 10 newest. It will come up eventually. [[User:VengefulDonut|VengefulDonut]] 10:17, 10 March 2008 (EDT)&lt;br /&gt;
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:::If possible can we implement a check to insure that the left quote and the right quote are not in fact the same quote? I suppose it wouldn't be a big deal with a small quote, however when it is large, such as the 7 line one I ran into today appearing in both boxes, it makes the page seem a bit crowded and symmetrical. --[[User:Elvang|Elvang]] 14:51, 10 June 2008 (EDT)&lt;br /&gt;
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::::We could do that, but the probability of identical quotes is &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;⁄&amp;lt;sub&amp;gt;totalquotenumber&amp;lt;/sub&amp;gt;, so I don't think it's really needed. --[[User:Savok|Savok]]&lt;br /&gt;
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== Requesting installation of ParserFunctions extension ==&lt;br /&gt;
&lt;br /&gt;
It would be nice if the ParserFunctions[http://meta.wikimedia.org/wiki/Help:ParserFunctions] extension was installed (#if, #expr, etc).  It would be useful for having templates that exclude parts of it if no values are provided.  Note: I cannot find a place for requesting extensions --[[User:Aygar|Aygar]] 13:00, 21 January 2008 (EST)&lt;br /&gt;
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:ParserFunctions has been '''installed'''. I did a quick test and it works. Let me know if you run into problems. --[[User:Senso|Senso]] 11:54, 22 January 2008 (EST)&lt;br /&gt;
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== Translation ==&lt;br /&gt;
&lt;br /&gt;
I've got requests for either having a German wiki or Namespace. I'd like to have everybody's opinion on this. If you people think that having German (and maybe other languages eventually) translations on the main wiki is going to be annoying, tell me. I can also setup a new wiki on a subdomain (de.dwarffortresswiki.net for example). How would it be best organized? Should I use [http://www.mediawiki.org/wiki/Template:Languages LanguageTemplates]? Is there a need for other additional languages? --[[User:Senso|Senso]] 09:31, 17 January 2008 (EST)&lt;br /&gt;
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:Since Dwarf Fortress is only available in English, if you can play the game, you can also read the wiki. I really don't think a German (or any other language) wiki version is worth the effort.--[[User:Siliziumleben|Siliziumleben]] 14:22, 18 January 2008 (EST)&lt;br /&gt;
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::My oppinion also. This doesn't mean we should stop those enthusiam people though. --[[User:Eagle of Fire|Eagle of Fire]] 13:06, 17 January 2008 (EST)&lt;br /&gt;
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::There's a big difference between understanding a game interface and reading long and complex tutorials, descriptions, discussions etc. I know French people who play this game; they can understand the UI but they use the French wiki for reference. Also, if I decide to use a separate wiki/subdomain, this will be totally transparent to you. --[[User:Senso|Senso]] 16:40, 17 January 2008 (EST)&lt;br /&gt;
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:::My first language, the one I used since I'm born, is French. Yet, I way prefer this wiki over the french one. --[[User:Eagle of Fire|Eagle of Fire]] 10:06, 18 January 2008 (EST)&lt;br /&gt;
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::::I'm French too, you know. But when I offered to host a DF wiki, I didn't do it in French because I know English is widely used. But I'm still glad that someone else started a French wiki. --[[User:Senso|Senso]] 22:58, 20 January 2008 (EST)&lt;br /&gt;
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:::::I don't see what harm could come from hosting a German, Japanese, and Russian wiki. It's not like it will interfere with the English one. Also, as a student of languages, I would love to read equivalent articles in German and Japanese. --[[User:DDouble|DDouble]] 22:01, 17 February 2008 (EST)&lt;br /&gt;
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::::::I am german and while I can read english books like german ones, I have to agree that being able to use a UI and understanding the finer points in a tutorial etc. are two quite different things. I guess that if the bandwidth of the wiki is no burden on anyone, it could actually lead to an influx of new ideas and players, which is very important for a &amp;quot;community&amp;quot; game like DF. --[[User:Caiburn|Caiburn]] 20:44, 18 February 2008 (CET+1)&lt;br /&gt;
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Hello everyone!&amp;lt;br&amp;gt;&lt;br /&gt;
I'm from Austria speaking and reading English very well, why should we not translate this wiki? If we are enough fellows we could do a good job. So give us a chance ;)&amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Geri|Geri]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Like [[User:Eagle of Fire|EoF]] implied, a translated wiki is simply not nearly as up to date as the main one. If it was, we would have to rely on an active community of those fluent in English and the language of the translated wiki to keep the wikis coordinated. For this reason, I do not believe that we can successfully create a DFwiki in a different language with the resources that we have at the moment. --[[User:Savok|Savok]] 11:21, 11 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Version of MediaWiki? ==&lt;br /&gt;
&lt;br /&gt;
Sorry if this is completely the wrong place, but does anybody know which version of MediaWiki these pages uses?&lt;br /&gt;
Maybe that information could be included in the page About DwarfFortressWiki? --[[User:Gauteamus|Gauteamus]] 17:00, 17 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I think I found out. This page: [[Special:Version]] says the version is 1.10.1, which should mean that limited #for-loops are supported. I will delete these comments soonishly, but will let them stay for a while incase someone has comments --[[User:Gauteamus|Gauteamus]] 17:28, 17 December 2007 (EST)&lt;br /&gt;
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== Combat Logs? ==&lt;br /&gt;
&lt;br /&gt;
What about a section where people could post cool combat logs from adventurer mode. This would different from the &amp;quot;Stories&amp;quot; section, which is more prose. (This is 'cause I'd like to post the log of a battle I had with a particularly clumsy Giant, who slammed into a wall allowing me to stab him in the back of the head for the eventual win. Its no dragon-slaying tale, but I still think its good.) --[[User:Wahnsinniger|Wahnsinniger]] 11:59, 2 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Humor? ==&lt;br /&gt;
&lt;br /&gt;
Any thoughts about possibly linking [[Main Page/Quote Archive]] page somewhere on the main page? Its an orphan at the moment and is pretty funny and relevant. [[User:Vanan|Vanan]] 15:19, 13 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I'd like to be able to see that happen.  New people coming here might get overwhelmed if we don't amuse them with some good humor here and there.--[[User:AlBorland|AlBorland]] 13:42, 20 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I second that. This second is adorned with hanging rings of Goshenite and menaces with spikes of Goshenite. - [[User:Laugurinn|Laugurinn]] 22:57, 13 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Where does one stick new funny quotes? Namely, this:&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;quot;&amp;quot;Thikut Atheludib, Marksdwarf cancels shooting at Archery Range: Interrupted by Groundhog pup&amp;quot; - What brave soldiers I have&amp;quot; [[User:Juckto|Juckto]] 18:45, 10 December 2007 (EST)&lt;br /&gt;
:That's not exactly funny, but [[Main_Page/Quote]]. --[[User:GreyMario|GreyMario]] 00:43, 14 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Demystify messages? ==&lt;br /&gt;
&lt;br /&gt;
Probably against the spirit of 'losing is fun', but how about a page that explains smoe of the more cryptic messages, such as; 'job item misplaced' and 'job item lost or destroyed'? [[User:Runspotrun|Runspotrun]] 16:43, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Also, is there a suggestions pages? This probably isn't the best page to add ideas... [[User:Runspotrun|Runspotrun]] 16:44, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Importing old entries ==&lt;br /&gt;
&lt;br /&gt;
What's the stance on importing entries from the old wiki for stuff like general item stats? Most of them are still correct (or nearly so) and it would be nice not to have to switch between this and the old wiki any more. I can add a disclaimer to them stating I pulled them from the archives if that's appropriate. --[[User:Xazak|Xazak]] 15:07, 2 November 2007 (EDT)&lt;br /&gt;
:IMO (and I'm not admin or anything) it should be ok but only if you are 100% sure EVERYTHING is correct, and have verified it personally. I've edited at least one article someone copy-pasted with no changes that had old info in it so far and it makes me sad. --[[User:BurnedToast|BurnedToast]] 15:38, 2 November 2007 (EDT)&lt;br /&gt;
::Yes, I second this. Please be diligent if you are going to import old information. Even if you can't do it yourself, at least categorize it as needing verification so someone with the free time can. --[[User:EighenIndemnis|EighenIndemnis]] 15:37, 6 November 2007 (EST)&lt;br /&gt;
:You could use [[Template:Verify]] to indicate that something needs confirmation in the new version. --[[User:Senso|Senso]] 15:47, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I have noticed an increase of pages in which only an old Wiki page is copied/pasted along with a warning that it was copied and thus may not be accurate. Is it just me or that's ''exactly'' what we didn't want to happen, and one of the reasons we started fresh with the new Wiki to begin with? --[[User:Eagle of Fire|Eagle of Fire]] 01:45, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Basic Format ==&lt;br /&gt;
&lt;br /&gt;
I think the [[Farming]] page is a good format for most of the key pages, perhaps the structure from the archive should be followed. --[[User:Infinity|Infinity]] 05:56, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Agreed, I've tried to copy this style on several pages, e.g. [[Gear Assembly]]. --[[User:Markavian|Markavian]] 23:30, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
I would like to add a request for a 'build tree' of sorts.  It would, for example, make figuring out how to get iron bars a whole lot less frustrating. --[[User:Dogcow|Dogcow]] 17:18, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Hello, I've added a whole page on the various metals you can make now.  This is my first time editing a wiki so feel free to make corrections for me if you want, just leave me a message on the page letting me know where I went wrong.  Also, since some Alloys involve smelting 3 bars of metal now, I have included a new template called Alloy3 to display these.  I'm not sure on the colors though so have at it where I'm off :)  --[[User:Chthon|Chthon]] 11:33, 3 November 2007 (EDT)&lt;br /&gt;
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:Would like to second the build-tree suggestion.  New player here, and I use the wiki to reference items I require but do not know how to build.  I may be a bit slow, but it took me half a year to figure out I needed a Weaponsmith to make new Iron Picks.  The wiki page only mentions the Metalsmith's Forge, and it never occurred to me that Weaponsmiths use the same workshop, since a pick is physically both wood and iron.  Having a description that says exactly what is needed to create an item would be very useful for new players.  --[[User:T.D.|tuxdelux]] 15:15, 8 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::A pick is actually all iron, at the moment, no wood to it. I expect that Toady will eventually get to redoing that whole system, but I doubt that he'll touch it until then. --[[User:Savok|Savok]] 11:21, 11 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Change guide? ==&lt;br /&gt;
&lt;br /&gt;
Was just thinking, perhaps one of the links (or sections) on the main page should be a guide to the major changes between last version and this one.  Yes, a TON of stuff has changed, but a lot also has not, and a lot of the core concepts are the same... so I would imagine many of us who have played the previous version(s) would love a section where we can see a list of new basics we have to learn, along with links to those things' individual pages... like, z-axis (obviously), mechanisms, fluid dynamics, nobles, elevation/slope, farming... you get the idea.  --[[User:Cliffjeff|Cliffjeff]] 11:43, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Yea, I'm thinking not. Isn't the whole point of DF finding things out on your own? &amp;quot;Losing is Fun&amp;quot; and all that. Ok, so if we summarized all the changes, and someone (like me) didn't want to know we could not just not look at it right? What can I say? I'M WEAK! If we summarize the changes I will CONSUME it! (I'm only here because I still have another 6 hours of work before I can go home and try it!)&lt;br /&gt;
&lt;br /&gt;
::Meanwhile, I'm lazy and stubborn and would love a consolidated list of only new things I need to know =p and I'm also trapped at work and unable to mess around in the game :( but if the whole point was finding out things on your own, why would we have a wiki? ;p --[[User:Cliffjeff|Cliffjeff]] 15:58, 30 October 2007 (EDT)&lt;br /&gt;
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:::I agree, I think the change guide is a good idea, and it would also help us direct our attention at the articles that are likely to need the most work. --[[User:Peristarkawan|Peristarkawan]] 16:01, 30 October 2007 (EDT)&lt;br /&gt;
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::::It ought not to be very hard to generate a basic change guide based on the official change notes, and then update it as the details are discovered.  --[[User:Bobson|Bobson]] 16:26, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::A change guide 'page' might be useful pointing out major differences but I think the style of the wiki should be aimed at new users who know nothing of previous versions. I think we should not compare old/vs new as a rule, but if necessary we should include comparisons at the bottom of a page as apposed to the main article. That is how I am writing my edits. --[[User:Markavian|Markavian]] 23:26, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::The thing is, the whole idea of the wiki kind of goes against 'finding things out on your own'.  If you want to be completely surprised by a game, don't read a wiki specifically intended to reveal all the details about it...  sure, we do put warnings on the most spoily stuff, but at the end of the day this is a Wiki intended to document everything about Dwarf Fortress, so just about every page is going to be a spoiler to some degree. --[[User:Aquillion|Aquillion]] 03:12, 9 May 2008 (EDT)&lt;br /&gt;
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:To add my take on this subject... I think that this is a gigantic game, in some ways more complex then any of the Elder Scrolls game. I mean, in the ES games, you have weapons, armor and others... In this game you have an exceptionally large number of items of many different types and purposes... It's very difficult for newbies to fathom exactly what an item is used for. Without this Wiki, I think a lot of people would struggle with this game. [[User:AlexFili|AlexFili]] 05:59, 9 May 2008 (EDT)&lt;br /&gt;
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:Although this is a bit late, Toady does summarize version changes in a text file in the game's main folder. --[[User:Savok|Savok]] 11:21, 11 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Possible bugs ==&lt;br /&gt;
&lt;br /&gt;
Hi, this is my first time writing to any wiki.&lt;br /&gt;
&lt;br /&gt;
I am writing about possible bugs. I have seen, that some sections of this wiki contain information about bugs. I think I have found one, but don't where to put it, or whether it is already here. I am also sorry, if this isn't the right place. If so, please delete this entry.&lt;br /&gt;
&lt;br /&gt;
Anyway, if your furniture stockpile isn't big enough, and you try to put furniture into a specific room,it is sometimes possible, that that furniture won't be put. Instead, it will be blinking forever. You can change it functioning (make bedroom, throne room...) but to be honest, I don't know if this item is actually there, or not.&lt;br /&gt;
&lt;br /&gt;
== alternate site???? ==&lt;br /&gt;
&lt;br /&gt;
there appears to be a very similar site at &lt;br /&gt;
http://dwarf.lendemaindeveille.com/index.php/Immigration&lt;br /&gt;
(not just that adress)&lt;br /&gt;
what is the diffrence???&lt;br /&gt;
&lt;br /&gt;
That's the address which was originally used for the site, before Senso registered a separate domain for it (dwarffortresswiki.net). Both domains are valid and point to the same content, so they're interchangeable. --[[User:Janus|Janus]] 20:59, 21 August 2008 (EDT)&lt;br /&gt;
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== Quotes ==&lt;br /&gt;
&lt;br /&gt;
Just for the record, does anybody mind if I put a link to the [[Main Page/Quote Archive]] page on the front page? [[User:Shabang50|Shabang50]] 12:58, 30 September 2008 (EDT)&lt;br /&gt;
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== Shutting down the archive ==&lt;br /&gt;
&lt;br /&gt;
In about two weeks, I will shutdown the read-only archive (http://archive.dwarffortresswiki.net) as I believe we've been using the current versions long enough. I'm also looking at ways to reduce the server load, disk space used and bandwidth consumed. So there. If articles were not ported to the current wiki, please do ASAP. If you have objections, please speak now. --[[User:Senso|Senso]] 12:33, 9 October 2008 (EDT)&lt;br /&gt;
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:Regarding outright deletion: I'd prefer you didn't.  Is there at least a way to preseve it in some downloadable format?  The old version of the game was interesting in its intrinsic danger, and besides that, I have a succession game using that version.  I think a downloadble, locally-running copy would be a good idea.--[[User:Dadamh|Dadamh]] 13:19, 11 October 2008 (EDT)&lt;br /&gt;
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::Mediawiki allows for database dumps to be made. Any chance you could do this? I am interested in this content. See http://www.mediawiki.org/wiki/Manual:Backing_up_a_wiki - you'd just follow the procedures for an xml dump and make the resulting files available for a limited time. [[User:Random832|Random832]] 17:14, 20 October 2008 (EDT)&lt;br /&gt;
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== PSA ==&lt;br /&gt;
&lt;br /&gt;
While the intention is great, the main page isn't the place to post it.&lt;br /&gt;
It should be added to the editing/creating dialog, probably so that it appears under any previews, and above the actual editing box. --[[User:N9103|Edward]] 16:53, 20 October 2008 (EDT)&lt;br /&gt;
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:Gladly - just tell me how to do it without the required permissions. --[[User:GreyMario|GreyMaria]] 19:50, 20 October 2008 (EDT)&lt;br /&gt;
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::It was my intention that you would bring it up to Senso to do it. --[[User:N9103|Edward]] 22:35, 20 October 2008 (EDT)&lt;br /&gt;
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:::Agreed, putting editing pet peeves at the top of the main page is overkill.  Ask Senso to make the changes Edward suggests.--[[User:Maximus|Maximus]] 01:34, 21 October 2008 (EDT)&lt;br /&gt;
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:Frankly, I think it's important enough, and unknown enough, that it should stay on the front page. -- [[User:RomeoFalling|RomeoFalling]] 20:58, 20 October 2008 (EDT)&lt;br /&gt;
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::If it does stay on the main page, professionalize it a bit more and remove the sigs. My vote's for taking it down anyways. I almost hit revert as a &amp;quot;knee-jerk response to vandalism&amp;quot;. The main page article is not a place to air your grievances about how people edit. --[[User:Rkyeun|Rkyeun]] 06:02, 21 October 2008 (EDT)&lt;br /&gt;
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:::If it could be moved to the Editing/Creating page, then I wouldn't object to moving it off the main page. But I'm on several wikis, and not one of them lists the sign-off info anywhere that's easy or intuitive to discover. [[User:RomeoFalling|RomeoFalling]] 20:06, 21 October 2008 (EDT)&lt;br /&gt;
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::::It can be, it just needs edit permissions on the host. While it looks a tad better now (thanks RF), it's still entirely out of place. --[[User:N9103|Edward]] 20:34, 21 October 2008 (EDT)&lt;br /&gt;
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::::This is a very jarring thing to see on the main page. It is completely out of place and affects the first impression people get when they see the wiki. It just makes us look bad. Put the issue on Senso's talk page and he is likely to add it to the editing dialog, but it should be taken down first. [[User:VengefulDonut|VengefulDonut]] 09:34, 22 October 2008 (EDT)&lt;br /&gt;
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::::I have removed the PSA under the premise that changes to the main page are wrong until proven right, rather than the other way around. We can return it after agreement has been reached regarding its presence. [[User:VengefulDonut|VengefulDonut]] 23:44, 22 October 2008 (EDT)&lt;br /&gt;
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:I'll mess with the code today and include such a warning directly on the Editing template. I'm also tired of people not using signatures. --[[User:Senso|Senso]] 15:59, 23 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
There may be a page in the MediaWiki namespace that can be used. [[Mediawiki:Edittools]] will add text _after_ the edit box; I don't know about before. I know Wikipedia has a feature for that but I think it's an extension. [[User:Random832|Random832]] 08:41, 28 October 2008 (EDT)&lt;br /&gt;
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Huh. after going through the source code I can now say there is NOT one - there's ones for all kinds of special cases (creating a page, recreating a deleted page, editing a protected page as an admin, editing a Mediawiki: page as an admin) but not one to just always show. Nevermind, then [[User:Random832|Random832]] 08:54, 28 October 2008 (EDT)&lt;br /&gt;
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:I don't even see a huge problem with people not signing their posts, anyway.  If a person only makes one or two posts, knowing their &amp;quot;name&amp;quot; isn't important.  People who intend to stick around should be [[template:newbie|clued in]].--[[User:Maximus|Maximus]] 15:39, 28 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Lets Download Dwarf Fortress! ==&lt;br /&gt;
&lt;br /&gt;
Well you can't, and that's the issue. Are there any plans on changing the main page's link to a mirror? Since this wiki comes in second on Google only to the official Bay 12 homepage, it'd make sense for there to be a working download for potential players. [[User:Raithah|Raithah]] 01:05, 24 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I added the links for mirrors 2-4 to the downtime notice.  &amp;quot;Mirror&amp;quot; 1 is B12G itself. - [[User:FunnyMan|FunnyMan]] 01:15, 24 October 2008 (EDT)&lt;br /&gt;
::Per my PM to FunnyMan, is there a mirror link available for the Mac version? These are just the Windows version. [[User:23skidoo|23skidoo]] 21:35, 25 October 2008 (EDT)&lt;br /&gt;
::Though for obvious reasons I am unable to vouch for it's integrity (ie. infected by virus, spyware, etc.), [http://mac.softpedia.com/get/Games/Dwarf-Fortress.shtml|Softpedia] has a mirror of the most recent version, OS X edition. [[User:Raithah|Raithah]] 00:33, 26 October 2008 (EDT)&lt;br /&gt;
:::The download link is just the Bay12 site again, which is down, however Funnyman has just added a Mac download mirror link to the main page. [[User:23skidoo|23skidoo]] 16:26, 26 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== ETA? ==&lt;br /&gt;
&lt;br /&gt;
I miss Bay 12 Games! Does anyone have any idea when we should be getting it back? I just want to know if I should stop constantly clicking my bookmark and sit back and wait for a few weeks. --[[User:Zoodle|Zoodle]] 16:23, 26 October 2008 (EDT)&lt;br /&gt;
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: I think it's safe to say that since we can't make donations to Toady while the site's down, it'll be back up pretty soon. --[[User:Fossaman|Fossaman]] 13:58, 27 October 2008 (PDT)&lt;br /&gt;
::You can make donations: if you go to an archived version of the page, the paypal buttons still work since paypal didn't crash. According to Toady on at least two occasions, the site was supposed to be back up today (monday). But that doesn't seem to be happening. It should happen soon, though. --[[User:Penguinofhonor|Penguinofhonor]] 22:23, 27 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Looks like the main site just came back up. The forums are still not back up yet, though I imagine they will be within the next few hours. --[[User:Janus|Janus]] 08:32, 28 October 2008 (EDT)&lt;br /&gt;
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::You'll be pleased to know that the forums are now back up as well, and seem to be functioning normally. [[User:Ryo|Ryo]] 13:00, 29 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::So Random### decided to say that the forums are '''not''' up. Last I checked, being able to reach the &amp;quot;you are banned&amp;quot; screen means the forums are back up. --[[User:GreyMario|GreyMaria]] 14:16, 29 October 2008 (EDT)&lt;br /&gt;
...huh? (way to insult me behind my back btw - if you have something to say, next time say it on [[user talk:random832|my talk page]]) - anyway, it was a DNS problem, and the page I did see was a PHP error message, NOT a forum software &amp;quot;you are banned&amp;quot; messages. [[User:Random832|Random832]] 16:35, 10 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Forums? ==&lt;br /&gt;
&lt;br /&gt;
A short time ago but after the forums crashed I got a pair of PMs claiming to be from the bay12games forum.&lt;br /&gt;
&lt;br /&gt;
Are these forums up somewhere, or how would I explain those PMs? &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Sukasa|Sukasa]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Last I checked, the b12g forums were actually back up and linked to from the bay12games site. &amp;lt;_&amp;lt; --[[User:GreyMario|GreyMaria]] 23:47, 20 November 2008 (EST)&lt;br /&gt;
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::Nope, when I go to /forum/ I just get a mostly-empty directory view --[[User:Sukasa|Sukasa]] 09:14, 21 November 2008 (EST)&lt;br /&gt;
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DNS problems. See instructions at http://www.dwarffortresswiki.net/index.php?title=Main_Page&amp;amp;oldid=34213 . [[User:Random832|Random832]] 11:57, 21 November 2008 (EST)&lt;br /&gt;
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:Not helpful- I've already flushed my DNS several times, used ''different'' DNS's, and tried that fix- I'm still getting the 'empty' forum folder.  And according to cmd&amp;gt;ping, the DNS addresses are already correct.&lt;br /&gt;
&lt;br /&gt;
::Strange. Try going specifically to http://www.bay12games.com/forum/index.php. --[[User:Janus|Janus]] 22:21, 21 November 2008 (EST)&lt;br /&gt;
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:::404, actually --[[User:Sukasa|Sukasa]] 01:03, 22 November 2008 (EST)&lt;br /&gt;
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::::OK then, what IP address is it indicating when you ping the server (which you mentioned above)? The new, current IP (which I double checked) for bay12games.com is 216.97.239.212. --[[User:Janus|Janus]] 03:59, 22 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::That -is- the IP ._.  In fact, that`s been the IP for months.&lt;br /&gt;
::::That said, manually going to http://216.97.239.212/forum/ worked, but trying to click -anything- redirects me to a 404 on bay12games.com/forum/.  About the only other thing I can see is that I'm getting wwwRedirect in the GET string.&lt;br /&gt;
:::: Hm, found what may be the issue.  Despite having flushed/registered the DNS a week or so ago, my DNS records still have the wrong IP in for bay12games.  Confusing as all get-out, since /dwarves/dev_now.html works fine for me. {{unsigned|Sukasa}}&lt;br /&gt;
&lt;br /&gt;
:::::The ping command should resolve DNS entries exactly the same as your browser would, so that was why I was asking (i.e. &amp;quot;ping bay12games.com&amp;quot; should resolve to 216.97.239.212). Glad you've got it nailed down as a DNS issue though. --[[User:Janus|Janus]] 19:25, 22 November 2008 (EST)&lt;br /&gt;
:::::Uh, by the way: do you access the internet through a router? Sometimes they can muck things up, and in fact I've seen one cause problems by caching DNS entries. Fixing such a problem would vary from one router to the next, though. --[[User:Janus|Janus]] 19:34, 22 November 2008 (EST)&lt;br /&gt;
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:::::It's a Linksys Router, yes.  It's definitely not the router and instead my internal cache, since the problem persists even when I bring my laptop to work or to University. --[[User:Sukasa|Sukasa]] 23:53, 22 November 2008 (EST)&lt;br /&gt;
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:::::Firefox also maintains its own cache, IIRC. [[User:Random832|Random832]] 11:13, 24 November 2008 (EST)&lt;br /&gt;
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:::::Nah, I use Chrome.  Anyways, managed to fix it, thanks for the help --[[User:Sukasa|Sukasa]] 16:51, 25 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Notice box at the top of Main Page ==&lt;br /&gt;
&lt;br /&gt;
As we can see from the edit history, [[User:Alya|Alya]] states that &amp;quot;it was intended to ensure information from the old wiki didn't just get copied over; it isn't really needed anymore, especially that prominently.&amp;quot; [[User:N9103|Edward]] replies, &amp;quot;Versions still update regularly, and accuracy should always be a priority.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
Right under &amp;quot;Download Dwarf Fortress&amp;quot; is emblazoned the same text as the notice box except for a reminder to ensure that info is accurate for the ''latest'' version. I'm inclined to think that the sort that wouldn't do that won't be listening to the notice box any more than Rules [[DwarfFortressWiki:Community_Portal#F|F]], [[DwarfFortressWiki:Community_Portal#V|V]], and sometimes [[DwarfFortressWiki:Community_Portal#Y|Y]]. No, ''especially'' Y.&amp;lt;br&amp;gt;&lt;br /&gt;
Opinions?&amp;lt;br&amp;gt;&lt;br /&gt;
--[[User:Savok|Savok]],&amp;lt;br&amp;gt;&lt;br /&gt;
not wanting to start revert wars at 00:44, 30 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I think that's going to end up being true, what with the current state of the average human brain. Though I'm fresh out of suggestions, except giant red blinking text. --[[User:GreyMario|GreyMaria]] 01:13, 30 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I have to agree with Alya.  We barely have a problem with people adding inaccurate info of any kind, let alone outdated info.  It gets outdated on its own, and if we're lucky, we spot it and fix it.  We could toss the notice box altogether.--[[User:Maximus|Maximus]] 02:25, 30 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Consensus seems against me. Notice Removed. --[[User:N9103|Edward]] 05:21, 30 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Meeting Hall' page for general questions. ==&lt;br /&gt;
&lt;br /&gt;
Wowwiki (for Warcraft and related things) has a 'Village pump' page, that functions as kind of a general question area. Is there something like that here, or could there be? I've seen references to the forums, but the links don't seem to work, usually, at least for me. (I'm on a company network, which may be why.) --[[User:Azaram|Azaram]] 23:03, 9 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I'd say the forums really are the best place for that stuff.  It's a pity if you can't use 'em.  But feel free to ask questions on any talk page on the wiki, however; there are plenty of people who watch [[Special:Recentchanges]].--[[User:Maximus|Maximus]] 18:00, 10 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Since Toady fairly recently restructured the forums, some of the links to them are still broken. If you can't access [http://www.bay12games.com/forum/index.php the real forums], though, I can't help you.&lt;br /&gt;
::Like he said, most questions should be asked on the talk page of the appropriate subject, and we have enough people reading the changes in the wiki that you should be answered. --[[User:Savok|Savok]] 11:21, 11 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:This could be a good replacement for the currently (and for a good while now) unused [[Current_events]] page, perhaps changing it's title to something more appropriate, while maintaining it's presence as a 'Main Navigation Link'. That's my two dwarfbucks on ideas for a replacement for that page anyways. --[[User:N9103|Edward]] 00:18, 30 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
☼ ☼!!!!! I personally think it needs a sandbox page, where new, or even experienced who wnat to try a new thing, users can test stuff and see how to do things like upload images, or what the many edit buttons do.--[[User:Destor|Destor]] 01:23, 30 December 2008 (EST)☼ ☼&lt;/div&gt;</summary>
		<author><name>Destor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:JubalHarshaw&amp;diff=46610</id>
		<title>User talk:JubalHarshaw</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:JubalHarshaw&amp;diff=46610"/>
		<updated>2008-12-29T20:19:01Z</updated>

		<summary type="html">&lt;p&gt;Destor: New page: Dude, you have done over 100 edits over the last few hours. You should probably take a break and just play for a bit. Thanks for doing all of the work no one else did though, I'm sure ever...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dude, you have done over 100 edits over the last few hours. You should probably take a break and just play for a bit. Thanks for doing all of the work no one else did though, I'm sure everyone appreciates it.--[[User:Destor|Destor]] 15:19, 29 December 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Destor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Duke&amp;diff=40378</id>
		<title>40d Talk:Duke</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Duke&amp;diff=40378"/>
		<updated>2008-12-28T18:13:32Z</updated>

		<summary type="html">&lt;p&gt;Destor: just realized it still says city even though I have count!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Arrival conditions ==&lt;br /&gt;
My [[Count]] was promoted to Duke just after a trade caravan left: Pop 215, Created ~960k, Imported ~497k (may have been more at the time), Exported 30235. -- [[User:Raumkraut|Raumkraut]] 02:41, 16 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
My [[Baron]] was promoted to Duke also after a trade caravan left: Pop '''211''', Created '''~1800k''', Imported '''~373k''', Exported '''30913'''. I suspect that Export must be over 30000 for the Duchy -- [[User:Zruty|Zruty]] 13:12, 17 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
My Baroness was promoted to Countess recently, but hasn't been promoted to Duchess. Current status: Pop 130, Created 2953k, Imported 282k, Exported 45k. It seems likely that there's both Export 30,000 and a population requirement (my guess is 140). [[User:Vaniver|Vaniver]] 14:54, 6 June 2008 (EDT)&lt;br /&gt;
:Just became Duchy- not sure what the trigger was. The preceding events that might have had an impact (from most recent to older): mayoral election, arrival of Human traders, birth of 152nd dwarf. Pop 152, Created 4866k, Imported 334k, Exported 57k. [[User:Vaniver|Vaniver]] 19:19, 9 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Examples of counts becoming dukes ==&lt;br /&gt;
&lt;br /&gt;
I have had two forts with counts promoted to dukes recently, both in 0.28.181.40c. The first one was a count at about 140 inhabitants, ~1000k wealth, 200k imported and 20k exported. I traded away 10k to the autumn dwarven traders, and the moment the last wagon left the map, the fortress became a duchy. So the 30k requirement seems right.&lt;br /&gt;
&lt;br /&gt;
In the other fort, I already had 120 inhabitants, 4000k wealth, 1000k imported and 100k exported when the baron came. He immediately became a count. The population passed 140 in a spring immigration wave, and the following late summer, without any important events, he was suddenly promoted to duke. The only irregularity was that the human caravan didn't come.&lt;br /&gt;
&lt;br /&gt;
It seems (and this fits with other people's experiences) that if all requirements are met except the 140 population, that the event will fire randomly but fairly quickly once the population reaches 140. When all requirements are met except for the 30k exported wealth, the event fires the instant that is met. If this has to do with seasons or anything else, I don't know, so I'm not editing the page. Just thought that this would be useful information.&lt;br /&gt;
&lt;br /&gt;
Edit: Oops, I'm new to this, I guess I'll add this manually. Report made by Vaftrudner, 5th September 2008. There. ;)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I got my count in a migrant wave, and then after the traders left the map and I got over 30,000 exported, nothing happened. I have had 2 more traders since then and am now at POP;179 dwarves, 178 animals. exported;50630 imported;582016 created;1626577 and am playing with the economy. Any other things I need? no deaths of nobles ever, and very few deaths at all.--[[User:Destor|Destor]] 13:09, 28 December 2008 (EST)&lt;br /&gt;
EDIT: oh, and I just noticed that even though I have the count, the status screen still says I am a city. do I need the latest version?--[[User:Destor|Destor]] 13:13, 28 December 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Destor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Duke&amp;diff=40377</id>
		<title>40d Talk:Duke</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Duke&amp;diff=40377"/>
		<updated>2008-12-28T18:09:09Z</updated>

		<summary type="html">&lt;p&gt;Destor: over 30,000 exported and no duke!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Arrival conditions ==&lt;br /&gt;
My [[Count]] was promoted to Duke just after a trade caravan left: Pop 215, Created ~960k, Imported ~497k (may have been more at the time), Exported 30235. -- [[User:Raumkraut|Raumkraut]] 02:41, 16 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
My [[Baron]] was promoted to Duke also after a trade caravan left: Pop '''211''', Created '''~1800k''', Imported '''~373k''', Exported '''30913'''. I suspect that Export must be over 30000 for the Duchy -- [[User:Zruty|Zruty]] 13:12, 17 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
My Baroness was promoted to Countess recently, but hasn't been promoted to Duchess. Current status: Pop 130, Created 2953k, Imported 282k, Exported 45k. It seems likely that there's both Export 30,000 and a population requirement (my guess is 140). [[User:Vaniver|Vaniver]] 14:54, 6 June 2008 (EDT)&lt;br /&gt;
:Just became Duchy- not sure what the trigger was. The preceding events that might have had an impact (from most recent to older): mayoral election, arrival of Human traders, birth of 152nd dwarf. Pop 152, Created 4866k, Imported 334k, Exported 57k. [[User:Vaniver|Vaniver]] 19:19, 9 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Examples of counts becoming dukes ==&lt;br /&gt;
&lt;br /&gt;
I have had two forts with counts promoted to dukes recently, both in 0.28.181.40c. The first one was a count at about 140 inhabitants, ~1000k wealth, 200k imported and 20k exported. I traded away 10k to the autumn dwarven traders, and the moment the last wagon left the map, the fortress became a duchy. So the 30k requirement seems right.&lt;br /&gt;
&lt;br /&gt;
In the other fort, I already had 120 inhabitants, 4000k wealth, 1000k imported and 100k exported when the baron came. He immediately became a count. The population passed 140 in a spring immigration wave, and the following late summer, without any important events, he was suddenly promoted to duke. The only irregularity was that the human caravan didn't come.&lt;br /&gt;
&lt;br /&gt;
It seems (and this fits with other people's experiences) that if all requirements are met except the 140 population, that the event will fire randomly but fairly quickly once the population reaches 140. When all requirements are met except for the 30k exported wealth, the event fires the instant that is met. If this has to do with seasons or anything else, I don't know, so I'm not editing the page. Just thought that this would be useful information.&lt;br /&gt;
&lt;br /&gt;
Edit: Oops, I'm new to this, I guess I'll add this manually. Report made by Vaftrudner, 5th September 2008. There. ;)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I got my count in a migrant wave, and then after the traders left the map and I got over 30,000 exported, nothing happened. I have had 2 more traders since then and am now at POP;179 dwarves, 178 animals. exported;50630 imported;582016 created;1626577 and am playing with the economy. Any other things I need? no deaths of nobles ever, and very few deaths at all.--[[User:Destor|Destor]] 13:09, 28 December 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Destor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Destor&amp;diff=45223</id>
		<title>User:Destor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Destor&amp;diff=45223"/>
		<updated>2008-12-28T17:17:20Z</updated>

		<summary type="html">&lt;p&gt;Destor: removing the holiday note.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Destor was bored recently. He admired a great fortress recently. He was caught in the snow recently. he played too much DF lately. He hasn't been on the computer much recently. He wrote a nice user page lately.&lt;br /&gt;
&lt;br /&gt;
Destor enjoys playing DF, and it seems like not too much else now. (been playing too much, heh) Reading, computers, video games, and snow for its coldness.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Random funny things! ==&lt;br /&gt;
&lt;br /&gt;
my mayor wanted some stuff out of bismuth, which I have none of, anywhere, and when the mandate was almost over, another mayor was elected! wow, that's convenient. BTW, has anyone noticed that in DF you start with 7 dwarves, and there were also 7 in Snow White? (I sense a Toady-Disney conspiracy, here.) I also have seen a dwarf who dislikes toads! the nerve! that's all I can think of, tell me about something else on my talk page, or tell me a better place to put these. --[[User:Destor|Destor]] 22:29, 29 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
oh, man! my adventurer just picked up a giant roach and threw it at an enemy. I am still cracking up. of course, the same adventurer has thrown corpses, flies, spears, etc. before.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The most hilarious thing that could (n)ever happen in Dwarf Fortress ==&lt;br /&gt;
&lt;br /&gt;
So, I had de-drafted my best hammerdwarf from the military, to do some cross training, and guess what! he got a strange mood. at the same time, my mayor decides he wants an artifact, so he demands one. After a few months, my dwarf is not done, so then my hammerer comes up and beats him for violating the production order. bad move. My dwarf disarms the hammerer and takes his hammer which he then kills the hammerer with. After this, he is my best hammerdwarf in the fortress, so he gets assigned to be the new hammerer. Then he beats himself to death, what a tragic ending.&lt;br /&gt;
&lt;br /&gt;
I know, I know, this could never happen (noble requesting artifact, being assigned hammerer, killing himself with a beating) but it was still funny!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== help ==&lt;br /&gt;
&lt;br /&gt;
When my brother taught me how to play on his computer, he used a saved embark setup, with turtles and all of the other things he wanted. This was a long while ago, and I am now on like, my 6th fort, which I am preparing for, and I want to save the skills and items, for my future forts. My brother cannot remember, he doesn't play it very much anymore. So, after searching on the wiki, I can't find it and now need some friendly user's help. How do you do this, or is it just that my brother did something else and this is not possible. --[[User:Destor|Destor]] 18:55, 29 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Isn't there some utility that lets you save embark profiles? --[[User:GreyMario|GreyMaria]] 19:25, 29 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::The latest version of DF lets you save the profile in the customize embark screen. I think. I haven't actually tried to load my saved profile. --[[User:Savok|Savok]] 21:24, 29 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Download the latest version, if you haven't already.--[[User:Maximus|Maximus]] 22:19, 29 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
I just realized something; if you have the latest version, how do you do that? this is purely hypothetical, but what keys do you press and such?--[[User:Destor|Destor]] 00:26, 9 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== YEAH! ==&lt;br /&gt;
YES! THE COUNT! Destor has been ecstatic lately, he got a count and the dwarven economy. YES! after 6 whole years, a stinking count and the economy. oh joy of joys!--[[User:Destor|Destor]] 17:32, 10 December 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Destor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Moss&amp;diff=46608</id>
		<title>40d Talk:Moss</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Moss&amp;diff=46608"/>
		<updated>2008-12-28T16:37:50Z</updated>

		<summary type="html">&lt;p&gt;Destor: whoops, this was a reply and now a slight edit ofr clarity.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Moss may just be an in-game indicator that the area is truly abandoned and that no one has gone in to do the little things like making sure the statuary gardens stay clean. [[User:Volouscheur|Volouscheur]] 02:08, 28 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
it says that in the article basically. I think (s)he  meant that we need to find out the effects of moss, what it does, how to destroy it, if it gives negative thoughts, and etc. I will go search the string dump now.--[[User:Destor|Destor]] 11:37, 28 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
alright, it only lists  moss as ''mossy'' and it lists it with the other descriptive effects like vomit- and blood-spattered. there is no other mention of moss in the string dump page.--[[User:Destor|Destor]] 11:37, 28 December 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Destor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Moss&amp;diff=46607</id>
		<title>40d Talk:Moss</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Moss&amp;diff=46607"/>
		<updated>2008-12-28T16:37:01Z</updated>

		<summary type="html">&lt;p&gt;Destor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Moss may just be an in-game indicator that the area is truly abandoned and that no one has gone in to do the little things like making sure the statuary gardens stay clean. [[User:Volouscheur|Volouscheur]] 02:08, 28 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
it says that in the article basically. I think (s)he  meant that we need to find out the effects of moss, what it does, how to destroy it, if it gives negative thoughts, and etc. I will go search the string dump now.--[[User:Destor|Destor]] 11:37, 28 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
alright, it only lists  moss as ''mossy'' and it lists it with the other descriptive effects like vomit and blood spattered. there is no other mention of moss in the string dump page.--[[User:Destor|Destor]] 11:37, 28 December 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Destor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Wound&amp;diff=29159</id>
		<title>40d Talk:Wound</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Wound&amp;diff=29159"/>
		<updated>2008-12-28T02:49:38Z</updated>

		<summary type="html">&lt;p&gt;Destor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==.33c bug==&lt;br /&gt;
My miner had a broken arm and was &amp;quot;resting&amp;quot; even though all he did was move back and forth on the screen and submit to starvation and dehydration. I set a dwarf to Health Care only, had buckets to spare, and nothing was done to care for the dwarf. As far as I'm concerned, in v.33c. Check out the pic below and the [http://mkv25.net/dfma/movie-184-restlesswoundedminer movie] I have.&lt;br /&gt;
&lt;br /&gt;
[[Image:Injury.png | none | frame | 500px | Injured dwarf spam.]]&lt;br /&gt;
[[User:Schm0|Schm0]] 18:31, 24 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Happened to me too, also v.33c [[User:Klada|Klada]] 23:49, 1 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:This bug has been fixed --[[User:Karlito|Karlito]] 23:50, 1 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
same thing is happening to me so i dont think it has... [[User:Twiggie|Twiggie]] 12:54, 7 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Actually it has, as of 33d. You may need to download a new version. [[User:Klada|Klada]] 13:17, 7 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Priority of [[health care]] task ==&lt;br /&gt;
&lt;br /&gt;
I think the game is a bit broken in that I can have a dwarf set with [[health care]] (I know it's a redlink) as their only active task, and rather than bring food to a dwarf who seems to only be moderately injured, but is now about to die from starvation - even though there is a stockpile of prepared meals 6 tiles away, and the other dwarves are resting in the same barracks![[User:GarrieIrons|GarrieIrons]] 04:56, 12 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Brown Wounds ==&lt;br /&gt;
&lt;br /&gt;
my legendary miner will not heal his brown wounds he must have been resting for a year now. What should I do? --[[User:Hoborobo|Hoborobo]] 06:54, 10 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Well, have you seen where his injury is? It could be a nervous injury, which never heals (see the wound article, its really sad).&lt;br /&gt;
&lt;br /&gt;
== healing speed ==&lt;br /&gt;
it seems that in the newest version(.38c) wounds heal at incredible speed - I watched my woodcutter fight batmen and get lightly wounded, was relieved that it was nothing worse, but when I checked back on him he was uninjured. So when my miner took on a wolf I kept a very close eye on him, and indeed he suffered moderate wounds and got a &amp;quot;rest&amp;quot; job, but the wound healed to lightly wounded before he even got back into the fortress and was gone by the time he reached his bed.--[[User:Syndic|Syndic]] 00:30, 13 March 2008 (EDT)&lt;br /&gt;
: chances are they have a (very) high toughness? - this will cause exactly what you describe. Send a peasant recruit into battle and you will see the difference ;) --[[User:Koltom|Koltom]] 07:20, 13 March 2008 (EDT)&lt;br /&gt;
::Given that they were miners and woodcutters, they would become tough before they become even [[proficient]] in their trade. As mentioned by Koltom and indeed in the article, toughness has a huge effect both on the impact of being wounded (ie tough dwarves carry on regardless) AND on the rate of healing (they get better before they make it to their bed to rest).[[User:GarrieIrons|GarrieIrons]] 07:24, 26 July 2008 (EDT)&lt;br /&gt;
: I only had this once when I started a fortress in a desert without any water resources. Maybe this is a hack to prevent dwarves from dying from thirst? [[User:Qwertyu|Qwertyu]] 05:20, 26 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I've noticed something similar to this in .40c as well. One of my miners in a new fortress, who was at best merely 'tough' sustained a red injury to his hip which had completely disappeared a few minutes later. The only unusual thing I did was draft all seven dwarves into the army first and then make them civilians after the skeletal goat was dead. I don't think the miner had even made his way to a bed to rest before this miraculous healing.[[User:Extar|Extar]] 16:06, 25 August 2008 (EDT)&lt;br /&gt;
: I believe every season there is a chance of a red wound healing. Perhaps he had extraordinarily high toughness and you got lucky? --[[User:Squeegy|Squeegy]] 19:53, 21 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Nervous system damage ==&lt;br /&gt;
&lt;br /&gt;
I have a guard with minor neck and brain injuries, so he won't spar any more. However, he is a Talented Hammerdwarf, Skilled Armor User, and Proficient Shield User (only Novice Wrestler), so I reallocated him to use a crossbow and he does infact shoot at the archery range. This could be a good way to improve troops and get Marksdwarves that might be vaguely effective in melee combat should it come to that. He's also already Mighty, Very Agile, and Tough.&lt;br /&gt;
&lt;br /&gt;
I'm thinking of adding the following to the Healing section of this page, at the end of the paragraph starting with &amp;quot;Wounds to the nervous system...&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;A hammerdwarf with light injuries to the nervous system may no longer spar, but will train as a Marksdwarf if allocated to use a crossbow. This can be useful given that a Marksdwarf entering melee combat uses the hammerdwarf skill to bash enemies with their crossbow. They hopefully would have also trained as Wrestlers, Armor Users, and Shield Users which will help their survival rate.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Thoughts? --[[User:TimE|TimE]]&lt;br /&gt;
&lt;br /&gt;
:Seems a bit too niche to be in the article as general advice. Perhaps a generality made from that idea would be appropriate however. something like &amp;quot;dwarves with nervous injuries too severe to be a melee fighter may still be valulable as a Marksdwarf.&amp;quot; --[[User:N9103|Edward]] 03:59, 4 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: I think this applies to dwarves with ''any'' nervous injuries. I like the concise version though, I'll add that. --[[User:TimE|TimE]] 00:56, 3 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Color of Wounds ==&lt;br /&gt;
I think that lightly wounded and lopped off are too close of a color. The lopped off color should be pink, a nice bright color with eye attracting color. This way I can tell whether or not to pay attention to that individual.--[[User:CrazyMcfobo|CrazyMcfobo]] 19:44, 15 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I agree with you on that, try making a topic in the forums about it. Toady might change it.--[[User:Richards|Richards]] 21:18, 15 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Spleen, kidney etc. ==&lt;br /&gt;
&lt;br /&gt;
What about spleen, liver, kidneys etc ? Do they belong to &amp;quot;guts&amp;quot; ? [[User:Timst|Timst]] 10:19, 13 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== New version and light wounds ==&lt;br /&gt;
&lt;br /&gt;
The new version and its possibility for messed up temps means that all organs can now be in all states of wounded-ness. That means you can get lightly wounded hearts and guts and lungs... etc. &lt;br /&gt;
&lt;br /&gt;
Note that this is due to extreme frostbite, not heat. &lt;br /&gt;
&lt;br /&gt;
[[User:Logical2u|Logical2u]] 23:36, 19 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== wounded but not resting ==&lt;br /&gt;
&lt;br /&gt;
I have a dwarf who has a yellow head wound and a red upper leg wound. In the {{k|u}} screen he shows as '''No job''', on his wound status screek ({{k|v}}{{k|w}}) he is unconscious, hungry, dehydrated and drowsy.&lt;br /&gt;
&lt;br /&gt;
If he is unconscious then he is not resting. I take it he is not going to trigger any health care jobs: so does this mean he is doomed?&lt;br /&gt;
[[User:GarrieIrons|GarrieIrons]] 07:29, 26 July 2008 (EDT)&lt;br /&gt;
:He ended up dying. It seemed inevitable given that becoming unconscious seems to cancel resting.[[User:GarrieIrons|GarrieIrons]] 04:28, 1 August 2008 (EDT)&lt;br /&gt;
:I have a guard who's doing the same. Red lung wound and he's still trying to make his rounds as a guard. On the other hand, his toughness seems to be high enough that he's not dying from it... He rested when he was initially wounded (sparring) but got up because he was thirsty. He fell unconscious once in the process, but managed to slake his thirst. And then got up and grabbed his equipment. -[[User:Fuzzy|Fuzzy]] 21:27, 5 September 2008 (EDT)&lt;br /&gt;
::FWIW, this guard lasted two more years limping along with a red lung until he finally died making a suicidal charge during a goblin siege. Îton Koganûker earned himself his own little decorated burial niche for his hardheaded service. Incidentally, I looked back at him and he actually had not toughness mods, so a regular dwarf survived three years with a red lung and might have survived longer if not for the charge. -[[User:Fuzzy|Fuzzy]] 12:43, 11 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== broken leg ==&lt;br /&gt;
&lt;br /&gt;
can a dwarf with a broken leg still get around to work?&lt;br /&gt;
:Unfortunately, no. Anything worse then moderately wounded causes the dwarf to go sleep it off until its healed. However, ''eventually'' it will heal up and he can go back to work. --[[User:Toloran|Toloran]] 02:32, 10 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I have 3 dwarves who are very injured, and seem to be refusing to move, I deactivated their squad status, but none are unconcious, and none of the dwarves at ALL are helping them for some reason, they just keep walking over them, ignoring them.&lt;br /&gt;
&lt;br /&gt;
I have a royal guard with a similar problem. Was wondering if it would ever heal, but I'm starting to think after more than two years that lung injuries also never heal. Mine has at least one level of toughness, though, and the only affect is that he walks slightly slower and flashes the wounded signal at me.--[[User:Pyrite|Pyrite]] 08:44, 13 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Broken brain? ==&lt;br /&gt;
&lt;br /&gt;
I just got a kobold trapped in my hall of spiky death, and on its wound list was a yellow(broken) brain. I suppose that means it's going to die very soon, but it seems to be fine to me... --[[User:Cypress|Cypress]] 18:21, 30 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It's a kobold. You missed all its vital spots. --[[User:Azaram|Azaram]] 23:53, 10 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Blind dwarf suffers nightmares of constant attack ==&lt;br /&gt;
I have a dwarf with a lopped off left eye and right eye (and throat? how's he still suffering??) that is convinced that he's still under attack.&lt;br /&gt;
He's litterally spamming with over 1000 messages that he's canceling rest: interrupted by goblin crossbowman. In the 200-300 message range it was amusing. At this point, I'm only hoping that he shuts up when another dwarf drags him off to a bed for some rest. [[User:AmisiBastet|AmisiBastet]] 14:29, 4 October 2008 (EDT)&lt;br /&gt;
:Put him out of his misery. In style. --[[User:GreyMario|GreyMaria]] 21:43, 4 October 2008 (EDT)&lt;br /&gt;
::How? The last of the goblin ambushes for that season shut him up for me. But I don't know how to kill off one of my own dwarves. Well... not intentionally anyway. Especially when he's so busy being unconsious that he's constantly interrupting his rest due to the memory of being shot at by a goblin. I think he got up to about 3000 messages. All his minor wounds healed up too. His head was still mangled (red) with his eyes &amp;amp; throat lopped off (grey). Well, until the goblin finished him off anyway. [[User:AmisiBastet|AmisiBastet]] 22:50, 5 October 2008 (EDT)&lt;br /&gt;
:::For future reference, you can kill one of your dwarves off by dropping a constructed floor on him. Thus, it makes some sense to make bedrooms with a way to drop floor tiles on the beds. --[[User:GreyMario|GreyMaria]] 23:32, 5 October 2008 (EDT)&lt;br /&gt;
::::Two words:  Lava.  Failing that, I usually went with GreyMaria's method and just tunnel out over the head of the wounded dwarf, and built/demolished floors atop him until dead.  Too bad you can't build on bridges...I'd have an infirmary kept niiice and warm by a lava pit.  --[[User:Eddie|Eddie]] 00:47, 6 October 2008 (EDT)&lt;br /&gt;
:::::LOL I wish! Poor guy collapsed above ground, about 7 steps away from the entrance to the fortress. And as for dealing with any other dwarves... I've found the lava, but they're pretty stubborn about not wanting to dig anywhere near it anymore. These bunch also seem to be only seasonal-miners too. They practically refuse to dig durring the winter &amp;amp; are reluctant to dig in the fall. Which leaves me to spring &amp;amp; summer for any fortress improvements that don't involve construction or engraving. They like farming and they like engraving. Canceling those tasks doesn't even seem to encourage them to dig. They'd rather sit around with no job than go dig out rooms near the lava. Boy, ya loose 1 dwarf to a random fire-man and the dig designations never get worked on! [[User:AmisiBastet|AmisiBastet]] 00:46, 7 October 2008 (EDT)&lt;br /&gt;
: As fun as it is to off wounded dwarves [http://www.bay12games.com/forum/index.php?topic=25815.0 this thread on the message board] alleges that destroying the bed may end the message spam. -[[User:Fuzzy|Fuzzy]] 17:41, 7 October 2008 (EDT)&lt;br /&gt;
:: Thanks for the link. I'd post there but for some odd reason my browsers won't let me register on that forum. I keep getting redirected back to the index. I can't even read the help on registering because that also redirects me back to the index. Regardless, you are correct that in my case the dwarf had not reached a bed. I think in my case it was that the goblin crossbowman that had attacked that dwarf, had later fallen into a cage trap and hadn't been killed (or left the map) yet. I've a bit of a backlog on goblins waiting to use my drowning rooms.&lt;br /&gt;
&lt;br /&gt;
==Animal Wounds==&lt;br /&gt;
How fast can animals (e.g. leopards) heal wounds? Because I have a leopard which has minor injuries on the brain, heart, lungs and guts, and I want to use it to guard my fort (i feel like im gonna be sieged soon).--[[User:Stinhad Limarezum|Stinhad Limarezum]] 08:34, 21 October 2008 (EDT)&lt;br /&gt;
:I'm fairly certain animals can only be healed via the animal caretaker labor. I had a cat with a mangled leg for 3 years before it stumbled into a weapon trap full of looted pikes. If the creature isn't assigned to anyone, the dwarf that trained the leopard can caretake it. [[User:HeWhoIsPale|HeWhoIsPale]] 08:44, 21 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I've never studied the mechanics of animal caretaking, but I've gotten the impression that it's a &amp;quot;free&amp;quot; task -- any time your caretaker crosses paths with a wounded animal, the animal has a chance to get better.  Try turning on caretaking on all your dwarves.  The leopard might need to be uncaged in order for the caretaking to take place.  &lt;br /&gt;
&lt;br /&gt;
:But a guardian leopard alone is not going to be enough against a siege.  For that, you want at least a dozen wardogs, or a set of traps at least six deep at all entrances (ten deep if they're &amp;quot;mere&amp;quot; stone traps), or some decent marksdwarves -- five or more is best, because at just the wrong moment, half of them will wander off to drink or sleep (or reload).  A single champion with top-quality armor and weapon and very high shield user, armor user, and wrestling skills can potentially take out a whole squad by him or herself, but that takes about two or three years worth of sparring (with another champion) and you better hope they don't get spinal injuries or they'll stop training altogether.&lt;br /&gt;
&lt;br /&gt;
:Barring that, use dogs if you got 'em, traps if you don't.  And build traps anyway.  You can secure a fortress in a couple of months using a couple of mechanics.  And you won't get hit by an actual goblin siege until you have 80 dwarves, supposedly, though &amp;quot;ambushes&amp;quot; of about 8 goblins can come much sooner.--[[User:Maximus|Maximus]] 19:29, 21 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Well, I did get sieged, but my army decimated the ugly gobbos before they could even come close (theres a load of blood near the norhern edge now) so the leopard was of no use. Talking of ward dogs, being an idiot,  I went and made most of my dogs available for pets before I realised that pets cant be trained. Luckily a pair of stray puppies grew up a day before the siege but the two war dogs which i trained were too slow and the battle was over before they reached. About the animal caretaker, I do have one but he isn't really doing anything about the leopard (and a fox which i also bought from the elves, also with same injuries) --[[User:Stinhad Limarezum|Stinhad Limarezum]] 23:51, 21 October 2008 (EDT)&lt;br /&gt;
::I'm fairly certain from my experiences that animal caretaking only applies to animals that 'belong' to the caretaker. The only dwarf with any skill in caretaking I've had has been my dungeon master because he has trained over a dozen wardogs that haven't been assigned elsewhere yet. Meanwhile my champions have wardogs and cats that have been mangled for years. [[User:HeWhoIsPale|HeWhoIsPale]] 08:48, 22 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::I've seen animals on chains healed -- by whom, I don't know.  It may just be that dwarves are more likely to heal their own pets since said pets are always in their vicinity.--[[User:Maximus|Maximus]] 19:44, 22 October 2008 (EDT)&lt;br /&gt;
::::Apparently any caged animal you buy has minor wounds on the brain, heart, lungs and guts. I bought a jaguar, another leopard and a rhesus from the elves and all have the same injuries.--[[User:Stinhad Limarezum|Stinhad Limarezum]] 21:39, 22 October 2008 (EDT)&lt;br /&gt;
:::::I bought a black bear cage and it didn't have any wounds, could it be that the elves are traveling through a hostile region to reach your fortress? [[User:HeWhoIsPale|HeWhoIsPale]] 08:23, 23 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::Are you in a cold region?  Maybe they got frostbitten on the trip to the depot.--[[User:Maximus|Maximus]] 11:22, 23 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Down, but not Out ==&lt;br /&gt;
&lt;br /&gt;
Something I noticed earlier today: Late in my first winter, one of my dwarves was injured while sparring with swords. His leg was yellow, no blood anywhere to be seen, and he was literally right next to a bed. He would not accept any jobs, wouldn't climb into bed to rest, eat, drink water, and nobody else would help him. He lay on the floor for a few months until he got really dehydrated and fell unconscious. Finally somebody drug him to the bed and is now bringing him water. I also noticed that &amp;quot;He is socially crippled by thoughts that everybody is watching and judging him&amp;quot; in his profile. Too mistrusting of help until he is unable to say no (finally fell unconscious). I'm hoping for a full recovery now that he is accepting help. [[User:KValthaliondil|KValthaliondil]] 18:43, 3 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== '' verify '' ==&lt;br /&gt;
'' so claiming it may help, as may marking it to be dumped.(verify) '' this most definitely worked, in a most excellent manner. now my most non-non-non-heinous speardwarf can recover. Note that I had to de-forbid it first, and then mark it for dumping. has anyone else had any experience with this? also, I still do not know if he will recover, we will have to wait.--(the most non-heinous)[[User:Destor|Destor]] 21:49, 27 December 2008 (EST)(be excellent to each other)&lt;/div&gt;</summary>
		<author><name>Destor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:String_dump&amp;diff=45953</id>
		<title>40d Talk:String dump</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:String_dump&amp;diff=45953"/>
		<updated>2008-12-25T11:53:49Z</updated>

		<summary type="html">&lt;p&gt;Destor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;What is this?  [[User:Gairabad|Gairabad]] 20:22, 11 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
I agree, is this even useful? it has three pages linking to it, and no one(did I spell that right?) would ever search for it. I found it because it had been edited recently, but only recently realized how unimportant it was, and then I had internet problems for a week or so. Anyway, whoever made this can tel us why it is useful, or else it should probably be deleted.--[[User:Destor|Destor]] 20:06, 24 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:It provides clues into what is hard-coded into the game.  It's mostly of use to this wiki's editors, not to the game's players.--[[User:Maximus|Maximus]] 02:25, 25 December 2008 (EST)&lt;br /&gt;
::Its really useful for finding out how the game catagorizes items. I used one extensively while I was working on the reaction page. --[[User:Ikkonoishi|Ikkonoishi]] 03:28, 25 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
so it is just basically the &amp;quot;game log sewage&amp;quot; of someone's fortress? Ok, you can leave it. I just really wanted to know what it is, and if it was of use to anyone, so just ignore this. nut maybe add a thing to thee article, so people like me will be less confused.--[[User:Destor|Destor]] 06:53, 25 December 2008 (EST)(happy holidays!)&lt;/div&gt;</summary>
		<author><name>Destor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Carp&amp;diff=9985</id>
		<title>40d Talk:Carp</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Carp&amp;diff=9985"/>
		<updated>2008-12-25T03:24:30Z</updated>

		<summary type="html">&lt;p&gt;Destor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==King of the Animals?==&lt;br /&gt;
[[Unicorn|There is another contender for the position of King of the Animals, and this one is land-based.]] --[[User:BDR|BDR]] 14:42, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Hmm, what about the other fish? sea lampreys? pike? etc? what about them?  Do they just get shunted, and their named champions brushed aside?&lt;br /&gt;
&lt;br /&gt;
:I was going to propose the eagles that seem untargetable as they fly in, grab a dwarf, then drop him from a dizzying height whereupon he spats into chunks on the ground.--[[User:Draco18s|Draco18s]] 03:45, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Well, until Toady lets carp and elephants fight each other to settle this once and for all, perhaps carp should be King of the Sea and elephants King of the Land. Eagles can have King of the Air.--[[User:Xazak|Xazak]] 19:53, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Hmm, wonder if you can have those eagles tamed.  Dwarven air force anyone? --[[User:Frostedfire|frostedfire]]  10:02, 9 November 2007 (AEDT)&lt;br /&gt;
&lt;br /&gt;
::::All the other types of hostile fish (e.g. longnose gar, pike, etc) are just as dangerous as carp, or were the last time I had a fort on a river infested by them (it was a &amp;quot;major river&amp;quot; which was only 4 or 5 tiles wide, had about 3 different kinds of hostile fish, and no carp). --[[User:SL|SL]] 12:06, 29 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Solen &amp;gt; carp. Who'd win--a fish, or [http://uo.stratics.com/hunters/Pics/transpar/fireantwarrior.gif this]? ~ [[User:Midna|Midna]] 13:18, 23 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Biome/habitat==&lt;br /&gt;
It might be worth noting somewhere that you only seem to get &amp;quot;dangerous&amp;quot; fish if you have an actual river (or coastline?).  If you only have a brook and murky pools, you get our old friends turtles and salmon who never attack or scare anyone.  From what I can tell, salmon, turtles, and char seem to be classified as vermin, not creatures, so they don't freak out the dwarfs.  The aquifer seems safe too, though that may depend on what other water sources are nearby.  &lt;br /&gt;
&lt;br /&gt;
Can anyone confirm or refute? -- [[User:Angela Christine|Angela Christine]] 19:32, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::From what I've seen, this is correct.  While starting and abandoning several fortresses trying to get the handle of making machines and other devious devices, 5 out of 5 fortresses started next to brooks generated no dangerous fish, while 3 of the 4 started next to major rivers and 2 out of 2 started on the coast had my poor dwarves molested by those vile things.  --[[User:TheUbie|TheUbie]] 01:57, 18 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Brooks cannot contain fish because they don't exist on two z-levels, at least that's what I've seen. No fish. --[[User:Vanan|Vanan]] 00:52, 26 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::::Brooks exist on z-levels the same way rivers do, however brook tiles are filled with rock which means no fish can be in them (and is why dwarves can walk on them). Channeling a brook so it shows 'real' water will cause it to occasionally get fish like all other pools of water, however large fish such as carp never seem to migrate onto the map so you won't get any of them, just the small 'vermin' fish. --[[User:BurnedToast|BurnedToast]] 00:14, 5 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::Brooks don't have &amp;quot;river&amp;quot; biome. Creatures (vermin included) are generated in biomes. That's why no goats spawn in your fortress, but olms do, if you have corridor near cave river. If you flooded entire river with magma, and then refilled it with water carp would probably respawn. --[[User:Someone-else|Someone-else]] 17:25, 9 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::: Almost all fish do not scare dwarves, but undead versions do. [[User:Hoborobo|Hoborobo]] 07:26, 10 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Carp symbols ==&lt;br /&gt;
&lt;br /&gt;
I was only curious, since the wiki article lacked a picture, and me and some others would like to know, what does the carp look like in game. Thank you for the help beforehand.&lt;br /&gt;
:Please do sign your edits with &amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt;. At any rate, the fish icon is best described as such: three quarters of an infinity sign. Plain meat has the same symbol. --[[User:GreyMario|GreyMario]] 15:01, 2 April 2008 (EDT)&lt;br /&gt;
::I'd say it looks like an alpha sign. Almost all fishes are blue-colored because they count as underwater. --[[User:Someone-else|Someone-else]] 17:25, 9 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Salmon are pink though [[User:Hoborobo|Hoborobo]] 06:44, 10 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Butchering? ==&lt;br /&gt;
&lt;br /&gt;
Has anyone managed to butcher a carp, and if so what do you get from it? --[[User:GreyMario|GreyMario]] 15:01, 2 April 2008 (EDT)&lt;br /&gt;
:I've never managed it, but I've only had carp once. Next time I get them I'll cheat really fast and dam the river to see what I can do with the air-drowned carp afterwards.--[[User:Eurytus|Eurytus]] 21:56, 2 April 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== New Version ==&lt;br /&gt;
&lt;br /&gt;
In the new version, I have had two fortresses right next to a river filled chock full of carp, and have yet to see a dwarf even get a scrape from one. Have they been toned down to more 'realistic' strength, or have I been obscenely lucky? --[[User:Mabmoro|Mabmoro]] 10:37, 29 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Can you say what version it is? [[User:Hoborobo|Hoborobo]] 06:43, 10 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I dont recall the version number, but so far in v0.28.181.39f, I havent gotten it either. None of the more recent versions have had aggressive carp, unless they were floating skeleton carp.&lt;br /&gt;
&lt;br /&gt;
::I also checked the raws- they're the same for damage... maybe its a hardcoded difference?--[[User:Mabmoro|mabmoro]] 12:50, 10 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Rest assured, carp and other fish are still most certainly deadly. At least, at the time of the question. I can't confirm yet if 39e and 39f had any serious changes, but 39d still boasts deadly, deadly fish so I would assume the latter versions do as well.&lt;br /&gt;
It's just tricky. They don't always strike, and the dwarf actually has be standing right at the river's edge for the carp to take notice. Fisherdwarves, of course, fill this role quite nicely.&lt;br /&gt;
&lt;br /&gt;
I've got a named carp floating in my river that's got about four kills under it's belt, as well as managed to catch and drag in a random mountain goat. That thing is evil incarnate... it won't even fall for my fishkilling trap. --[[User:Lightning4|Lightning4]] 02:10, 11 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I had assorted fish types (gar, pike, lampreys, carp) in the river outside of my fortress. They managed to kill 3-4 dwarves before I could get some marksdwarves to take care of them. I can confirm that fish, carp included, are still aggressive in the latest version (as of this post). [[User:Spoggerific|Spoggerific]] 14:46, 11 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Hunters ==&lt;br /&gt;
&lt;br /&gt;
Can hunters ''kill'' carp? [[User:Random832|Random832]] 12:26, 14 October 2008 (EDT)&lt;br /&gt;
:Depends on if they're close enough to the water to aim at said carp. --[[User:GreyMario|GreyMaria]] 18:54, 14 October 2008 (EDT)&lt;br /&gt;
::Will they take it out of the water to return their kill?  [[User:Gairabad|Gairabad]] 20:37, 15 November 2008 (EST)&lt;br /&gt;
:::In Adventurer mode, you need to be standing directly on top of an item in order to grab it. Since dwarves will refuse to path through water (except when they're already in it [and ESPECIALLY when they're swimming]), no. --[[User:GreyMario|GreyMaria]] 20:49, 15 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== E-Z ==&lt;br /&gt;
so I just had a novice axedwarf slaughter a pond full of carp in 10 seconds, and then he drowned. I had another pool with a sturgeon, and this guy took 3 dwarves lives before the next killed him. The water than took his life. So why are carp given the honorable title of &amp;quot;king of the sea&amp;quot;? what makes them different from sturgeon and the like? They really aren't that scary, if you know how to deal with them.--[[User:Destor|Destor]] 22:22, 24 December 2008 (EST)&lt;br /&gt;
oh, and the guy who got the sturgeon was basically the same as the other, might have had a different attribute or something, but this was a fresh reclaim of a fresh fortress. (that I made to test using gear assemblies and the like, but then flooded it.)--[[User:Destor|Destor]] 22:24, 24 December 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Destor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Carp&amp;diff=9984</id>
		<title>40d Talk:Carp</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Carp&amp;diff=9984"/>
		<updated>2008-12-25T03:22:16Z</updated>

		<summary type="html">&lt;p&gt;Destor: sturegeon&amp;gt;carp?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==King of the Animals?==&lt;br /&gt;
[[Unicorn|There is another contender for the position of King of the Animals, and this one is land-based.]] --[[User:BDR|BDR]] 14:42, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Hmm, what about the other fish? sea lampreys? pike? etc? what about them?  Do they just get shunted, and their named champions brushed aside?&lt;br /&gt;
&lt;br /&gt;
:I was going to propose the eagles that seem untargetable as they fly in, grab a dwarf, then drop him from a dizzying height whereupon he spats into chunks on the ground.--[[User:Draco18s|Draco18s]] 03:45, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Well, until Toady lets carp and elephants fight each other to settle this once and for all, perhaps carp should be King of the Sea and elephants King of the Land. Eagles can have King of the Air.--[[User:Xazak|Xazak]] 19:53, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Hmm, wonder if you can have those eagles tamed.  Dwarven air force anyone? --[[User:Frostedfire|frostedfire]]  10:02, 9 November 2007 (AEDT)&lt;br /&gt;
&lt;br /&gt;
::::All the other types of hostile fish (e.g. longnose gar, pike, etc) are just as dangerous as carp, or were the last time I had a fort on a river infested by them (it was a &amp;quot;major river&amp;quot; which was only 4 or 5 tiles wide, had about 3 different kinds of hostile fish, and no carp). --[[User:SL|SL]] 12:06, 29 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Solen &amp;gt; carp. Who'd win--a fish, or [http://uo.stratics.com/hunters/Pics/transpar/fireantwarrior.gif this]? ~ [[User:Midna|Midna]] 13:18, 23 May 2008 (EDT)&lt;br /&gt;
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&lt;br /&gt;
==Biome/habitat==&lt;br /&gt;
It might be worth noting somewhere that you only seem to get &amp;quot;dangerous&amp;quot; fish if you have an actual river (or coastline?).  If you only have a brook and murky pools, you get our old friends turtles and salmon who never attack or scare anyone.  From what I can tell, salmon, turtles, and char seem to be classified as vermin, not creatures, so they don't freak out the dwarfs.  The aquifer seems safe too, though that may depend on what other water sources are nearby.  &lt;br /&gt;
&lt;br /&gt;
Can anyone confirm or refute? -- [[User:Angela Christine|Angela Christine]] 19:32, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::From what I've seen, this is correct.  While starting and abandoning several fortresses trying to get the handle of making machines and other devious devices, 5 out of 5 fortresses started next to brooks generated no dangerous fish, while 3 of the 4 started next to major rivers and 2 out of 2 started on the coast had my poor dwarves molested by those vile things.  --[[User:TheUbie|TheUbie]] 01:57, 18 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Brooks cannot contain fish because they don't exist on two z-levels, at least that's what I've seen. No fish. --[[User:Vanan|Vanan]] 00:52, 26 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::::Brooks exist on z-levels the same way rivers do, however brook tiles are filled with rock which means no fish can be in them (and is why dwarves can walk on them). Channeling a brook so it shows 'real' water will cause it to occasionally get fish like all other pools of water, however large fish such as carp never seem to migrate onto the map so you won't get any of them, just the small 'vermin' fish. --[[User:BurnedToast|BurnedToast]] 00:14, 5 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::Brooks don't have &amp;quot;river&amp;quot; biome. Creatures (vermin included) are generated in biomes. That's why no goats spawn in your fortress, but olms do, if you have corridor near cave river. If you flooded entire river with magma, and then refilled it with water carp would probably respawn. --[[User:Someone-else|Someone-else]] 17:25, 9 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::: Almost all fish do not scare dwarves, but undead versions do. [[User:Hoborobo|Hoborobo]] 07:26, 10 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Carp symbols ==&lt;br /&gt;
&lt;br /&gt;
I was only curious, since the wiki article lacked a picture, and me and some others would like to know, what does the carp look like in game. Thank you for the help beforehand.&lt;br /&gt;
:Please do sign your edits with &amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt;. At any rate, the fish icon is best described as such: three quarters of an infinity sign. Plain meat has the same symbol. --[[User:GreyMario|GreyMario]] 15:01, 2 April 2008 (EDT)&lt;br /&gt;
::I'd say it looks like an alpha sign. Almost all fishes are blue-colored because they count as underwater. --[[User:Someone-else|Someone-else]] 17:25, 9 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Salmon are pink though [[User:Hoborobo|Hoborobo]] 06:44, 10 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Butchering? ==&lt;br /&gt;
&lt;br /&gt;
Has anyone managed to butcher a carp, and if so what do you get from it? --[[User:GreyMario|GreyMario]] 15:01, 2 April 2008 (EDT)&lt;br /&gt;
:I've never managed it, but I've only had carp once. Next time I get them I'll cheat really fast and dam the river to see what I can do with the air-drowned carp afterwards.--[[User:Eurytus|Eurytus]] 21:56, 2 April 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== New Version ==&lt;br /&gt;
&lt;br /&gt;
In the new version, I have had two fortresses right next to a river filled chock full of carp, and have yet to see a dwarf even get a scrape from one. Have they been toned down to more 'realistic' strength, or have I been obscenely lucky? --[[User:Mabmoro|Mabmoro]] 10:37, 29 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Can you say what version it is? [[User:Hoborobo|Hoborobo]] 06:43, 10 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I dont recall the version number, but so far in v0.28.181.39f, I havent gotten it either. None of the more recent versions have had aggressive carp, unless they were floating skeleton carp.&lt;br /&gt;
&lt;br /&gt;
::I also checked the raws- they're the same for damage... maybe its a hardcoded difference?--[[User:Mabmoro|mabmoro]] 12:50, 10 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Rest assured, carp and other fish are still most certainly deadly. At least, at the time of the question. I can't confirm yet if 39e and 39f had any serious changes, but 39d still boasts deadly, deadly fish so I would assume the latter versions do as well.&lt;br /&gt;
It's just tricky. They don't always strike, and the dwarf actually has be standing right at the river's edge for the carp to take notice. Fisherdwarves, of course, fill this role quite nicely.&lt;br /&gt;
&lt;br /&gt;
I've got a named carp floating in my river that's got about four kills under it's belt, as well as managed to catch and drag in a random mountain goat. That thing is evil incarnate... it won't even fall for my fishkilling trap. --[[User:Lightning4|Lightning4]] 02:10, 11 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I had assorted fish types (gar, pike, lampreys, carp) in the river outside of my fortress. They managed to kill 3-4 dwarves before I could get some marksdwarves to take care of them. I can confirm that fish, carp included, are still aggressive in the latest version (as of this post). [[User:Spoggerific|Spoggerific]] 14:46, 11 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Hunters ==&lt;br /&gt;
&lt;br /&gt;
Can hunters ''kill'' carp? [[User:Random832|Random832]] 12:26, 14 October 2008 (EDT)&lt;br /&gt;
:Depends on if they're close enough to the water to aim at said carp. --[[User:GreyMario|GreyMaria]] 18:54, 14 October 2008 (EDT)&lt;br /&gt;
::Will they take it out of the water to return their kill?  [[User:Gairabad|Gairabad]] 20:37, 15 November 2008 (EST)&lt;br /&gt;
:::In Adventurer mode, you need to be standing directly on top of an item in order to grab it. Since dwarves will refuse to path through water (except when they're already in it [and ESPECIALLY when they're swimming]), no. --[[User:GreyMario|GreyMaria]] 20:49, 15 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== E-Z ==&lt;br /&gt;
so I just had a novice axedwarf slaughter a pond full of carp in 10 seconds, and then he drowned. I had another pool with a sturgeon, and this guy took 3 dwarves lives before the next killed him. The water than took his life. So why are carp given the honorable title of &amp;quot;king of the sea&amp;quot;? what makes them different from sturgeon and the like? They really aren't that scary, if you know how to deal with them.--[[User:Destor|Destor]] 22:22, 24 December 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Destor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Destor&amp;diff=45222</id>
		<title>User:Destor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Destor&amp;diff=45222"/>
		<updated>2008-12-25T02:53:01Z</updated>

		<summary type="html">&lt;p&gt;Destor: merry/happy [blank] everyone!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== TEH HAPPY/MERRY/PIPPIN/FRODO/SAMWISE/BILBO/LOBELIA/(lists every hobbit in the shire's name.)*a month later* [insert the holiday you celebrate in or around December here] EBERY1 YEAH!!!!!!!!!!!!!!!!!1 ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
AND A HAPPY NEW YEAR!!!!!1&lt;br /&gt;
&lt;br /&gt;
wow, that was so fun to type. (note, i did mean happy &amp;amp; merry, but the rest are from Lord of the Rings, in case you've never heard of them.)&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Okay, back to normal now ==&lt;br /&gt;
Destor was bored recently. He admired a great fortress recently. He was caught in the snow recently. he played too much DF lately. He hasn't been on the computer much recently. He wrote a nice user page lately.&lt;br /&gt;
&lt;br /&gt;
Destor enjoys playing DF, and it seems like not too much else now. (been playing too much, heh) Reading, computers, video games, and snow for its coldness.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Random funny things! ==&lt;br /&gt;
&lt;br /&gt;
my mayor wanted some stuff out of bismuth, which I have none of, anywhere, and when the mandate was almost over, another mayor was elected! wow, that's convenient. BTW, has anyone noticed that in DF you start with 7 dwarves, and there were also 7 in Snow White? (I sense a Toady-Disney conspiracy, here.) I also have seen a dwarf who dislikes toads! the nerve! that's all I can think of, tell me about something else on my talk page, or tell me a better place to put these. --[[User:Destor|Destor]] 22:29, 29 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
oh, man! my adventurer just picked up a giant roach and threw it at an enemy. I am still cracking up. of course, the same adventurer has thrown corpses, flies, spears, etc. before.&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The most hilarious thing that could (n)ever happen in Dwarf Fortress ==&lt;br /&gt;
&lt;br /&gt;
So, I had de-drafted my best hammerer from the military, to do some cross training, and guess what! he got a strange mood. at the same time, my mayor decides he wants an artifact, so he demands one. After a few months, my dwarf is not done, so then my hammerer comes up and beats him for violating the production order. bad move. My dwarf disarms the hammerer and takes his hammer which he then kills the hammerer with. After this, he is my best hammerdwarf in the fortress, so he gets assigned to be the new hammerer. Then he beats himself to death, what a tragic ending.&lt;br /&gt;
&lt;br /&gt;
I know, I know, this could never happen (noble requesting artifact, being assigned hammerer, killing himself with a beating) but it was still funny!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== help ==&lt;br /&gt;
&lt;br /&gt;
When my brother taught me how to play on his computer, he used a saved embark setup, with turtles and all of the other things he wanted. This was a long while ago, and I am now on like, my 6th fort, which I am preparing for, and I want to save the skills and items, for my future forts. My brother cannot remember, he doesn't play it very much anymore. So, after searching on the wiki, I can't find it and now need some friendly user's help. How do you do this, or is it just that my brother did something else and this is not possible. --[[User:Destor|Destor]] 18:55, 29 November 2008 (EST)&lt;br /&gt;
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:Isn't there some utility that lets you save embark profiles? --[[User:GreyMario|GreyMaria]] 19:25, 29 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::The latest version of DF lets you save the profile in the customize embark screen. I think. I haven't actually tried to load my saved profile. --[[User:Savok|Savok]] 21:24, 29 November 2008 (EST)&lt;br /&gt;
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:Download the latest version, if you haven't already.--[[User:Maximus|Maximus]] 22:19, 29 November 2008 (EST)&lt;br /&gt;
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I just realized something; if you have the latest version, how do you do that? this is purely hypothetical, but what keys do you press and such?--[[User:Destor|Destor]] 00:26, 9 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== YEAH! ==&lt;br /&gt;
YES! THE COUNT! Destor has been ecstatic lately, he got a count and the dwarven economy. YES! after 6 whole years, a stinking count and the economy. oh joy of joys!--[[User:Destor|Destor]] 17:32, 10 December 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Destor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:String_dump&amp;diff=45950</id>
		<title>40d Talk:String dump</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:String_dump&amp;diff=45950"/>
		<updated>2008-12-25T01:06:10Z</updated>

		<summary type="html">&lt;p&gt;Destor: &lt;/p&gt;
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&lt;div&gt;What is this?  [[User:Gairabad|Gairabad]] 20:22, 11 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
I agree, is this even useful? it has three pages linking to it, and no one(did I spell that right?) would ever search for it. I found it because it had been edited recently, but only recently realized how unimportant it was, and then I had internet problems for a week or so. Anyway, whoever made this can tel us why it is useful, or else it should probably be deleted.--[[User:Destor|Destor]] 20:06, 24 December 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Destor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Main_Page/Quote&amp;diff=36657</id>
		<title>Main Page/Quote</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Main_Page/Quote&amp;diff=36657"/>
		<updated>2008-12-25T00:59:40Z</updated>

		<summary type="html">&lt;p&gt;Destor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Choose|c={{#if: {{{1|}}}|{{rand|55}}|{{#expr: ({{rand2|10}}+45)}} }}&lt;br /&gt;
|&amp;lt;!--1--&amp;gt;I can't put my finger on it. Something about this [[Fire|‼]]Cat tallow roast[[Fire|‼]] tastes funny.&lt;br /&gt;
|&amp;lt;!--2--&amp;gt;Toady withdraws from society. Toady has begun a [[Strange_mood|mysterious]] construction!&lt;br /&gt;
|&amp;lt;!--3--&amp;gt;Let us never forget the last words of Inod the Stoker, [http://archive.dwarffortresswiki.net/index.php/Fortress_Paintrag#1056 &amp;quot;Aaah! Gorillas!&amp;quot;]&lt;br /&gt;
|&amp;lt;!--4--&amp;gt;[[Children|Newborn]] Zuglar Baldnessgranite prefers to consume Gorilla. A sure sign of his unparalleled strength!&lt;br /&gt;
|&amp;lt;!--5--&amp;gt;[http://www.somethingawful.com/d/video-game-article/duke-nukem-image.php In an unrelated article] - I had no idea elephants could bounce that high!&lt;br /&gt;
|&amp;lt;!--6--&amp;gt;[[Toady]] looses a roaring laughter, [[Fey|fell]] and terrible! Toady has butchered a spammer!&lt;br /&gt;
|&amp;lt;!--7--&amp;gt;The critical question is this''':''' do elf bones yield more crossbow bolts than the average number of bolts necessary to kill an elf?&lt;br /&gt;
|&amp;lt;!--8--&amp;gt;&amp;quot;Dwarf Fortress&amp;quot; ... &amp;quot;Like chess, only with short people that can catch on [[fire]] like [[clothing|rags]] soaked in tar, and lots of [[booze]].&amp;quot; ... &amp;quot;Like chess.&amp;quot;&lt;br /&gt;
|&amp;lt;!--9--&amp;gt;Dwarf Fortress has taught me that all the world's problems would be substantially reduced had our parent civilizations never minted more than four stacks of [[coins]].&lt;br /&gt;
|&amp;lt;!--10--&amp;gt;Booze does all the work in forts. Dwarves are just booze exoskeletons.&lt;br /&gt;
|&amp;lt;!--11--&amp;gt;My unconscious and bleeding [[mayor]] just mandated the construction of some goods.&lt;br /&gt;
|&amp;lt;!--12--&amp;gt;I can just imagine a wagon throwing a tantrum and tossing all its contents at people.&lt;br /&gt;
|&amp;lt;!--13--&amp;gt;Döbesh Udosdeb has been ecstatic lately. He was forced to eat a friend to survive. He enjoyed a truly decadent meal.&lt;br /&gt;
|&amp;lt;!--14--&amp;gt;Iron [[screw pump]] exercise equipment. Pump iron and get superdwarvenly strong!&lt;br /&gt;
|&amp;lt;!--15--&amp;gt;The violence, aggression, pain, madness, sadness of the ASCII characters never ceases to amaze me...&lt;br /&gt;
|&amp;lt;!--16--&amp;gt;Wait, you're MAKING animals?&amp;lt;br&amp;gt;&amp;amp;mdash;''Torak''&amp;lt;br&amp;gt;At this moment, yes, I am smelting cows.&amp;lt;br&amp;gt;&amp;amp;mdash;''Spiders Everywhere''&lt;br /&gt;
|&amp;lt;!--17--&amp;gt;&amp;quot;Didn't you read the manual? He he he he... the manual... ...&amp;quot;&amp;lt;br&amp;gt;--[[Toady One]]&lt;br /&gt;
|&amp;lt;!--18--&amp;gt;(Compared to real-world years) Dwarven years are shorter.&amp;lt;br&amp;gt;--Sowelu&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Very fitting to dwarves, I must add.&amp;lt;br&amp;gt;--Sean Mirrsen&lt;br /&gt;
|&amp;lt;!--19--&amp;gt;[[Magma]] is not a [[water]] source. Dwarves can't drink it or supply it to their wounded.&amp;lt;br&amp;gt;--[[User:AlienChickenPie|AlienChickenPie]]&lt;br /&gt;
|&amp;lt;!--20--&amp;gt;&amp;quot;&amp;lt;nowiki&amp;gt;[B]&amp;lt;/nowiki&amp;gt;oats are the enemy of tiles. And tiles are the enemy of boats.&amp;quot;&amp;lt;br&amp;gt;--[[Toady One]]&lt;br /&gt;
|&amp;lt;!--21--&amp;gt;&amp;quot;I went through and fixed a few places where forbidden/on fire weren't being respected for next time. Burning milkable creatures were still a problem for example.&amp;quot;&amp;lt;br&amp;gt;--[[Toady One]]&lt;br /&gt;
|&amp;lt;!--22--&amp;gt;&amp;quot;You have been processed! Go forth, now, and edit!&amp;quot;&amp;lt;br&amp;gt;--[[User:Savok|Savok]]&lt;br /&gt;
|&amp;lt;!--23--&amp;gt;&amp;quot;What happened in 1048?&amp;quot; &amp;quot;Jreengus occurred.&amp;quot;&lt;br /&gt;
|&amp;lt;!--24--&amp;gt;Making rock instruments isn't nearly as awesome as it sounds --Shandrunn&lt;br /&gt;
|&amp;lt;!--25--&amp;gt;The cyclops I was quested to kill had a thousand year history of badassery, and all of that without the leg it lost in the Year 3 (a dwarf bit it off... I should probably deal with that). --[[Toady One]]&lt;br /&gt;
|&amp;lt;!--26--&amp;gt;[FIREIMMUNE] makes them think that [[magma]] is safe but doesn't actually make them fireproof. This can lead to some rather interesting results.&lt;br /&gt;
|&amp;lt;!--27--&amp;gt;Endok Cerolneth has begun a mysterious construction!&lt;br /&gt;
Endok Cerolneth, Planter has given birth to a girl.&lt;br /&gt;
|&amp;lt;!--28--&amp;gt;&amp;quot;Incendia sunt socia vestra, armaque vestra, fortesque Montis Domi.&amp;quot; &amp;quot;Magma is your ally, your weapon, the strength of the Mountain-Home.&amp;quot; --Eita&lt;br /&gt;
|&amp;lt;!--29--&amp;gt;&amp;quot;Stopped people from giving quests to kill themselves.&amp;quot; --[[Toady One]]&lt;br /&gt;
|&amp;lt;!--30--&amp;gt;&amp;quot;...And I simply doubt we have a need for 7 fishery workers. On top of that, a second soap maker. The hell IS soap?!&amp;quot; --Zero&lt;br /&gt;
|&amp;lt;!--31--&amp;gt;&amp;quot;This is a terrible pun. All craftsdwarfship is of the poorest quality.&amp;quot; - [http://tinyurl.com/6yruly Soup_alex]&lt;br /&gt;
|&amp;lt;!--32--&amp;gt;&amp;quot;The default mental state of a dwarf is madness. Sanity is a temporary condition - a PRIVILEGE you have to EARN!&amp;quot; --[[User:Fedor|Fedor]]&lt;br /&gt;
|&amp;lt;!--33--&amp;gt;&amp;quot;Why get normal cats? I buy lolcats in the embark screen. Much more fun to engrave about them.&amp;quot; --Yanlin&lt;br /&gt;
|&amp;lt;!--34--&amp;gt;&amp;quot;Dwarf Fortress taught me it was okay to make a suit out of my neighbour's skin, as long as I gave it a name.&amp;quot; &lt;br /&gt;
|&amp;lt;!--35--&amp;gt;&amp;quot;Got rid of world gen crash during succession after death of prolific long-standing position holders with inbred descendants&amp;quot; --[[Toady One]]&lt;br /&gt;
|&amp;lt;!--36--&amp;gt;&amp;quot;There was a typo in the siegers' campfire code.  When the fires went out, so did the game.&amp;quot; --[[Toady One]]&lt;br /&gt;
|&amp;lt;!--37--&amp;gt;&amp;quot;Hey, what does that flashing red and orange text mean? What? Why is there smoke everywhere? Oh god, are those BABIES on fire?&amp;quot; --[[User:StrawberryBunny|StrawberryBunny]]&lt;br /&gt;
|&amp;lt;!--38--&amp;gt;&amp;quot;It's never 'just a game' when you're losing.&amp;quot;&amp;lt;br&amp;gt;--George Carlin (if he played Dwarf Fortress)&lt;br /&gt;
|&amp;lt;!--39--&amp;gt;Not that building a bridge out of soap makes much sense to begin with anyway.&lt;br /&gt;
|&amp;lt;!--40--&amp;gt;Note that while you cannot milk larger animals yourself, civilizations can still milk animals &amp;quot;off screen&amp;quot; for your benefit.&lt;br /&gt;
|&amp;lt;!--41--&amp;gt;Tosid Idenarzes likes tentacle demons for their corrupt intentions.  &amp;quot;There!  Now we've covered all of the seven deadly sins.&amp;quot;&lt;br /&gt;
|&amp;lt;!--42--&amp;gt;&amp;quot;Litast Idenudesh, baby, is throwing a tantrum!  Inod Litastrilem, Mayor, has lost consciousness.  Inod Litastrilem, Mayor, has bled to death.&amp;quot;&lt;br /&gt;
|&amp;lt;!--43--&amp;gt;&amp;quot;Known bug #780:  Town guard becomes a criminal after getting an adventurer's stolen weapon stuck in his body.&amp;quot;&lt;br /&gt;
|&amp;lt;!--44--&amp;gt;&amp;quot;Udib Toblumaid, Axedwarf, cancels sparring in Barracks: too insane.&amp;quot; [[User:Ben jamm1n|Ben jamm1n]]&lt;br /&gt;
|&amp;lt;!--45--&amp;gt;Kosoth Cilobonol, Bone Carver cancels Drink: Unconscious.&lt;br /&gt;
|&amp;lt;!--46--&amp;gt;Sizir the Snail of Bait is a deity of The Fresh Towers.  Sizir most often takes the form of a female dwarf and is associated with jealousy.&lt;br /&gt;
|&amp;lt;!--47--&amp;gt;Sibrek Tanbim likes Limestone, Tin, Smoky Quartz, the color crimson, bolts, scepters, anvils, and rock blocks for their lack of quality levels.&lt;br /&gt;
|&amp;lt;!--48--&amp;gt;Most vermin teleport, so nothing actually contains them. -[[User:Fuzzy|Fuzzy]]&lt;br /&gt;
|&amp;lt;!--49--&amp;gt;There are 5 articles in cateogory Lore:  Armok, Cave Adaptation, Elephant, Philosopher, and Vomit.&lt;br /&gt;
|&amp;lt;!--50--&amp;gt;Fixed Bug #888:  There was an alligator drunk&lt;br /&gt;
|&amp;lt;!--51--&amp;gt;Fixed Bug #563:  Mayor ordered himself beaten for failing to make crystal glass&lt;br /&gt;
|&amp;lt;!--52--&amp;gt;If cow cheese is made from cow's milk, what is dwarven cheese made of?&lt;br /&gt;
|&amp;lt;!--53--&amp;gt;What constitutes &amp;quot;sunday best&amp;quot; for dwarves?  Is that when they actually wipe some of the blood and vomit off their clothes? --Kuli&lt;br /&gt;
|&amp;lt;!--54--&amp;gt;Bugs are opportunities to cause unprecedented amounts of destruction. --Zorgn&lt;br /&gt;
|&amp;lt;!--55--&amp;gt;&amp;quot;You know, Urist, You've got a mind like an +Ash Trap+.&amp;quot;--[[User:Destor|Destor]]&lt;br /&gt;
}}&amp;lt;!--WARNING:EQUALS SIGNS BREAK THINGS&lt;br /&gt;
NOTICE: If you are  editing this and you have not read the instructions on the talk page, your quote will probably not appear.--&amp;gt;&amp;lt;noinclude&amp;gt;[[Category:Humor and stories]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Destor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Baron&amp;diff=31937</id>
		<title>40d Talk:Baron</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Baron&amp;diff=31937"/>
		<updated>2008-12-25T00:47:36Z</updated>

		<summary type="html">&lt;p&gt;Destor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I've had a Baron (and Hammerer and Tax Collector) arrive when my population was exactly 80 and when my population was capped in the init.txt file at 80.  I'm confident that the requirement of 100 people is wrong.  [[User:Bouchart|Bouchart]] 13:07, 12 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Likewise, my current fortress has 134 people and 1.5M in created wealth, but no baron.  I'm reasonably certain this must be some sort of weighted random arrival. --[[User:Sebbekai|Sebbekai]] 18:22, 6 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Oops, I killed the consort ==&lt;br /&gt;
&lt;br /&gt;
The consort was making mandates I could not satisfy, so he had to go. This has caused some kind of problem though... my fortress will not upgrade to a county so I can get the king. I am considering killing my baroness as well, and attempting to reset the whole situation. Any suggestions? --[[User:Wafl|Wafl]] 01:15, 17 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Kiilll them! Kiiilll them! Kiiilllll them alllll! --[[User:Savok|Savok]] 09:52, 30 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Hammerer and tax collector ==&lt;br /&gt;
&lt;br /&gt;
Do the hammerer and tax collector always arrive along with the Baron? --[[User:Strangething|Strangething]] 18:26, 8 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I Don't think that its Always the case but it seems to frequently be the case for me; all of my forts that I allow nobles they tend to show up together. --Silver&lt;br /&gt;
:I suspect that some are prerequisite for the others, i.e. would a baron ever show up at a fort that didn't have a tax collector? --[[User:Corona688|Corona688]] 00:38, 23 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
They do come at the same time. Heck, my baron appeared first, even. But no, I think that the article has it correct.--[[User:Destor|Destor]] 19:47, 24 December 2008 (EST)&lt;br /&gt;
==Peasant King==&lt;br /&gt;
&lt;br /&gt;
I got the [[King]] as a peasant due to discovering [[Adamantine]]. I don't appear to be getting a Baron, tax collector, hammerer or a royal guard. Is this a bug? -[[User:Rushyo|Rushyo]] 21:54, 28 July 2008 (EDT)&lt;br /&gt;
:The peasant king happens independently of other nobles in my experience. [[User:HeWhoIsPale|HeWhoIsPale]] 09:58, 11 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Minimum Exported Wealth? ==&lt;br /&gt;
&lt;br /&gt;
Im pretty sure there's gotta be a Minimum exported wealth for the baron to arrive, I satisfy all the other conditions, and have over 1.6 million created wealth, 163 dwarves,  and my dwarves do well over the job requirements. However, I as of now, only have 30426 Exported wealth. --[[User:OmegaX|OmegaX]] 16:13, 16 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Duke arrived at 32435 exported wealth. No baron yet. --[[User:OmegaX|OmegaX]] 00:37, 17 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:That's because the Duke is an 'upgraded' version of the count, which is an 'upgraded' version of the baron. Once you have a Duke, you won't ever get a Baron. [[User:Spoggerific|Spoggerific]] 17:31, 17 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== share rooms? ==&lt;br /&gt;
&lt;br /&gt;
does the baron and his consort share a room? or do I need to make an extra pair of tombs/dining rooms/bedrooms? --[[User:Destor|Destor]] 17:14, 10 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Yup, consorts demand all their own rooms, and neither will be happy if you try to cram them together. The only room that doesn't need to be doubled up is the office/throne room, since the Consort doesn't conduct diplomacy. --[[User:Navian|Navian]] 21:41, 10 November 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Destor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Destor&amp;diff=45221</id>
		<title>User:Destor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Destor&amp;diff=45221"/>
		<updated>2008-12-10T22:32:34Z</updated>

		<summary type="html">&lt;p&gt;Destor: THE COUNT! YES!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Destor was bored recently. He admired a great fortress recently. He was caught in the snow recently. he played too much DF lately. He hasn't been on the computer much recently. He wrote a nice user page lately.&lt;br /&gt;
&lt;br /&gt;
Destor enjoys playing DF, and it seems like not too much else now. (been playing too much, heh) Reading, computers, video games, and snow for its coldness.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Random funny things! ==&lt;br /&gt;
&lt;br /&gt;
my mayor wanted some stuff out of bismuth, which I have none of, anywhere, and when the mandate was almost over, another mayor was elected! wow, that's convenient. BTW, has anyone noticed that in DF you start with 7 dwarves, and there were also 7 in Snow White? (I sense a Toady-Disney conspiracy, here.) I also have seen a dwarf who dislikes toads! the nerve! that's all I can think of, tell me about something else on my talk page, or tell me a better place to put these. --[[User:Destor|Destor]] 22:29, 29 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
oh, man! my adventurer just picked up a giant roach and threw it at an enemy. I am still cracking up. of course, the same adventurer has thrown corpses, flies, spears, etc. before.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The most hilarious thing that could (n)ever happen in Dwarf Fortress ==&lt;br /&gt;
&lt;br /&gt;
So, I had de-drafted my best hammerer from the military, to do some cross training, and guess what! he got a strange mood. at the same time, my mayor decides he wants an artifact, so he demands one. After a few months, my dwarf is not done, so then my hammerer comes up and beats him for violating the production order. bad move. My dwarf disarms the hammerer and takes his hammer which he then kills the hammerer with. After this, he is my best hammerdwarf in the fortress, so he gets assigned to be the new hammerer. Then he beats himself to death, what a tragic ending.&lt;br /&gt;
&lt;br /&gt;
I know, I know, this could never happen (noble requesting artifact, being assigned hammerer, killing himself with a beating) but it was still funny!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== help ==&lt;br /&gt;
&lt;br /&gt;
When my brother taught me how to play on his computer, he used a saved embark setup, with turtles and all of the other things he wanted. This was a long while ago, and I am now on like, my 6th fort, which I am preparing for, and I want to save the skills and items, for my future forts. My brother cannot remember, he doesn't play it very much anymore. So, after searching on the wiki, I can't find it and now need some friendly user's help. How do you do this, or is it just that my brother did something else and this is not possible. --[[User:Destor|Destor]] 18:55, 29 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Isn't there some utility that lets you save embark profiles? --[[User:GreyMario|GreyMaria]] 19:25, 29 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::The latest version of DF lets you save the profile in the customize embark screen. I think. I haven't actually tried to load my saved profile. --[[User:Savok|Savok]] 21:24, 29 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Download the latest version, if you haven't already.--[[User:Maximus|Maximus]] 22:19, 29 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
I just realized something; if you have the latest version, how do you do that? this is purely hypothetical, but what keys do you press and such?--[[User:Destor|Destor]] 00:26, 9 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== YEAH! ==&lt;br /&gt;
YES! THE COUNT! Destor has been ecstatic lately, he got a count and the dwarven economy. YES! after 6 whole years, a stinking count and the economy. oh joy of joys!--[[User:Destor|Destor]] 17:32, 10 December 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Destor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Broker&amp;diff=34039</id>
		<title>40d Talk:Broker</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Broker&amp;diff=34039"/>
		<updated>2008-12-10T22:10:15Z</updated>

		<summary type="html">&lt;p&gt;Destor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;How effective is it to make the Outpost Broker and the Expedition Leader/Mayor the same dwarf? And what complications and problems could arise from job conflictions, if any? --[[User:KittenyKat|KittenyKat]] 20:20, 6 January 2008 (EST)&lt;br /&gt;
:None. I always make my expedition leader the broker, bookeeper ''and'' trader, all at the same time. The only downfall is that if he die, from a failed mood for example, you'll have to start over. My leader in my current fortress is also at the same time my legendary crafter and is churning out masterwork items to trade as well as masterwork obsidian short swords in industrial quantity... When I need him to manage work orders or to go trade, I just suspend everything he have to do at the craftdwarf workshop and he go do his broker/trader work. Then I unsuspend everything, and no problems arise. If by a streak of bad luck he's sleeping when I need him to trade, the Sheriff usually take over the trading. --[[User:Eagle of Fire|Eagle of Fire]] 07:39, 7 January 2008 (EST)&lt;br /&gt;
::How come you'd have to start over if he dies? --[[User:KittenyKat|KittenyKat]] 07:15, 12 January 2008 (EST)&lt;br /&gt;
:::You have to start over with your noble chain if he dies from his mood when his time come. Meaning that if he's already legendary organizer and legendary everything in fact and he dies of a failed mood, you end up with having to start over again with a completely newbie in social skill instead of someone who came to the fortress with at least a minimum of social skills. This will lead to some minor disagreements, like for example the first time you appoint someone without appraiser skill (I think) you won't be able to see the estimated worth of the items you're trading at the depot. Another example is if you are in a high setting in the bookeeper menu, the new bookkeeper will have to sit a ''long'' time doing nothing but counting everything in the fort to get back to the last bookkeeper status. --[[User:Eagle of Fire|Eagle of Fire]] 11:00, 12 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Force attendance at Trading Post ==&lt;br /&gt;
&lt;br /&gt;
How can you force your broker to attend the trading post?&lt;br /&gt;
&lt;br /&gt;
I tried turning off all the other work and then they just go to bed. I'm not actually getting my trader to the depot in time and the merchants are all leaving time after time!&lt;br /&gt;
&lt;br /&gt;
TIA&lt;br /&gt;
[[User:GarrieIrons|GarrieIrons]] 02:50, 15 January 2008 (EST)&lt;br /&gt;
:It's not a matter of your trader not going to the trade depot, it's the matter that you're unlucky enough he have to go sleep at that time. I suggest you appoint someone else as broker or then go at your depot and change the option &amp;quot;Only broker can trade&amp;quot; to &amp;quot;anybody can trade&amp;quot;. Someone else should come take over, and more often than not it's the Sheriff who's doing nothing VS all the other dwarves who are hauling/building/sleeping/etc. --[[User:Eagle of Fire|Eagle of Fire]] 13:38, 15 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Broker doesnt really need to be there? ==&lt;br /&gt;
&lt;br /&gt;
I was having a hard time ( as always ) getting my broker outside, it was the LAST thing he wanted to do. Everytime I activated him, and locked him, he would just stand there saying &amp;quot;Conduct Meeting.&amp;quot; So I gave up thinking I was screwed once again out of trading, so I just said to hell with it, and turned on anyone can trade. So my stoneworker walks up (no apraisial skill, i checked) and all the numbers came up just as if the broker was standing there. Not sure if this is new, but it sure didnt work like that last time I did that in an older version. Someone know for sure? would be great if i didnt have to get that worthless sack of crap outside everytime the merchants came &amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:Wafl|Wafl]] ([[User talk:Wafl|talk]]•[[Special:Contributions/Wafl|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:I can guarantee that you ended up having quantity enough and valued enough goods that that dwarf immediately gained appraiser skill. However, while his appraising skill might've gotten up to snuff, his bargaining skills were still non-existant, and you'd have a lot of trouble getting an equal value trade. If you're basically just getting rid of HUGE amounts of goods for near nothing in return, then it's no big problem. If you don't happen to be an industrial powerhouse, or you're trading with later-game human caravans that just bring insane amounts of goods, then it'll become a problem quickly.&lt;br /&gt;
:As for the Broker, if they're also the manager, they'll have to deal with the diplomat before they can trade. Just make sure that you get him into meeting with the diplomat ASAP when they show up, and he'll be ready to trade relatively quickly.&lt;br /&gt;
:--[[User:N9103|Edward]] 18:27, 1 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Office Requirements?==&lt;br /&gt;
My broker is currently distinct from my mayor/manager/hoardmaster and has no room requirements at all.  He conducts his meetings in the statue garden with no unhappy thoughts.  Anyone else notice this? --[[User:Squirrelloid|Squirrelloid]] 15:46, 10 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
do you have less than 20 dwarves? if so he shouldn't want anything, untill you get over 20. I think.--[[User:Destor|Destor]] 17:10, 10 December 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Destor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Mayor&amp;diff=13959</id>
		<title>40d:Mayor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Mayor&amp;diff=13959"/>
		<updated>2008-12-10T00:06:11Z</updated>

		<summary type="html">&lt;p&gt;Destor: human mayor info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Noble&lt;br /&gt;
| noble=Mayor&lt;br /&gt;
| quarters=Decent Quarters&lt;br /&gt;
| dining=Decent Dining Room&lt;br /&gt;
| office=Decent Office&lt;br /&gt;
| stands=1&lt;br /&gt;
| racks=1&lt;br /&gt;
| chests=2&lt;br /&gt;
| cabinets=1&lt;br /&gt;
| arrival=&lt;br /&gt;
* 50 population&lt;br /&gt;
* Election&lt;br /&gt;
| function=&lt;br /&gt;
* Meet with [[Liaison]]&lt;br /&gt;
* Leadership&lt;br /&gt;
* Listen to complaints&lt;br /&gt;
}}&lt;br /&gt;
When the population of a fortress reaches 50, the [[Expedition leader]] becomes the '''Mayor'''.&lt;br /&gt;
&lt;br /&gt;
After a period of time, the fortress's [[dwarves]] may elect a new Mayor, who will demand the [[room]]s accordingly. The former Mayor will revert to the job they had previously and will no longer require those rooms. Becoming Mayor gives a happy [[thought]].&lt;br /&gt;
&lt;br /&gt;
Occasionally, an unhappy dwarf will decide they need to vent their feelings at the mayor. They will attempt to schedule a meeting with the mayor. A Conduct Meeting job will be started for the manager and an Attend Meeting job for the complainer. If the manager is interrupted out of their Conduct Meeting, the Attend Meeting has been known to get stuck. Complaining will give the complainer a happy thought, while giving the mayor an unhappy one.&lt;br /&gt;
&lt;br /&gt;
The amount of [[friends]] a [[dwarf]] has may be the main factor in his election to the office of Mayor. &lt;br /&gt;
It is still possible for a dwarf with no [[social skills]] to be elected over a dwarf who has them.&lt;br /&gt;
&lt;br /&gt;
A mayor will sometimes makes [[mandate]]s, which includes banning exports or producing certain goods.  If a new mayor is elected when a mandate is in effect, the mandate will end, but no dwarves will be punished for not meeting it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Human mayors ==&lt;br /&gt;
Human towns each have their own mayor, and almost every one of them is a master of a weapon skill. The mayors give quests out to adventurers, and no matter how much you might plead they never join adventurers on their travels.&lt;br /&gt;
[[Category:Nobles]]&lt;/div&gt;</summary>
		<author><name>Destor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:0x517A5D&amp;diff=30011</id>
		<title>User talk:0x517A5D</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:0x517A5D&amp;diff=30011"/>
		<updated>2008-12-09T22:23:17Z</updated>

		<summary type="html">&lt;p&gt;Destor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Welcome Back ==&lt;br /&gt;
Noticed you've been away for a while, good to see you're back again.&lt;br /&gt;
I look forward to more of your awesome utilities... It's been rough surviving on just version 1 of regional prospector.&lt;br /&gt;
-[[User:Ctrlfrk|Ctrlfrk]] 23:53, 19 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Seekret Projekt ==&lt;br /&gt;
&lt;br /&gt;
Wow, just tried it out and it works great in 33g. It's amazing the way it reveals the locations of all major features on every map square. I've only briefly checked it out, but I picked a 5x5 area which your tool revealed to have 2 magma vents, an underground water pool, adamantine, and part of a chasm. After embarking and running reveal.exe I confirmed that all features shown by your tool matched the features available and the correct locations. Your tool will make looking for good starting locations at least 5000x easier, considering you can see every single feature location when selecting where to embark. No need to embark and run reveal to find where the major features (especially adamantine) are. Truly great work. --[[User:Janus|Janus]] 21:53, 22 December 2007 (EST)&lt;br /&gt;
:Great!  Good to hear.  I am particularly interested in any feature that reveal turns up but was not shown by this tool.  Also if you see a question mark in the local map view, please report that.  (If at all possible, with world-seed and a screenshot showing the X cursors.)&amp;lt;br/&amp;gt;Off on a tangent, what should I call it?  FeatureFinder?  feature-finder, with a dash?  Regional Prospector?&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 22:15, 22 December 2007 (EST)&lt;br /&gt;
::I've scanned around a fair bit on a couple of my current world maps and didn't come across any question mark squares. I have noted that caves don't show up. I don't know whether you could locate them in memory the same way as the map features though, since they're probably generated and allocated differently. I can provide a seed and location with a kobold cave if you need it.&amp;lt;br/&amp;gt;As for the name, FeatureFinder is concise, but the name &amp;quot;Regional Prospector&amp;quot; gives a better general idea of what it does. I like that one, particularly the &amp;quot;prospector&amp;quot; part. --[[User:Janus|Janus]] 23:02, 22 December 2007 (EST)&lt;br /&gt;
:::I didn't even think of caves.  Yes, I'd like the seed and location.  I can't promise anything though.  I think caves are not a per-tile thing.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 23:08, 22 December 2007 (EST)&lt;br /&gt;
::::Understandable. Here it is, the world seed is 7810 as posted in the description: [[:Image:Local_Kobold_Cave.png]] --[[User:Janus|Janus]] 00:47, 23 December 2007 (EST)&lt;br /&gt;
:::::I don't think I can do caves.  It's gotta be stored somewhere, but it's not in the place that this tool looks.  I will keep an eye out.&lt;br /&gt;
:::::Not a total loss, though, because I found a bug from looking at this map: the tool is not displaying underground rivers.  Easy fix, but I'm not going to do a new beta version just to fix that one.&lt;br /&gt;
:::::I also saw some interesting behavior from DF's map sizing.  If you choose a 2x2 with that volcano at top left, you get a 2x2.  But if you choose a 3x3 with volcano at top left, you get a 5x5 with volcano at middle left.  It looks like either the chasm or the cave triggers this, even though the chasm is entirely out of the 3x3 selection, and the cave appears to be built so that it is out of the selection as well.  I need to play with this some more.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 01:53, 23 December 2007 (EST)&lt;br /&gt;
:::Just wanted to chime in and say I vote for Regional Prospector.--[[User:N9103|N9103]] 16:05, 23 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I'm impressed. I didn't even realise the features were in memory before you embarked into areas. This baby finds chasms, lakes, adamantine, and the smaller magma lakes that never showed up on the map. Finding good start locations has never been easier. Before I was having to find squares with good minerals and then just embark on the entire map and reveal it all to see if it had good features, with this you can just look at a glance. The only things I see missing are the caves and cave rivers, which you two already noticed. No errors so far, I'll report any if I find any. Thanks for a great tool. Also, I think FeatureFinder is a fitting name. - [[User:Paul|Paul]] 12:55, 23 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I may have found a bug. Your utility shows a magma pool right next to a goblin tower, but upon reveal, it doesn't appear to exist. The seed is 3590640052 and the location is [http://img170.imageshack.us/img170/2849/misleadingmagmaia0.png here]. I have to say, though, that overall this is a fantastic utility- the most useful external program for this game since reveal. Heck, it's probably better than reveal in the long run. Thank you for finally allowing me to satisfy my OCD. --[[User:Eiba|Eiba]] 14:06, 24 December 2007 (EST)&lt;br /&gt;
:Yes, I get the same behavior.  I didn't actually check with a debugger, but I checked with my test version, and it's definately flagged by the game for being a magma pool.&lt;br /&gt;
::[[Image:0x517A5D_Eiba%27s_bug_report_location.png]]&lt;br /&gt;
:I actually suspect that this is correct (if unexpected) behavior: the game's local-map generator is preventing features from being generated under or too close to civilization areas.  It might be worth exploring other towns with a feature next to them.  Anyway, I don't think I can do anything about this... it's just one of those things, y'know?&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;And good luck with that OCD; this utility made mine worse.  (I just &amp;lt;i&amp;gt;know&amp;lt;/i&amp;gt; that if I keep looking, I'll find a 4x4 limestone magma water chasm pits trees haunted location.)&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 15:27, 24 December 2007 (EST)&lt;br /&gt;
:::So I was looking all over for the discussion of this thing - and I just got to hand it to you - you just saved countless hours of my life looking for the perfect starting location. Holy shit this is awesome. I could practically open-mouth kiss you. *cough&lt;br /&gt;
:::I can verify cavelakes and whatnot are revealed :) Anyhow, thanks - and I'm surprised that there aren't too many raving posts on the forums about this. (I'll also give you a heads up if I find that legendary adamantine/magma/trees/chasm/flux/sand epic location in a terrifying 5x5 or less) --[[User:KaelGotRice|KaelGotRice]] 00:43, 26 December 2007 (EST)&lt;br /&gt;
::::You should post about this tool in the forums! [[User:Bartavelle|Bartavelle]] 06:17, 27 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Great frickin' utility.  If I find that haunted superdense 4x4 I'll let you know, I've been looking for it too.  (Terrifying's even better, as it is evil + savage.)&lt;br /&gt;
::Small request: add a &amp;quot;map legend&amp;quot; to the Utilities page or include one in the zip.  I've never seen those numbers displayed in the above screenshot, just #s and ~s.&lt;br /&gt;
::I saw one map where a red single ~ next to a long set of #s didn't turn up magma at any depth, so what you say about the local-map generator probably applies to features other than civilizations.--[[User:Maximus|Maximus]] 19:49, 26 December 2007 (EST)&lt;br /&gt;
:::A map key is a good idea.  I'll package one with the next release, and I'll throw up a quick one one on the utilities page as well.&lt;br /&gt;
:::The numbers in the screenshot are from my initial alpha test version, which I never released.  Do you think that I should put them in the normal tool, as an alternate display mode?  I thought they wouldn't be useful.&lt;br /&gt;
:::Was there any feature where the magma should have been?  Could it have drained out into the chasm?  If you still have the seed and location, I'll look at it.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 20:02, 26 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::::Seed 92001, generated under .33e, I think.  [[:Image:92001_busy.png]]  It didn't drain into the chasm; there's no &amp;quot;empty space&amp;quot; anywhere in the column indicated by RP.  This is a really nice location btw; two chasms, surface and underground river and lake, steel, sand, pits, and my favorite, skeletal elephants.  There's over 200 hostiles on the map right at the outset.  However, the pits/cave river and magma/elephants are not near each other, requiring a starting location at least 7x10.&lt;br /&gt;
::::I don't think having RP display numbers is necessary.  I assume they indicate depth -- I'd rather know nothing about the actual placement of things as long as I know the grid contains the features I want.&lt;br /&gt;
::::Say, maybe you could create an automated map-searcher where you tick off what features you want and the searcher identifies starting locations containing them without telling you exactly where each feature is...--[[User:Maximus|Maximus]] 22:44, 26 December 2007 (EST)&lt;br /&gt;
:::::The numbers are the internal feature flag value.  2, for instance, is cave pool.  I have been pondering such a map searcher.  It would require extremely intimate knowledge of the internal map representation, which is presently beyond me.  Regional Prospector does its magic by hooking into the drawing of each map cell, so it doesn't have to traverse the data structures itself.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 22:59, 26 December 2007 (EST)&lt;br /&gt;
::::::If you're just hooking into the drawing of a map cell, couldn't you also add a call to something that would keep track of where, for instance, magma vents are? Something like that would make Ziusudra's magma search utility a lot faster; instead of waiting a quarter second and looking through the screen, such a search utility would scan across the map as fast as the game can update.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:Tacroy|Tacroy]] 00:16, 31 December 2007 (EST)&lt;br /&gt;
:::::::Maybe... Hmm.  Maybe.  I could make a list with little problem.  The hard part would be getting the info out.  I immediately envision a co-process, probably a custom debugger, that collects the information from code tweaks in DF.  And either that program, or an AHK script, would feed input to DF to traverse the map.  Hmm.  Really, this sounds like a project that's a couple orders of magnitude harder than RP was.  With RP, I just inject a few lines of carefully written assembly code.  Debuggers are hard.  Interesting idea, though.  Also, nice m-dash.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 01:24, 31 December 2007 (EST)&lt;br /&gt;
::::::::I only copy from the best :) But anyway, as long as you're injecting assembly code, couldn't you extend it to open a file and write out the interesting features it finds? This probably wouldn't work if you're limited to a certain amount of injected code; I have to say that I have absolutely no idea whether or not this would work as I've never done anything with x86 assembly, nor have I ever messed around with injecting code into memory.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:Tacroy|Tacroy]] 23:03, 31 December 2007 (EST)&lt;br /&gt;
:::::::::I theoretically could dump data to a file.  The limit on how much code can be injected is so high that it will never actually be hit in real-world use.  However, I would have to (&amp;lt;b&amp;gt;a&amp;lt;/b&amp;gt;) do all of the file operations myself using relocatable assembly code (which is even harder to write than normal assembly language), and (&amp;lt;b&amp;gt;b&amp;lt;/b&amp;gt;) track down the operating system call addresses &amp;lt;i&amp;gt;from scratch&amp;lt;/i&amp;gt;, the way viruses do.  (Have to do that because they can be at different addresses in different processes, so I can't just find them in the patcher process and copy them across.)  I estimate 1000-2000 lines of assembly, all carefully coded to not disrupt &amp;lt;b&amp;gt;DF&amp;lt;/b&amp;gt; itself.  Using a custom-built debugger might actually be easier.  I am, frankly, not eager to do such a project for little &amp;lt;u&amp;gt;personal&amp;lt;/u&amp;gt; gain.  &amp;lt;b&amp;gt;RP&amp;lt;/b&amp;gt; suits my needs and tastes quite well.  Now, if you can find someone else willing to do the gruntwork, I can give info such as good patch locations, and critique their techniques.  Though I probably am not willing to debug crashes &amp;amp;mdash; and crashes &amp;lt;u&amp;gt;will&amp;lt;/u&amp;gt; happen, and they can be weird and mysterious.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 02:37, 1 January 2008 (EST)&lt;br /&gt;
::::::::::Why don't you let the patcher do the grunt work to find the system function addresses, all you'd have to do is read in the entire EXE image from the DF processes. The relocatable assembly is still definitely going to be a pain. I'd look into doing it myself, but I've already got my plate full just trying to make DFUF useful.&amp;lt;br/&amp;gt;-- [[User:Jifodus|Jifodus]] 15:09, 1 January 2008 (EST)&lt;br /&gt;
:::::::::::That's a interesting thought.  Since the target is a single known executable, which almost certainly already imports the system calls I would need, I could indeed suck them out of the image.  So that counters point &amp;lt;b&amp;gt;b&amp;lt;/b&amp;gt;.  I'll give it some thought.  However if I do take on this project, I am actually leaning toward the custom debugger route.  I could use C that way.  And I'd learn more skills and techniques, I'm sure.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 16:49, 1 January 2008 (EST)&lt;br /&gt;
Maybe it's only me, and I'm doing something extremely stupid, but I can't get it to apply the patch. When I run the .exe it says that it can't find the files that it needs to patch, and suggests that they perhaps already are patched, which, of course, they aren't. I'm probably doing something stupid, aren't I? I suspected that I had possibly put it in the wrong place or something, so I ended up running it from a whole bunch of different DF folders. Alas, there wasn't any sort of readme to help us simple people. Help would be appreciated though, it sounds like a fantastic utility. I'm tired of looking for underground pools with the random chance method. I'm using .33g--[[User:Yabbadabba|Yabbadabba]] 00:55, 1 January 2008 (EST)&lt;br /&gt;
:Okay, lets cover the misconception first: it doesn't patch files.  It grabs the running copy of &amp;lt;b&amp;gt;Dwarf Fortress&amp;lt;/b&amp;gt; by the &amp;lt;strike&amp;gt;balls&amp;lt;/strike&amp;gt; throat, and patches its memory.  But if &amp;lt;b&amp;gt;DF&amp;lt;/b&amp;gt; isn't running, you will get a different error message.  So it was running.  So... try this: quit out of &amp;lt;b&amp;gt;DF&amp;lt;/b&amp;gt;, then start it back up.  When &amp;lt;b&amp;gt;DF&amp;lt;/b&amp;gt; is at the initial title screen, run the &amp;lt;b&amp;gt;RP&amp;lt;/b&amp;gt; utility.  Only once.  It should not give an error message.  In fact, it should give no feedback at all.  Then go back to &amp;lt;b&amp;gt;DF&amp;lt;/b&amp;gt; and choose the &amp;lt;i&amp;gt;Start Playing&amp;lt;/i&amp;gt; menu choice.  When you're looking at the &amp;lt;i&amp;gt;Choose a Fortress Location&amp;lt;/i&amp;gt; screen, you should automatically be looking at a region which has mountains.  At this point, you should notice extra symbols on the local map view on the left of the screen.  Report back if this doesn't work, and we can do some diagnostics.  I do agree, there should be a readme to explain stuff, as well as give a map key of the new symbols.  Soon.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 02:37, 1 January 2008 (EST)&lt;br /&gt;
::Hey, thanks for the help man. Worked like a charm. I guess I just ran it before it got to the main menu last time. Or maybe I opened it twice. Either way, cheers.--[[User:Yabbadabba|Yabbadabba]] 03:21, 1 January 2008 (EST)&lt;br /&gt;
I gotta say, this is an awesome utility, I was thinking, exactly, wouldn't it be cool if someone would make a program that would fool the main DF exec into rendering &amp;quot;hidden&amp;quot; features? And a couple months later, you make it. I don't exactly know how it works, but is there a way to do the same thing to the &amp;quot;region&amp;quot; map? (the one in the middle) like, for example show the tiles that have any magma with a red background. [[User:Sergius|Sergius]] 23:13, 4 January 2008 (EST)&lt;br /&gt;
:Maybe.  I have given this a little thought, but haven't done any of the necessary analysis of &amp;lt;b&amp;gt;DF&amp;lt;/b&amp;gt;.  The maps are rendered at different times, and by different routines, and I haven't explored what data is easily available to the Region renderer.  I may look at this, or I may try to jump all the way to a &amp;quot;Map Info Dumper&amp;quot; or &amp;quot;Good Region Finder&amp;quot; as discussed above.  Currently I'm devoting my efforts to art defacement tantrums.  I am able to shut them off beforehand, but I can't yet counter the effect after the fact.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 21:51, 5 January 2008 (EST)&lt;br /&gt;
::I just came here to request this feature as well. Red backgrounds for lava tiles in the region map is _exactly_ what I need!&lt;br /&gt;
:::I'd love to.  I really would.  But it's &amp;lt;i&amp;gt;seriously&amp;lt;/i&amp;gt; hard.  In my investigations, I have learned that the localmap view is generated dynamically.  That makes sense &amp;amp;mdash; it would be wasteful to have 257*257 localmaps in memory all at once, when only one is needed at a time.  But the consequence is that the magma flag that I am looking for is not available for any regionmap tile except the currently selected one.  There has to be some flag somewhere, but I haven't found it yet, and I may not be able to.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 17:24, 12 January 2008 (EST)&lt;br /&gt;
:::Made some progress I think.  Haven't found the flag but have found the area where it must be.  So maybe I can do this.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 21:53, 12 January 2008 (EST)&lt;br /&gt;
::::I believe that magma is centered around some sort of invisible map feature, as all the magma I've found is in clusters. Volcanoes are obvious of course, but I've found many clusters that aren't near volcanoes. By clusters, I mean 9+ local areas with one or two pockets of magma, usually all touching, with the occasional pocket that's not touching the cluster. Anytime I'm searching, if I find one pocket, there are bound to be a handful of others in the immediate vicinity. Hope this helps in finding the token or flag that marks the clusters. --[[User:N9103|Edward]] 00:18, 13 January 2008 (EST)&lt;br /&gt;
:::This is proving to be &amp;lt;u&amp;gt;very&amp;lt;/u&amp;gt; hard.  I've already invested maybe 100 times the effort that the original &amp;lt;b&amp;gt;RP&amp;lt;/b&amp;gt; features took me.  I've gone down two or three long routes that lead to dead ends.  Now I think I have found the list of map features &amp;amp;mdash; the same ones that show up in the region folders.  If I can walk those looking for matching world x and y coordinates, and figure out where the magma flag is set in them, then it should work.  If magma is even a feature, which I am not totally sure of yet.&amp;lt;br&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 18:05, 14 January 2008 (EST)&lt;br /&gt;
::::I'm wondering if you couldn't create a utility that automatically traverses every single local square and updates the regional map if it finds something...--[[User:Maximus|Maximus]] 02:24, 15 January 2008 (EST)&lt;br /&gt;
:::::Possibly.  What for?&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 04:06, 15 January 2008 (EST)&lt;br /&gt;
::::::I was suggesting that as a kludge if you couldn't find the magma data you were looking for (if there's magma on the local map, update the regional map), but apparently you have finally found it.--[[User:Maximus|Maximus]] 15:03, 15 January 2008 (EST)&lt;br /&gt;
Just wanted to say once again, damn fine job on the Regional Prospector. I've just posted a couple of locations found using it [[Pregenerated_worlds#Smata_Sagus.2C_The_Realms_Of_Dawn|over here]]. --[[User:Janus|Janus]] 21:55, 6 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
I'd just like to say great job on your Seekrit Projekt. It does not have to be updated for .38a. [[User:Mephisto|Mephisto]] 21:06, 5 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
=== Regional Prospector version 2 ===&lt;br /&gt;
&lt;br /&gt;
There is now a beta test version that highlights regional map squares containing magma in dark red.  Thank you to Sergius and Polpoint for the idea.  Hop on over to my main page.  Leave feedback below.  This project baked my brain; I am now off to bed.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 04:09, 15 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
=== Incompatible with 38a. ===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Failed to find memory locations to patch.&lt;br /&gt;
Please report this at&lt;br /&gt;
http://www.dwarffortresswiki.net/index.php/User_talk:0x517A5D&amp;quot;&lt;br /&gt;
&lt;br /&gt;
 It is expected to work with future releases of Dwarf Fortress, as long as the embark code doesn't change too much.&lt;br /&gt;
&lt;br /&gt;
Hehe, not too surprising considering the version jump, that Toady could have made some major changes to embarkation. --[[User:N9103|Edward]] 09:35, 5 February 2008 (EST)&lt;br /&gt;
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The embark screen still looks the same to me, exept that Seekret Projekt doesn't work anymore ofcourse.&lt;br /&gt;
&lt;br /&gt;
:Worked fine for me, at least, when the world is generated in 38a--[[User:Dorten|Dorten]] 00:30, 6 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Correction, and clarification for those confused: the original Regional Prospector release (listed on the utilities page) works in 38a. However, the newer improved beta2 and beta3 releases (on his user page) do not work in 38a. So, you can at least get the core functionality in 38a by using the non-beta release. --[[User:Janus|Janus]] 04:55, 6 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Okay, thanks for the report.  I've not been working on it recently, but I will get back to it soon.  Without checking, I imagine the problem is the new functionality in the beta.  I hooked several more places in the &amp;lt;b&amp;gt;DF&amp;lt;/b&amp;gt; code &amp;amp;mdash; if those hook points changed, then they can't be hooked. &amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 14:32, 7 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Yeah, im trying beta3 on 38c, and getting the error message. But the original version still works fine. (Oh and magma enabler fails too now) -[[User:Ctrlfrk|Ctrlfrk]] 21:01, 4 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Glad the old one still works.  It's the new functionality that is the sticky point.  Unfortunately I have not felt up to recreational programming for a couple of months now, much less the effort of disasssembling &amp;lt;b&amp;gt;DF&amp;lt;/b&amp;gt; executables.  I am starting to feel better, so expect beta4 soon, perhaps this weekend.  That's not a promise though.&amp;lt;br/&amp;gt;I'll look at magma soon as well, thanks for the report.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 22:11, 5 March 2008 (EST)&lt;br /&gt;
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:::A Note that the original version is still compatable (38c). Also, how's life treating you? Hopefully it's treating you well! Also hope that you'll be headed back towards working on an improved versionless version sooner than later. Best wishes in any case! --[[User:N9103|Edward]] 06:37, 28 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::: Link to original version? Tried various places but all of them error out on me. --[[User:Gorfob|Gorfob]] 02:15, 15 July 2008 (EDT)&lt;br /&gt;
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:::: Same here. I grabbed the one off the utilities page, and it does not work for me. --[[User:Deekin|Deekin]]&lt;br /&gt;
&lt;br /&gt;
===Regional prospector broken with 39b===&lt;br /&gt;
The regional prospector (from the utilities page) isn't working with 39b either - DebugView shows that it's failing to find d1 and d2. I spent a little time trying to find them myself, without any luck (but I don't expect to try any more in the future - as far as I could tell they either simply don't exist anymore, or have been completely rewritten and are unfindable (by me, that is, since I have no idea what they do or how they were found in the first place), or I don't know enough about it to find them). --[[User:SL|SL]] 02:17, 16 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Confirming incompatibility with 39b ===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Failed to find locations to patch; perhaps they're already patched?&amp;quot;&lt;br /&gt;
Usual message if process is already running, but nothing displayed on the embark maps.&lt;br /&gt;
&lt;br /&gt;
--[[User:SquidDNA|SquidDNA]] 12:36, 16 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
===And Mmeurk has retrofitted it for 39a and 39b===&lt;br /&gt;
:It turns out that Mmeurk has managed to retrofit it for 39a and 39b, and made a thread in the DF modding forum with the download for the updated version: http://www.bay12games.com/forum/index.php?topic=20643.0--[[User:SL|SL]] 17:29, 16 July 2008 (EDT)&lt;br /&gt;
::I understand that .39e and subsequent don't need the utility, can anyone confirm this?&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 14:43, 12 August 2008 (EDT)&lt;br /&gt;
:::.39d and + have a site finder that can spot locations with specific features, but your tool is much more powerful. Many types of sites can still only be found with RP. If it could be made to work with a config file containing relevant memory locations (or able to take advantage of rick's memory xml included with tweak) I think that would be a permanent solution. [[User:VengefulDonut|VengefulDonut]] 00:09, 13 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Enable magman buildings==&lt;br /&gt;
Due to Vista being a pile of shit with DF I run my maps revealed because of the large speed up this gives on Vista (at least on my machine) Tneable magman buildings does not work with .38c --[[User:Gorfob|Gorfob]] 02:21, 18 March 2008 (EDT)&lt;br /&gt;
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On running magma enabling utility I get the error &amp;quot;Failed to locate patch point for magma forge&amp;quot;. Running version 39e of DF. Cant find any reference to this error on the wiki or forum. --[[User:Justin Kace|Justin Kace]] 21:24, 8 August 2008 (EDT)&lt;br /&gt;
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I have had the same issue as you Justin.  Hopefully we can get a fix for this soon.  --[[User:Rock Mongler|Rock Mongler]] 19:43, September 4 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Stone Sense ==&lt;br /&gt;
&lt;br /&gt;
(Beta feedback goes here, please.)&lt;br /&gt;
&lt;br /&gt;
== Barrel-free food piles? ==&lt;br /&gt;
&lt;br /&gt;
:&amp;gt;Also set food piles to 0 barrels, except the seedpile should allow 1. This means you need more space devoted to food piles, but you can see at a glance how much food you have. (Note: supposedly you will lose more food to vermin this way.)&lt;br /&gt;
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You could just press Z for fortress status.&lt;br /&gt;
&lt;br /&gt;
[[User:Gairabad|Gairabad]] 20:51, 7 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:No.  The Z status screen groups prepared meals together with food which needs processing to become edible, under the Other category.&lt;br /&gt;
:The Z,Stocks list does split out prepared meals, but that is not something I am used to doing.  I will stick with what works for me.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 18:43, 8 December 2008 (EST)&lt;br /&gt;
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::Alright.  By the way, there are a lot of good ideas on your userpage.  [[User:Gairabad|Gairabad]] 23:53, 8 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== latest build ==&lt;br /&gt;
I noticed that in your latest build you had 4 picks, but no miner skill. Do you use untrained miners, and train them on sand? or do you skip training and just deal with the wait? I'm just wondering.--[[User:Destor|Destor]] 17:23, 9 December 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Destor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Bin&amp;diff=31025</id>
		<title>40d Talk:Bin</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Bin&amp;diff=31025"/>
		<updated>2008-12-09T15:56:31Z</updated>

		<summary type="html">&lt;p&gt;Destor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Material to build a bin==&lt;br /&gt;
How many bars does it take to make a bin? Does it depend on what kind of metal? I've gotten canceled messages for &amp;quot;Can't find 2 iron bars&amp;quot; or &amp;quot;can't find 3 platinum bars&amp;quot;...&lt;br /&gt;
* 3 bars or 1 log, see the [[metalsmith]] page [[User:Coelocanth|Coelocanth]]&lt;br /&gt;
::or the [[carpenter]] page for wood![[User:GarrieIrons|GarrieIrons]] 10:52, 1 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== to do ==&lt;br /&gt;
*Is there a max of items per bin?&amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:Koltom|Koltom]] ([[User talk:Koltom|talk]]•[[Special:Contributions/Koltom|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
:Yes, but it varies by item type. A bin can always fit at least 10 (I think). If you're storing socks, it can hold many more. [[User:VengefulDonut|VengefulDonut]] 11:37, 21 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==problem ==&lt;br /&gt;
I fail to have an armor bin, they always carry them of to cloth piles and whatnot. Any tricks? Maybe needs a metal bin?&amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:Koltom|Koltom]] ([[User talk:Koltom|talk]]•[[Special:Contributions/Koltom|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
:Edit the settings on your stockpiles to keep out the things that you dont want to go there. [[User:VengefulDonut|VengefulDonut]] 11:37, 21 February 2008 (EST)&lt;br /&gt;
:: yeah, i limited bins on all stockpiles to what was already there. For a change they now put the bins on furniture piles -empty- but at least 3 of 10 arrived on armor piles and the clutter is gone. But its terrible micromanagement to adjust the piles every time one needs a new bin - i will just have to mass produce... --[[User:Koltom|Koltom]] 20:46, 21 February 2008 (EST)&lt;br /&gt;
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==Bin transfer?==&lt;br /&gt;
When making a new stockpile and deleting the previous, the dwarves only decide to move the goods that are not within bins. The new stockpile isn't close to full, and the filled bins sit in the old room without the designation. Is there a (non-tedious) way to make the dwarves move the bins to my new stockpile?&lt;br /&gt;
--[[User:Sphexx|Sphexx]] 06:13, 21 May 2008 (EDT)&lt;br /&gt;
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:I would have designated the new as taking from the old before deleting it... Though, I can't recall ever having bins left behind that weren't empty. --[[User:N9103|Edward]] 08:20, 21 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==How Bins are Allocated==&lt;br /&gt;
It would be cool to add info on how and when bins are allocated.  I know it's dynamic based on the forums answer I got, but I don't know enough to take a good stab at adding it to the wiki.  -- [[User:Macguffin|Macguffin]] 10:54, 29 June (EDT)&lt;br /&gt;
&lt;br /&gt;
:As far as I know, the bins are automatically allocated based on how many stockpiles are 'in need of bins'. They usually try to fulfil one stockpiles need for bins before all of the others. Try to keep one bin limit on all of them before increasing the limits. --[[User:AlexFili|AlexFili]] 04:30, 25 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Magma safe bins==&lt;br /&gt;
If I have a bin made of magma safe material, such as nickel, and I pour lava onto the bin will its contents be safe or will I end up with an undamaged bin full of ashes? [[User:Diabl0658|Diabl0658]] 16:46, 24 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==arggh==&lt;br /&gt;
I've got an armor bin, and my Dwarves keep putting the narrow armor that I want to smelt in there. How do I get the items out, or at the least mark them for smelting. When I try and hit the m ke in the menu, it just marks the bin for melting.--[[User:Destor|Destor]] 01:41, 9 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Use +- to navigate the items in the bin and hit 'enter' to go to the selected item.  While viewing the selected item (after hitting 'enter'), hit 'm' to designate it for melting.  Yes, its mildly annoying, but it works. --[[User:Squirrelloid|Squirrelloid]] 02:31, 9 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Destor thanks Squirrelloid for his help, and offers him a cookie.&amp;quot; that's how happy I am. Now I'll stop running out of iron!--[[User:Destor|Destor]] 10:56, 9 December 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Destor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Bin&amp;diff=31023</id>
		<title>40d Talk:Bin</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Bin&amp;diff=31023"/>
		<updated>2008-12-09T06:41:41Z</updated>

		<summary type="html">&lt;p&gt;Destor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Material to build a bin==&lt;br /&gt;
How many bars does it take to make a bin? Does it depend on what kind of metal? I've gotten canceled messages for &amp;quot;Can't find 2 iron bars&amp;quot; or &amp;quot;can't find 3 platinum bars&amp;quot;...&lt;br /&gt;
* 3 bars or 1 log, see the [[metalsmith]] page [[User:Coelocanth|Coelocanth]]&lt;br /&gt;
::or the [[carpenter]] page for wood![[User:GarrieIrons|GarrieIrons]] 10:52, 1 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== to do ==&lt;br /&gt;
*Is there a max of items per bin?&amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:Koltom|Koltom]] ([[User talk:Koltom|talk]]•[[Special:Contributions/Koltom|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
:Yes, but it varies by item type. A bin can always fit at least 10 (I think). If you're storing socks, it can hold many more. [[User:VengefulDonut|VengefulDonut]] 11:37, 21 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==problem ==&lt;br /&gt;
I fail to have an armor bin, they always carry them of to cloth piles and whatnot. Any tricks? Maybe needs a metal bin?&amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:Koltom|Koltom]] ([[User talk:Koltom|talk]]•[[Special:Contributions/Koltom|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
:Edit the settings on your stockpiles to keep out the things that you dont want to go there. [[User:VengefulDonut|VengefulDonut]] 11:37, 21 February 2008 (EST)&lt;br /&gt;
:: yeah, i limited bins on all stockpiles to what was already there. For a change they now put the bins on furniture piles -empty- but at least 3 of 10 arrived on armor piles and the clutter is gone. But its terrible micromanagement to adjust the piles every time one needs a new bin - i will just have to mass produce... --[[User:Koltom|Koltom]] 20:46, 21 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Bin transfer?==&lt;br /&gt;
When making a new stockpile and deleting the previous, the dwarves only decide to move the goods that are not within bins. The new stockpile isn't close to full, and the filled bins sit in the old room without the designation. Is there a (non-tedious) way to make the dwarves move the bins to my new stockpile?&lt;br /&gt;
--[[User:Sphexx|Sphexx]] 06:13, 21 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I would have designated the new as taking from the old before deleting it... Though, I can't recall ever having bins left behind that weren't empty. --[[User:N9103|Edward]] 08:20, 21 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==How Bins are Allocated==&lt;br /&gt;
It would be cool to add info on how and when bins are allocated.  I know it's dynamic based on the forums answer I got, but I don't know enough to take a good stab at adding it to the wiki.  -- [[User:Macguffin|Macguffin]] 10:54, 29 June (EDT)&lt;br /&gt;
&lt;br /&gt;
:As far as I know, the bins are automatically allocated based on how many stockpiles are 'in need of bins'. They usually try to fulfil one stockpiles need for bins before all of the others. Try to keep one bin limit on all of them before increasing the limits. --[[User:AlexFili|AlexFili]] 04:30, 25 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Magma safe bins==&lt;br /&gt;
If I have a bin made of magma safe material, such as nickel, and I pour lava onto the bin will its contents be safe or will I end up with an undamaged bin full of ashes? [[User:Diabl0658|Diabl0658]] 16:46, 24 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==arggh==&lt;br /&gt;
I've got an armor bin, and my Dwarves keep putting the narrow armor that I want to smelt in there. How do I get the items out, or at the least mark them for smelting. When I try and hit the m ke in the menu, it just marks the bin for melting.--[[User:Destor|Destor]] 01:41, 9 December 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Destor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Destor&amp;diff=45220</id>
		<title>User:Destor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Destor&amp;diff=45220"/>
		<updated>2008-12-09T05:26:27Z</updated>

		<summary type="html">&lt;p&gt;Destor: more help&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Destor was bored recently. He admired a great fortress recently. He was caught in the snow recently. he played too much DF lately. He hasn't been on the computer much recently. He wrote a nice user page lately.&lt;br /&gt;
&lt;br /&gt;
Destor enjoys playing DF, and it seems like not too much else now. (been playing too much, heh) Reading, computers, video games, and snow for its coldness.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Random funny things! ==&lt;br /&gt;
&lt;br /&gt;
my mayor wanted some stuff out of bismuth, which I have none of, anywhere, and when the mandate was almost over, another mayor was elected! wow, that's convenient. BTW, has anyone noticed that in DF you start with 7 dwarves, and there were also 7 in Snow White? (I sense a Toady-Disney conspiracy, here.) I also have seen a dwarf who dislikes toads! the nerve! that's all I can think of, tell me about something else on my talk page, or tell me a better place to put these. --[[User:Destor|Destor]] 22:29, 29 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
oh, man! my adventurer just picked up a giant roach and threw it at an enemy. I am still cracking up. of course, the same adventurer has thrown corpses, flies, spears, etc. before.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The most hilarious thing that could (n)ever happen in Dwarf Fortress ==&lt;br /&gt;
&lt;br /&gt;
So, I had de-drafted my best hammerer from the military, to do some cross training, and guess what! he got a strange mood. at the same time, my mayor decides he wants an artifact, so he demands one. After a few months, my dwarf is not done, so then my hammerer comes up and beats him for violating the production order. bad move. My dwarf disarms the hammerer and takes his hammer which he then kills the hammerer with. After this, he is my best hammerdwarf in the fortress, so he gets assigned to be the new hammerer. Then he beats himself to death, what a tragic ending.&lt;br /&gt;
&lt;br /&gt;
I know, I know, this could never happen (noble requesting artifact, being assigned hammerer, killing himself with a beating) but it was still funny!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== help ==&lt;br /&gt;
&lt;br /&gt;
When my brother taught me how to play on his computer, he used a saved embark setup, with turtles and all of the other things he wanted. This was a long while ago, and I am now on like, my 6th fort, which I am preparing for, and I want to save the skills and items, for my future forts. My brother cannot remember, he doesn't play it very much anymore. So, after searching on the wiki, I can't find it and now need some friendly user's help. How do you do this, or is it just that my brother did something else and this is not possible. --[[User:Destor|Destor]] 18:55, 29 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Isn't there some utility that lets you save embark profiles? --[[User:GreyMario|GreyMaria]] 19:25, 29 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::The latest version of DF lets you save the profile in the customize embark screen. I think. I haven't actually tried to load my saved profile. --[[User:Savok|Savok]] 21:24, 29 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Download the latest version, if you haven't already.--[[User:Maximus|Maximus]] 22:19, 29 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
I just realized something; if you have the latest version, how do you do that? this is purely hypothetical, but what keys do you press and such?--[[User:Destor|Destor]] 00:26, 9 December 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Destor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Legendary&amp;diff=39400</id>
		<title>40d Talk:Legendary</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Legendary&amp;diff=39400"/>
		<updated>2008-12-09T05:01:59Z</updated>

		<summary type="html">&lt;p&gt;Destor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I added record keeping to the skills that it's easy to become legendary in since it's even quicker than mining and engraving when set to 100% accuracy [[User:Moonman|Moonman]] 15:04, 17 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
It could also be added that [[screw pump|screw pump gyms]] are a nice way to the respective skill, as mentioned in the article. I think its even faster than the siege skill.&lt;br /&gt;
&lt;br /&gt;
Should we mention that legendary dwarves don't pay money once the economy sets in?&amp;lt;br&amp;gt;&lt;br /&gt;
Might be important.&amp;lt;br&amp;gt;&lt;br /&gt;
--[[User:Lordmick134|Lordmick134]] 12:21, 22 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Aye. --[[User:Savok|Savok]] 16:34, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Blinking ==&lt;br /&gt;
&lt;br /&gt;
I'm not sure how important this is, but I'll talk about it anyways. I set up a game with [[User:Rinn/AdjustProfile|Adjust Profile]] so that all of my starting Dwarves were legendary. So la-de-da-da, they all blink 'in tune' at the start. After some time, they some of them started to blink out of tune with one another. So does this mean that the blinking subroutine is independently timed on each dwarf?  Is there significant lag if one has a legendary dwarf vs a non-legendary? Or 5? Or 50? --[[User:Chrispy|Chrispy]] 08:21, 25 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Has anyone ever suggested removing the blinking? The blinking gets a bit harsh on the eyes, especially when you have tons of legendary dwarves. I'd just prefer a [L] tag somewhere in the person's name/skill list. --[[User:AlexFili|AlexFili]] 04:50, 4 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== How fast? ==&lt;br /&gt;
&lt;br /&gt;
Exactly how quickly do legendary dwarves gain skill levels? I assigned my legendary miner to be an engraver and wasn't seeing any breathtaking skill increases, so meh. --[[User:Xonara|Xonara]] 04:52, 29 October 2008 (EDT)&lt;br /&gt;
: My impression, without any experimentation, is that they don't gain levels faster than anyone else. However, they do tend to be Harder/Better/Faster/Stronger due to attribute increases from gaining experience and the page on [[Experience]] indicates that experience is achieved upon (assumedly successful) completion of a task, so if the attributes make them complete more quickly, or with a higher degree of success, they will indeed level faster, although I don't think it will be that marked in most cases. -[[User:Fuzzy|Fuzzy]] 08:53, 29 October 2008 (EDT)&lt;br /&gt;
::I'm kinda doubting it'd be worth doing except for the REALLY hard to train skills. The only way I might use it is to make those lazy idlers do something useful for once, while I decide what their brutal living conditions will be. --[[User:Xonara|Xonara]] 19:33, 29 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Yeah, being legendary doesn't necessarily make dwarves faster (except at the specific legendary skill) -- it's their [[attributes]] that make them faster, break for food/drink/sleep less often, or more able to carry heavy loads.  High strength is critical for siege operating, for instance, since the operator has to carry a heavy rock throughout the entire firing procedure.  Perfect agility is only 1.8 times faster than no-speed, and it's not even certain that agility speeds things like workshop tasks (it does seem to speed mining).  Though it definitely makes them faster while fetching materials.--[[User:Maximus|Maximus]] 21:01, 29 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Posessed? ==&lt;br /&gt;
This mentiones that being posessed does not give a dwarf legendary skill, but I've only had two artifacts made... one by someone in a secretive mood, and one posessed... and both blink. The first one is an engraver who throws up Mona Lisas all over the place...getting 'Has created a masterpiece' messages so quickly they're stepping on each other... Someone has one hell of a legendary 2x2 bedroom... :-p --[[User:Azaram|Azaram]] 22:58, 29 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:They can still become legendary through regular skill gains (engraver trains ''quite'' quickly), and dwarves can still have a strange mood after they have reached legendary by other means.--[[User:Maximus|Maximus]] 01:06, 30 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Hm. I've got four artifacts, but only three dwarves. Must have been someone else at the same time... --[[User:Azaram|Azaram]] 04:30, 30 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== marriage ==&lt;br /&gt;
&lt;br /&gt;
I've noticed that most of the married couples in my fortress have at least one legendary dwarf in them. Do you think that this is just coincidence, or is there some sort of thing with them being more attractive to the other dwarves (because of the legendary title) do the dwarves just want the free room and board during economy(lol)? or is it some sort of thing with the dwarves who get moods (most of my married legendary dwarves were from moods) have to have a personality that makes them compatible with at least one type of other personalty.--[[User:Destor|Destor]] 00:01, 9 December 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Destor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Reclaim_fortress_mode&amp;diff=19962</id>
		<title>40d:Reclaim fortress mode</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Reclaim_fortress_mode&amp;diff=19962"/>
		<updated>2008-12-09T04:26:13Z</updated>

		<summary type="html">&lt;p&gt;Destor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;To '''reclaim a fortress''' you can hit {{key|R}} on the fortress location choice screen. This will let you return to a previously lost or abandoned fortress. The number of dwarves you reclaim with will depend on the nearby hostile monsters. These include both wild animals and megabeasts left behind, as well as newly spawned inhabitants. It is possible to embark on a fortress incredibly infested with creatures. Most likely, you are slaughtered immediately, and if you reclaim, can get up to 70 dwarves.(usually near special caves or chasms with multiple caves)&lt;br /&gt;
== Preparation ==&lt;br /&gt;
If you prepare for the journey, the [[Skill]]s screen is different from standard [[Dwarf_Fortress_mode|Fortress Mode]] but the Items screen is the same.&lt;br /&gt;
&lt;br /&gt;
The skills screen in reclaim mode shows a list of [[dwarves]] on the left and the list of skills on the right. The skill list shows the total number of dwarves with that skill, '''not''' the skill level of the selected dwarf. The skills of the selected dwarf are shown highlighted in green. Each of your starting dwarves is allowed one [[military]] skill and one domestic [[jobs|profession]]. If you do not like the randomly generated profession (highlighted in green) for the selected dwarf, you can move the selector right and pick a new profession with {{key|Enter}}. The equipment screen is the same as standard Fortress mode. Military skills are handled the same way as professions, though all start off as [[axeman|axedwarves]] and the military skill is highlighted in red{{ver|0.27.176.38c}}.&lt;br /&gt;
&lt;br /&gt;
Choosing specific professions will result in the dwarf having (without addition of [[Attribute|attributes]]) the matching skill. General professions ([[Woodworker]], [[Stoneworker]], [[Ranger]], [[Metalsmith]], [[Jeweler]], [[Craftsdwarf]], [[Farmer]], [[Engineer]], [[Administrator]]) give novice skill level in each of the specialist skills in the same way as incoming [[immigrant|migrants]] have them in dwarf fortress mode. Additionally, if no dwarf is marked as a trader, whichever dwarf is trading at the depot the first time the [[Trading|trade]] menu is opened, even if no trade is made, will instantly become a competent [[appraiser]] (though not a better [[judge of intent]]){{ver|0.27.176.38c}}.&lt;br /&gt;
&lt;br /&gt;
As for items, your dwarves will start fully equipped with [[armor]] and [[weapons]] that match their military skill; it is therefore safe to not take extra [[axe]]s with you. If your fortress had one or more [[anvil]]s they will most likely also still be there, so you can ditch the anvil for, say, a horde of [[war dog]]s, lots of [[alcohol|booze]] or more [[bolt]]s.&lt;br /&gt;
&lt;br /&gt;
== Arrival ==&lt;br /&gt;
&lt;br /&gt;
Upon arrival, you will see the items you left behind randomly flung about, [[buildings]] will be either destroyed or unclaimed, and all objects will be aged according to how long the place has been abandoned, so [[food]] will mostly be rotten or gone and dead bodies too will be rotting, [[bone]]s or gone. All objects will also be [[forbidden]]. Forbidden is a good thing, at least if you're reclaiming a fortress that was conquered by beasties or invaders, as it keeps your [[dwarves]] from rushing off on hauling jobs to the middle of enemy infested nowhere.&lt;br /&gt;
&lt;br /&gt;
Your dwarves start in military mode. You will have to clear out the any invaders to make use of the fort, and then reclaim the items and buildings in the safe sections. Once you've got a usable section of the fortress, you can start releasing your dwarves from military duty {{key|m}} so that they can start getting back to regular fortress life. Also note that your dwarves will want to reclaim, stockpile, sort and entomb all the bones of the previous inhabitants, so a happy fortress may require a lot of [[coffin]]s, depending upon how far along the fortress was when it failed. Your dwarves will also have no labors enabled when they arrive, you must manually turn them on.&lt;br /&gt;
&lt;br /&gt;
== Reclaiming buildings ==&lt;br /&gt;
&lt;br /&gt;
In order to reclaim a building for your dwarves to use, say a [[Smelter]], you will need to reclaim all of the items the make up that [[workshop]]. You can do this two ways. First, you can hit [t] and move the cursor over the building, which will show all of the items within the building. This includes the materials used to build it. Just hit [f] on each one to reclaim those items. Alternatively, when you are reclaiming items via the Stock screen any items that are part of a building can be reclaimed there as well. However, you won't know which ones those are, so for specific workshops it's easiest if you claim each one separately.&lt;br /&gt;
&lt;br /&gt;
== Remaining living dwarves ==&lt;br /&gt;
&lt;br /&gt;
If you abandoned your fortress before all your dwarves died, you may see some of the previous occupants wandering around. Currently, that's exactly what they'll continue to do - wander aimlessly. If they die, they will go to your graveyard stockpile, but your dwarves don't care if they're entombed or left to rot. Mostly they just get in your way, but a few of them may be useful. They will not use your workshops, but [[fisherdwarf|fisherdwarves]] will fish, endlessly flinging their catch onto the ground for others to pick up. An exception to this is any insane dwarves that were left in your fortress when you abandoned it will remain hostile to the reclaiming forces as well.&lt;br /&gt;
&lt;br /&gt;
== Remaining monsters ==&lt;br /&gt;
&lt;br /&gt;
If you lost the fortress to a [[:Category:Megabeasts|megabeast]] or a [[goblin]] [[siege]], then the monsters will still be around, but hidden on the unit list.  When a monster is discovered, it will be announced with &amp;quot;an ambush, drive them out&amp;quot;.&lt;br /&gt;
A reclaim party is unlikely to need an anvil, so trading it for an army of [[dog]]s will help to keep numbers in your favour.&lt;/div&gt;</summary>
		<author><name>Destor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Reclaim_fortress_mode&amp;diff=27030</id>
		<title>40d Talk:Reclaim fortress mode</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Reclaim_fortress_mode&amp;diff=27030"/>
		<updated>2008-12-09T03:08:33Z</updated>

		<summary type="html">&lt;p&gt;Destor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your old dwarves will leave in a big migrant group. You just have to wait. So remove the last section?&lt;br /&gt;
&lt;br /&gt;
== Preparation ==&lt;br /&gt;
Have not verified if the immediate grant of competent appraiser happens only if you've marked the dwarf as the outpost's broker first, or will happen even if you allow any dwarf to trade. --[[User:Mike the stout|Mike the stout]]&lt;br /&gt;
&lt;br /&gt;
== Section Caps ==&lt;br /&gt;
&lt;br /&gt;
Unless someone's decided to enforce it without discussing or amending [http://www.dwarffortresswiki.net/index.php/DwarfFortressWiki:Community_Portal#N Rule N], only Pages fall under the first cap, rest lower.&lt;br /&gt;
&lt;br /&gt;
== Ambush when old dwarf hunts? ==&lt;br /&gt;
&lt;br /&gt;
I recently reclaimed a fortress that had still living dwarfs there.  One of which was a hunter &amp;lt;br /&amp;gt;and seems to continue hunting after reclaiming by bashing things with her crossbow.&lt;br /&gt;
However every time she engages an animal I get my screen redirected and game pausing with the &amp;lt;br /&amp;gt;message &amp;quot;An ambush! Drive them out!&amp;quot;. Just reporting this in case it was unknown o.O my 2cents i guess&lt;br /&gt;
--[[User:Scrangos|Scrangos]] 02:20, 24 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Intro on page slightly inaccurate. ==&lt;br /&gt;
&lt;br /&gt;
The intro on this page states that it is possible to start with as many as 35 dwarves.  I just started a game on a map that I previously had abandoned immediately after arriving and I started with 70 dwarves.  (The map was mostly Evil and Savage and had a lot -far more then 70- evil critters all over it due to a chasm where a lot were taking up residence.) &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Frewfrux|Frewfrux]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:Then double-check, and if your observations are indeed correct, '''edit the article!''' It's a wiki for a reason. --[[User:GreyMario|GreyMaria]] 18:24, 19 October 2008 (EDT)&lt;br /&gt;
I am unable to edit the intro paragraph.  There is no edit button.&lt;br /&gt;
Edit:  nvm, I'm dumb.  While there is no edit button for intro sections on a page I just figured out how you go about it.&lt;br /&gt;
&lt;br /&gt;
== Can't get them to do anything...  ==&lt;br /&gt;
&lt;br /&gt;
Just reclaimed a fortress, and they're all mooing around where the wagon is. I reclaimed everything, including individually in the fortress's workshops, and it all shows as claimed... but even with stationing and patrol routes, they're just standing there. I tried deactivating them, and they remain standing... The now deconstructed wagon (the one thing they've actually done) is profoundly well protected, but it doesn't seem like they're all that ambitious about doing anything else... --[[User:Azaram|Azaram]] 02:50, 8 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Well, the rangers are happily denuding the forest of its wildlife, and a metalsmith is butchering them, but everybody else is all standing around doing nothing. I deactivated them, activated them, tried stationing squads over the lava pit to plink at the fire imps that destroyed the forest last time, and squat. Except now the mayor is demanding that they make something out of nickel that we don't have... Hopefully, he'll go nuts and wake the rest of them up, I guess. --[[User:Azaram|Azaram]] 03:11, 8 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
you have to activate all of their non-military skills, even the ones they have as their profession, they start out with no labors enabled, for some strange reason. Oh, and is this the same fort as the one on your talk page? If so, good luck this time.--[[User:Destor|Destor]] 22:08, 8 December 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Destor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Bronze_colossus&amp;diff=24064</id>
		<title>40d Talk:Bronze colossus</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Bronze_colossus&amp;diff=24064"/>
		<updated>2008-12-09T01:42:23Z</updated>

		<summary type="html">&lt;p&gt;Destor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Has anyone managed to see if the collossii still drop nice statues when you kill them with crossbows? --[[User:Frostedfire|Frostedfire]] 18:54, 8 November 2007 (EST)&lt;br /&gt;
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They should no matter how you kill them. But I have verified that they still can slaughter about anything and toss it across the screen. And go through an entire army while only getting a scratch on the arm. --[[User:Penguinofhonor|Penguinofhonor]] 16:45, 2 December 2007 (EST)&lt;br /&gt;
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Good god, I've just lost three champions, two axe lords, and a swordmaster along with about twenty assorted soldiers and guards to one of these guys.  And he heals himself.     --[[User:Neatoburrito|Neatoburrito]] 15:38, 5 January 2008 (EST)&lt;br /&gt;
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Should it be noted that if you can trap a colossus (via channels filled with water or similar) you can train marksdwarves VERY quickly by using it as a target (since it has no vitals to pierce and heals fast enough to overcome the damage from a couple of attackers). --[[User:Erom|Erom]] 13:49, 6 March 2008 (EST)&lt;br /&gt;
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In an unfortunate pit fight mishap (I guess maybe megabeasts escape when you try to dump them into a pit?), I had one of these guys rampage through my base. My quite impressive army of champions put an end to it with not a single scratch on them. The only casualty other than the BC was a war dog who gave his life to save the poor Siege Engineer who was transporting the colossus to the pit. The SE went berserk later due to his injuries though :-(. Watching the whole thing with combat messages on was quite fun! --[[User:Zardus|Zardus]] 03:03, 21 April 2008 (EDT)&lt;br /&gt;
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Is it even possible to defeat one of these things without a military?  I let it out of a cage for practice for my wrestler recruits (in retrospect, a bit dumb) and it proceeded to slaughter eighty dwarves and end my fortress.  I recruited everyone in the fortress and he just slung them all into walls until they died.&lt;br /&gt;
--[[User:Dadamh|Dadamh]] 14:55, 29 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== uses ==&lt;br /&gt;
I just got my first megabeast, and instead of a nice hydra or dragon to tame and have guard my fortress, I instead got one of these guys. I'm currently considering one of the following options: 1. put it in a zoo 2. put it in one of my [[unfortunate accident |noble's]] rooms 3. destroy it in magma 4. target practice or 5. just let it sit in a pit until the end of time. Does anyone know anything else better than these to do with this guy? the magam and pit seem to be just a waste, and the zoo might be boring.--[[User:Destor|Destor]] 20:02, 8 December 2008 (EST)&lt;br /&gt;
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:Kill it and install the statue. --[[User:GreyMario|GreyMaria]] 20:17, 8 December 2008 (EST)&lt;br /&gt;
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sounds good, but 1. how do  get it to my pit (about 20 z-levels) and 2. there is nothing fun to do with these guys? I can't have it be my fortress defence or something? Anyway, what is your suggestion for killing it. Note, my military consists of 1 speardwarf, and 4 recruits (whom I made after this event, so I would be more prepared.)--[[User:Destor|Destor]] 20:42, 8 December 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Destor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Bronze_colossus&amp;diff=24062</id>
		<title>40d Talk:Bronze colossus</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Bronze_colossus&amp;diff=24062"/>
		<updated>2008-12-09T01:02:21Z</updated>

		<summary type="html">&lt;p&gt;Destor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Has anyone managed to see if the collossii still drop nice statues when you kill them with crossbows? --[[User:Frostedfire|Frostedfire]] 18:54, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
They should no matter how you kill them. But I have verified that they still can slaughter about anything and toss it across the screen. And go through an entire army while only getting a scratch on the arm. --[[User:Penguinofhonor|Penguinofhonor]] 16:45, 2 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Good god, I've just lost three champions, two axe lords, and a swordmaster along with about twenty assorted soldiers and guards to one of these guys.  And he heals himself.     --[[User:Neatoburrito|Neatoburrito]] 15:38, 5 January 2008 (EST)&lt;br /&gt;
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Should it be noted that if you can trap a colossus (via channels filled with water or similar) you can train marksdwarves VERY quickly by using it as a target (since it has no vitals to pierce and heals fast enough to overcome the damage from a couple of attackers). --[[User:Erom|Erom]] 13:49, 6 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
In an unfortunate pit fight mishap (I guess maybe megabeasts escape when you try to dump them into a pit?), I had one of these guys rampage through my base. My quite impressive army of champions put an end to it with not a single scratch on them. The only casualty other than the BC was a war dog who gave his life to save the poor Siege Engineer who was transporting the colossus to the pit. The SE went berserk later due to his injuries though :-(. Watching the whole thing with combat messages on was quite fun! --[[User:Zardus|Zardus]] 03:03, 21 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Is it even possible to defeat one of these things without a military?  I let it out of a cage for practice for my wrestler recruits (in retrospect, a bit dumb) and it proceeded to slaughter eighty dwarves and end my fortress.  I recruited everyone in the fortress and he just slung them all into walls until they died.&lt;br /&gt;
--[[User:Dadamh|Dadamh]] 14:55, 29 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== uses ==&lt;br /&gt;
I just got my first megabeast, and instead of a nice hydra or dragon to tame and have guard my fortress, I instead got one of these guys. I'm currently considering one of the following options: 1. put it in a zoo 2. put it in one of my [[unfortunate accident |noble's]] rooms 3. destroy it in magma 4. target practice or 5. just let it sit in a pit until the end of time. Does anyone know anything else better than these to do with this guy? the magam and pit seem to be just a waste, and the zoo might be boring.--[[User:Destor|Destor]] 20:02, 8 December 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Destor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Trap&amp;diff=18472</id>
		<title>40d Talk:Trap</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Trap&amp;diff=18472"/>
		<updated>2008-12-05T05:47:26Z</updated>

		<summary type="html">&lt;p&gt;Destor: weapon combos!&lt;/p&gt;
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&lt;div&gt;== Cage traps clarification ==&lt;br /&gt;
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I think I know the answer, but are ANY sort of cages suitable for trapping any kind of invading monster (except those that evade traps altogether, such as kobalds). The page mentions a glass trap catching a colossus, but will that also apply to a rickety wooden trap?  I haven't produced any glass. --[[User:RustyMcloon|Rusty Mcloon]] 06:18, 29 May 2008 (EDT)&lt;br /&gt;
:Yes.  I've had a bronze colossus trapped in an Ashen Cage before.  I don't think creatures care what you trap them in.--[[User:Dadamh|Dadamh]] 14:59, 29 May 2008 (EDT)&lt;br /&gt;
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== cage traps for food ==&lt;br /&gt;
Couldn't one generate a mild supplementary food source by putting cage traps out on the map at random? Or create rows of them to catch aggressive creatures that are chasing down a fleeing dwarf. The ability to place them on the surface has some interesting possibilities. [[User:Kefkakrazy|Kefkakrazy]] 04:45, 4 November 2007 (EST)&lt;br /&gt;
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: You can really do this with any kind of trap now - I built a 1 tile wide stair/corridor up an exposed cliff face, and as I was concerned about goblins and the like I stonefall-trapped it. Ever since then some of the local wildlife has used it to get up and down the 5 z-level cliff, with predictable and hilarious results. The goats just die, but the marmots are hurled off the cliff face to splatter on the ground below. It's a nice easy meat/leather/fat source, as well as being entertaining &amp;quot;Dwarfy McDwarf cancels reload stone trap - interrupted by (flying) hoary marmot&amp;quot; [[User:Acama|Acama]] 19:48, 20 December 2007 (EST)&lt;br /&gt;
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==berserk dwarves==&lt;br /&gt;
Will berserk dwarves set off pressure plates? Toady mentioned he was going to stop that from happening [[User:VengefulDonut|VengefulDonut]] 19:39, 4 November 2007 (EST)&lt;br /&gt;
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On a possibly related note, pets CAN set off traps.  Although in my experience the pet has to be falling unconscious to do so. [[User:Anonymousphrase|Anonymousphrase]] 22:43, 27 May 2008 (EDT)&lt;br /&gt;
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[[image:Pet_setting_off_trap.png]]&lt;br /&gt;
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It may also be the case that you can also get pets killed by a trap if they're in the square when a hostile sets off the trap. &amp;amp;mdash;[[User:Chaos|Chaos]] 12:42, 28 May 2008 (EDT)&lt;br /&gt;
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==flooding a spiked pit==&lt;br /&gt;
Will flooding a spiked pit break or cancel the spike trap? I'd test this, but I don't have the channel dug in yet. --[[User:Xazak|Xazak]] 18:30, 5 November 2007 (EST)&lt;br /&gt;
:confirmed that flooding doesn't affect spear/spike traps. [[User:YayTheDwarves|YayTheDwarves]] 17:52, 6 January 2008 (EST)&lt;br /&gt;
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I'm pretty sure the &amp;quot;corpse stuck in trap&amp;quot; chance is 50%, according to Toady either on IRC or some forgotten forum post a few months back.  I really can't remember for sure.  -[[User:EarthquakeDamage|EarthquakeDamage]] 02:31, 10 November 2007 (EST)&lt;br /&gt;
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==cage traps/ fire imps==&lt;br /&gt;
I've secured the entries oy my magma furnaces with cage traps, but it seems that the fire imps just walk through.&lt;br /&gt;
Just as the Giant moles did. How so? --[[User:Doub|Doub]]&lt;br /&gt;
:supposedly there is a bug that causes any creatures on the map when it is generated to count as residents, and thus know where your traps are and not trigger them. I've never run into the problem myself, but I've never specifically tested for it so I can't really say for sure if it still exists (or ever did). --[[User:BurnedToast|BurnedToast]] 07:41, 6 January 2008 (EST)&lt;br /&gt;
:I had read about this and tried it out with a trapped coridoor next to my magma vent - an imp I tempted out walked right through 4 cage traps and 4 stonefall traps without triggering them. Seems like indigenous life is currently trap-immune. Most magma creatures can be dealt with by a few marksdwarves though, so you're only in serious trouble if you have a herd of skeletal hippos on your map on embark.--[[User:TangoThree|TangoThree]] 15:42, 19 January 2008 (EST)&lt;br /&gt;
::There's always the menacing spike + lever combo. And pits. [[User:Benitosimies|Benitosimies]] 16:08, 10 March 2008 (EDT)&lt;br /&gt;
::I've killed fire imps and magmamen with stone fall traps --[[User:Strangething|Strangething]] 01:20, 19 July 2008 (EDT)&lt;br /&gt;
:I've caught native fire imps in cage traps loaded with green glass terrariums. [[User:Rkyeun|Rkyeun]] 21:42, 4 August 2008 (EDT)&lt;br /&gt;
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==Trolls and Cages==&lt;br /&gt;
I'm planning on making the only passage to my fortress filled with cage traps, but I'm not sure if dwarves going out and migrants and traders coming in will be affected by them. Does anyone know? Also, do trolls smash goblin cages? [[User:Patarak|Patarak]] 21:41, 23 January 2008 (EST)&lt;br /&gt;
:Only hostile units will trigger traps.  Trolls only smash buildings and after a goblin is captured the cage is not built.  So the answer to your second question is no.  --[[User:Karlito|Karlito]] 21:45, 23 January 2008 (EST)&lt;br /&gt;
::Make sure to forbid the traps when the siege starts. Otherwise your dwarves will rush out to reload them and store all the cages. --[[User:Ikkonoishi|Ikkonoishi]] 22:53, 23 January 2008 (EST)&lt;br /&gt;
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==Thieves and trap avoidance==&lt;br /&gt;
Is it possible that Kobold thieves/Goblin master thieves can also trigger traps? I think I killed one and caged another master thief in the past. Maybe the quality of the mechanism is important here? --[[User:Qwertyu|Qwertyu]] 13:24, 17 March 2008 (UTC+1)&lt;br /&gt;
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:goblin thieves, both regular and master, have always triggered traps -[[User:Chariot|Chariot]] 14:18, 17 March 2008 (EDT)&lt;br /&gt;
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::So why does the article then say &amp;quot;Sneaking enemies do not trigger traps&amp;quot;? Goblin master thieves seem very sneaky to me. --[[User:Qwertyu|Qwertyu]] 20:33 17 March 2008 (UTC+1)&lt;br /&gt;
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:::once goblin thieves are revealed they are captured fine. even revealed kobolds dont trigger. -[[User:Chariot|Chariot]] 15:45, 17 March 2008 (EDT)&lt;br /&gt;
:::: At least &amp;quot;normal&amp;quot; goblin thieves are scewered fine without being detected, says my weapon trap --[[User:Koltom|Koltom]] 16:58, 17 March 2008 (EDT)&lt;br /&gt;
:::: I have to agree with Koltom, I got an &amp;quot;Ambush&amp;quot; event when a goblin (master) thief went into a cage trap, and had another one cut to pieces by a serrated disc, which I only noticed when suddenly all my dwarves rushed off to remove his clothes. --[[User Quertyu|Qwertyu]] 13:31 (UTC+1)&lt;br /&gt;
:::: Weapon traps apparently have a chance of friendly fire.  At least, that's what the ghost of my Kitten(tame) told me... [[User:QMarx|QMarx]] 18:48, 13 April 2008 (EDT)&lt;br /&gt;
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== Crossbow Trap? ==&lt;br /&gt;
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How does a crossbow trap work? Does it have line of sight, like a Dwarf? &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Lordmick134|Lordmick134]]&amp;lt;/small&amp;gt;&lt;br /&gt;
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Ranged weapons in weapon traps work much the same as melee weapons do, attacking the creature which triggered the trap. The only real difference in functionality seems to be that they require and use up appropriate ammunition, and (according to the article) do not get occasionally stuck and need cleaning like melee weapons in a weapon trap do. --[[User:Janus|Janus]] 21:31, 28 March 2008 (EDT)&lt;br /&gt;
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How much ammo gets loaded into a crossbow trap? I have 10 individual bolts in one and a stack of 39 in another. [[User:HeWhoIsPale|HeWhoIsPale]] 09:48, 24 November 2008 (EST)&lt;br /&gt;
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:I assume they load it with whatever stack is close at hand.  They'd probably load it with a 1-er if you don't forbid used ammo.--[[User:Maximus|Maximus]] 12:07, 24 November 2008 (EST)&lt;br /&gt;
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== Trapping cave dwellers ==&lt;br /&gt;
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Has anyone sucessfully caged a cave dwelling megabeast? I have tried on two seperate maps to capture a minotaur and an ettin, both times the monster just run right through the cage traps. Perhaps creatures that are spawned on embark are bugged immune to traps?&lt;br /&gt;
&lt;br /&gt;
as said above, some creatures that spawn on the map dont seem to be caught in traps. however, i successfully caught and with the dugeon master, tamed, a giant cave spider that was living in my chasm. I designated it as available for a pet. a legendary engraver adopted it, so i drafted him and am training him up now. hopefully the giant cave spider that now follows him everywhere will be happy to defend its owner against goblins. megabeasts that spawn and attack you can be caged, in fact, its the easiest way by far to deal with them. some, like dragons can then be tamed. im assuming your etin and minotaur fall under the aforementioned bug... try a later game version. --[[User:FruityBix|FruityBix]] 13:04, 20 September 2008 (EDT)&lt;br /&gt;
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==Weapon Trap Jamming==&lt;br /&gt;
The page says crossbow weapon traps don't jam, but what about a trap with a crossbow and a melee weapon? Does the crossbow still fire if the trap jams? Or does a trap have to be pure crossbows to avoid jamming? --[[User:Strangething|Strangething]] 01:21, 19 July 2008 (EDT)&lt;br /&gt;
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:Well, it jams in my experience as of 40d, I tried mixed trap, when something jams, the whole trap stops [[User:TettyNullus|TettyNullus]] 18:26, 30 November 2008 (EST)&lt;br /&gt;
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== Trap betrayals? ==&lt;br /&gt;
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Has anyone else been betrayed by their own traps? I had a dog and a crossbowman killed by weapons traps. Serrated iron disks ripped through their bodies like the bloody tusks of enraged elephants.&lt;br /&gt;
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Correction. A dog, a crossbowman, and a miner. Will the slaughter never end?--[[User:Amenos42|Amenos42]] 12:08, 30 July 2008 (EDT)&lt;br /&gt;
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I've noticed that traps tend to fire on people/animals with injuries.  They've killed lots of 3 legged dogs for me, and a soldier that was dragging himself off the field.&lt;br /&gt;
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: Traps will (also) trip for any and all unconscious individuals. That may be or be one of the reasons. [[User:Drawf irons|Drawf irons]] 20:53, 4 August 2008 (EDT)&lt;br /&gt;
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::Does that include dead individuals? And is it possible to get my dead dog out of his cage? --[[User:Groveller|Groveller]] 01:32, 14 August 2008 (EDT)&lt;br /&gt;
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:::Mark it for dumping? That's usually the solution as to how to get anything out of anywhere! --[[User:Raumkraut|Raumkraut]] 09:34, 16 August 2008 (EDT)&lt;br /&gt;
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== Cage Trap Question ==&lt;br /&gt;
&lt;br /&gt;
I recently received the message that there was a goblin snatcher in my fortress. It zoomed the page to one of the 3 cage traps. I took the game off pause and it gave me the same message again. Now I have two cave traps sprung, and when I press &amp;quot;k&amp;quot; and go over them, one says : &amp;quot;goblin cage (Larch)&amp;quot; and the other says &amp;quot;Goblin cage(nickel)&amp;quot;. Does this mean I have successfully caught the scoundrels? Or are they still at large?&lt;br /&gt;
&lt;br /&gt;
:If there is a flashing 'g' then yes, if no than It could be possibly a bug.[[User:Hoborobo|Hoborobo]] 08:25, 10 August 2008 (EDT)&lt;br /&gt;
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== Stone Fall Update: Watch Out!! ==&lt;br /&gt;
&lt;br /&gt;
This is as of release '''0.28.181.39f''': in the past hour I saw two of my own dwarves - both normal healthy members of society - get killed in two different stone fall traps I'd had set up.  Clearly, the old rule that dwarves are immune to their own traps is no longer entirely accurate...unless there's a bug going on here?  Has anyone else fallen prey to this occurrence? [[User:Grand marquis|Grand marquis]] 06:31, 16 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:See two sections up. :P Anything unconscious will trigger traps currently - did those dwarves fall asleep on the trap square maybe? I've changed the section on triggering traps, so it gives at least a little hint that backfiring is now possible! --[[User:Raumkraut|Raumkraut]] 09:33, 16 August 2008 (EDT)&lt;br /&gt;
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== Room of Spiky Death ==&lt;br /&gt;
Alright, after a long, long time, I finally got myself a gross(144) of menacing green glass spikes. I'm planning to put them in airlock area of my castle, so that I can trap the goblins who have been annoying me and spike them to death. Each trap will use ten spikes, and there are 14 of them. There's an animal planted as bait, and once I raise both draw bridges, there's no way out. Can anyone tell me if there is something I should know before embarking on this death spree? -[[User:Cypress|Cypress]] 14:47, 20 August 2008 (EDT)&lt;br /&gt;
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Yes. Be prepared for blood. lots and lots of blood. also, it will be awesome.--[[User:Jackrabbit|Jackrabbit]] 00:56, 15 September 2008 (EDT)&lt;br /&gt;
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== Stop dwarves from automaticaly cleaning traps and getting killed. ==&lt;br /&gt;
&lt;br /&gt;
its in the title. first big siege comes in, hits the first line of traps in my entry hall of death, and then half the fortress runs out en mass to clean them, getting killed by the goblins in front and the ballista bolts from behind. they also block my military from getting past. this is agonizing! children, peasants, legendary craftsdwarves and nobles all are susceptible. aaaaarrrrrrggh! --[[User:FruityBix|FruityBix]] 17:35 30 September 2008 UTC&lt;br /&gt;
:Lock the doors. --[[User:GreyMario|GreyMaria]] 22:49, 20 September 2008 (EDT)&lt;br /&gt;
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== Caged Creatures and Loot ==&lt;br /&gt;
&lt;br /&gt;
''In this case remove the poor fellow using the goblin's inventory screen.''&lt;br /&gt;
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I just caught my first goblin in my outer line of defenses! It wasn't even complete yet. *dances* Only, I can't seem to access the bugger's inventory screen. How get his goods off him without killing him? --[[User:RomeoFalling|RomeoFalling]] 04:12, 7 November 2008 (EST)&lt;br /&gt;
:Mark the bag (or whatever) he's holding for dumping via the stocks screen. [[User:HeWhoIsPale|HeWhoIsPale]] 09:29, 7 November 2008 (EST)&lt;br /&gt;
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== weapon trap ==&lt;br /&gt;
&lt;br /&gt;
anyone got a good combo for a weapon trap setup? I have magma so my last line of defense is a 3x3 grid of serrated green glass disk weapon traps- with ten each. It is generally a one-hit-kill, if they make it past my cage trap field. Anyway, share some good weapon combos here. Good meaning easily producible yet deadly, or really effective.--[[User:Destor|Destor]] 00:47, 5 December 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Destor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Metalsmith%27s_forge&amp;diff=22055</id>
		<title>40d Talk:Metalsmith's forge</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Metalsmith%27s_forge&amp;diff=22055"/>
		<updated>2008-12-02T03:16:42Z</updated>

		<summary type="html">&lt;p&gt;Destor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I don't think pages like this need the Building template, maybe 'workshops', but is a related article on Cave-in's really necessary for a metalsmith's workshop? I think the building template is too bulky to be used on this page. --[[User:Markavian|Markavian]]&lt;br /&gt;
&lt;br /&gt;
== Crossbows ==&lt;br /&gt;
&lt;br /&gt;
*''TODO: I can't confirm that this does anything, as my metalsmith with all these skills won't make my copper crossbow --[[User:Markavian|Markavian]]''.&lt;br /&gt;
:I can confirm that crossbowmaking is the only skill required to make crossbows in this workshop.  I had a crossbowmaker make a bee-line for the shop the moment I assigned the work order.  His only other skill activated was carpentry and woodcutting.--[[User:Chthon|Chthon]] 11:56, 7 November 2007 (EST)&lt;br /&gt;
:I was tryig to make some crossbows and couldn't figure it out until I realized that they use crossbowmaking. When I turned the skill on my weaponsmith made them. [[User:Mindsnap|Mindsnap]] 15:23, 3 December 2007 (EST)&lt;br /&gt;
::In my 38c game, making crossbows at the forge requires weaponsmithing to start the job.  I'm unclear as to whether the crossbow making skill figures into this at all.  I have heard that high crossbow making skill gives a better result at the forge, but I am skeptical.  Are there any other cases where a secondary skill figures into the quality of an object produced? [[User:Tulthix|Tulthix]] 12:58, 2 April 2008 (EDT)&lt;br /&gt;
*''TODO: Provide example or grouping inplace of ??? for Blacksmith and Metalcrafting''&lt;br /&gt;
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::Keep hard information on the article pages and discussion on the discussion pages please. --[[User:Ikkonoishi|Ikkonoishi]] 15:14, 7 November 2007 (EST)&lt;br /&gt;
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== Recommended Merger ==&lt;br /&gt;
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The information in this page and [[Metalsmith]] needs to be merged. That one seems to have more info in it so I recommend keeping it, and making this redirect. (''The previous unsigned comment was added by [[User:Ikkonoishi|Ikkonoishi]].'')&lt;br /&gt;
:But metalsmith's forge is the proper name for the page. Why not make Metalsmith a redirect and move its contents here? --[[User:GreyMario|GreyMario]] 21:50, 18 November 2007 (EST)&lt;br /&gt;
::This page should be mostly replaced with the information on the [[Metalsmith]] page, and Metalsmith should redirect to here since the information pulled from the Metalsmith page would contain required information relating to the metalsmithing skill. That is what I would like to see, and I will do this in a few days myself if there are no disagreements. Please offer any other suggestions that you can think of. [[User:FFLaguna|FFLaguna]] 18:37, 2 December 2007 (EST)&lt;br /&gt;
:I don't think this page should not redirect to Metalsmith because it contains information about other smithing skills that aren't directly relevant to Metalsmithing. As such, I think it logical that they should either redirect here, or the Metalsmith page be stripped down to a simple description of: 'A '''metalsmith''' is a dwarf with the '''X skill''' capable of creating items in the [[Metalsmith's forge]].' I'd argue the workshop template shouldn't be on the metalsmith's page because it isn't a workshop page. --[[User:Markavian|Markavian]] 16:51, 4 December 2007 (EST)&lt;br /&gt;
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== Blacksmithing ==&lt;br /&gt;
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I believe that this is used to make furniture and essentially all non-weapon/militaty/craft goods at the forge. The current reference to &amp;quot;iron working&amp;quot; is misleading as they can work with materials other than iron. [[User:Mindsnap|Mindsnap]] 15:23, 3 December 2007 (EST)&lt;br /&gt;
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== Fix some links ==&lt;br /&gt;
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I was looking at this page and it looks good, but some of the links arent correct, such as the &amp;quot;bars&amp;quot; link at the end of the furniture section, it takes you to the bars link but not the metals page. I think We should change that.&lt;br /&gt;
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== Metal clothing skill? ==&lt;br /&gt;
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Maybe I'm not reading closely enough, but I can't tell what skill is used to forge adamantine clothing. -[[User:Dolohov|Dolohov]] 21:55, 7 September 2008 (EDT)&lt;br /&gt;
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== anvil information ==&lt;br /&gt;
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there is a big chunk of information in the lead section that really belongs in the [[anvil]] article - cost, the fact that steel anvils are no more effective than iron, etc.&lt;br /&gt;
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I'm removing it because, it's in the wrong article. Anvil is already linked to.[[User:GarrieIrons|GarrieIrons]] 08:24, 19 September 2008 (EDT)&lt;br /&gt;
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== mini-forge? ==&lt;br /&gt;
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I'm noticing I have some kind of item in my stock piles called a mini-forge.  What is this?  It doesn't seem to have any kind of article.&amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:DimensionWarped|DimensionWarped]]&amp;lt;/small&amp;gt;&lt;br /&gt;
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try searching for &amp;quot;toy&amp;quot;. It is basically useless until the economy starts. also, sign posts with -- (two dashes) and ~ ~ ~ ~ (four tildes) --[[User:Destor|Destor]] 22:16, 1 December 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Destor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Destor&amp;diff=45216</id>
		<title>User:Destor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Destor&amp;diff=45216"/>
		<updated>2008-11-29T23:55:48Z</updated>

		<summary type="html">&lt;p&gt;Destor: quick! help me please!!!!&lt;/p&gt;
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&lt;div&gt;Destor was bored recently. He admired a great fortress recently. He was caught in the snow recently. he played too much DF lately. He hasn't been on the computer much recently. He wrote a nice user page lately.&lt;br /&gt;
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Destor enjoys playing DF, and it seems like not too much else now. (been playing too much, heh) Reading, computers, video games, and snow for its coldness.&lt;br /&gt;
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== Random funny things! ==&lt;br /&gt;
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my mayor wanted some stuff out of bismuth, which I have none of, anywhere, and when the mandate was almost over, another mayor was elected! wow, that's convenient. BTW, has anyone noticed that in DF you start with 7 dwarves, and there were also 7 in Snow White? (I sense a Toady-Disney conspiracy, here.) I also have seen a dwarf who dislikes toads! the nerve! that's all I can think of, tell me about something else on my talk page, or tell me a better place to put these. --[[User:Destor|Destor]] 22:29, 29 October 2008 (EDT)&lt;br /&gt;
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oh, man! my adventurer just picked up a giant roach and threw it at an enemy. I am still cracking up. of course, the same adventurer has thrown corpses, flies, spears, etc. before.&lt;br /&gt;
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== The most hilarious thing that could (n)ever happen in Dwarf Fortress ==&lt;br /&gt;
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So, I had de-drafted my best hammerer from the military, to do some cross training, and guess what! he got a strange mood. at the same time, my mayor decides he wants an artifact, so he demands one. After a few months, my dwarf is not done, so then my hammerer comes up and beats him for violating the production order. bad move. My dwarf disarms the hammerer and takes his hammer which he then kills the hammerer with. After this, he is my best hammerdwarf in the fortress, so he gets assigned to be the new hammerer. Then he beats himself to death, what a tragic ending.&lt;br /&gt;
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I know, I know, this could never happen (noble requesting artifact, being assigned hammerer, killing himself with a beating) but it was still funny!&lt;br /&gt;
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== help ==&lt;br /&gt;
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When my brother taught me how to play on his computer, he used a saved embark setup, with turtles and all of the other things he wanted. This was a long while ago, and I am now on like, my 6th fort, which I am preparing for, and I want to save the skills and items, for my future forts. My brother cannot remember, he doesn't play it very much anymore. So, after searching on the wiki, I can't find it and now need some friendly user's help. How do you do this, or is it just that my brother did something else and this is not possible. --[[User:Destor|Destor]] 18:55, 29 November 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Destor</name></author>
	</entry>
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