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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Diabl0658</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Diabl0658"/>
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	<updated>2026-04-05T15:09:48Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Friendykobolds.PNG&amp;diff=45389</id>
		<title>File:Friendykobolds.PNG</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Friendykobolds.PNG&amp;diff=45389"/>
		<updated>2008-10-26T03:06:38Z</updated>

		<summary type="html">&lt;p&gt;Diabl0658: Datan: Sir, the kobolds are friendly.

Me: You mean we cant kill them?

Daran: I didnt say that.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Datan: Sir, the kobolds are friendly.&lt;br /&gt;
&lt;br /&gt;
Me: You mean we cant kill them?&lt;br /&gt;
&lt;br /&gt;
Daran: I didnt say that.&lt;/div&gt;</summary>
		<author><name>Diabl0658</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Human&amp;diff=5818</id>
		<title>40d:Human</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Human&amp;diff=5818"/>
		<updated>2008-07-31T13:19:56Z</updated>

		<summary type="html">&lt;p&gt;Diabl0658: typo fixed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Human|symbol=U|color={{COLOR:3:0:0}}|butcher=no|bones=7|chunks=N/A|meat=N/A|fat=N/A|skulls=1|skin=N/A|biome=* Any}}&lt;br /&gt;
&lt;br /&gt;
'''Humans''' are intelligent [[humanoid]] [[creatures]] that live in cities on the plains. They are one of the races playable in [[Adventure Mode]]. Their buildings are made entirely of [[wood]], and usually include several houses and [[shop]]s, and a tavern. They are primarily interested in [[trade]], and generally send large [[caravan]]s in [[Calendar|summer]].&lt;br /&gt;
&lt;br /&gt;
== Humans in Fortress Mode ==&lt;br /&gt;
&lt;br /&gt;
The first human [[caravan]] will arrive in the summer of your second year, provided a human [[civilization]] has access to your site. The caravan will have [[wagon]]s, which carry lots of goods, but need a 3 tile wide corridor. Humans may also send a [[Liaison|representative]] if their civilization is big enough, and having more skilled trading [[noble]]s will upgrade him to a Merchant Baron or Merchant Prince, who have larger caravans.&lt;br /&gt;
&lt;br /&gt;
In prior versions humans would invade if enough humans were killed while visiting your area.&lt;br /&gt;
&lt;br /&gt;
This was especially dangerous if a human noble had been to your fortress. All [[trap]]s that he/she observed while walking inside were inactive for any invading humans. If you succeeded in defeating a human [[siege]], they did send a diplomat to make an offer of peace.&lt;br /&gt;
&lt;br /&gt;
=== Living among them ===&lt;br /&gt;
&lt;br /&gt;
Creating a settlement underneath a human town confers a number advantages. The human [[soldier]]s and [[guard]]s, in the process of protecting their town, also protect your fortress. In addition, all the objects present in the town are assumed to be your property, which provides your fortress with a huge starting value boost. You may also [[reclaim]] the items present inside the various buildings, giving you a nice early cache of [[weapons]], trade objects and [[furniture]]. Finally, the wood from the buildings may be acquired by deconstructing them, or [[cave-ins|undermining]] the structure.&lt;br /&gt;
&lt;br /&gt;
== Humans in Adventure Mode ==&lt;br /&gt;
&lt;br /&gt;
Human towns usually have many different shops. They typically have swordsmen and plenty of [[Drunk|drunks]] to recruit. The leader and quest giver of a city is called the [[mayor]], who can generally be found in the tavern in the center of town.&lt;br /&gt;
&lt;br /&gt;
Humans characters are, in every way, the middle road between [[dwarves]] and [[elf|elves]]. Their starting equipment is [[metal]], but the type of metal depends on how advanced that particular Human civilization is. Humans might have [[copper]], [[bronze]], or [[iron]] equipment. Humans may start with skill in any [[weapon]] (as opposed to the more limited lists that [[elves]] and [[dwarves]] use). Humans lack the special damage resistance of [[dwarves]] and the raw speed of [[elves]], but they are one [[size]] category larger than [[dwarves]]. This makes them hit harder and absorb more damage (though it may not make up for their lack of damage resistance). Another downside for humans is that they have a life expectancy of 60-120 years, which is a lot shorter than dwarves and especially elves, but this is unlikely to affect anyone except a serious [[Fortress Mode]] addict.&lt;br /&gt;
&lt;br /&gt;
They may buy both [[armor]] and weapons at human towns, and may scavenge dwarven weapons from abandoned fortresses. Masterpiece armor is extremely rare in human [[shop]]s, but exceptional equipment is common, and temples contain abundant loot, so a human adventurer can easily pick up a set of exceptional gear.&lt;br /&gt;
&lt;br /&gt;
== Playing as Humans in Fortress Mode ==&lt;br /&gt;
To start a &amp;quot;Human fort&amp;quot; (or, alternately, an Elven retreat or [[Goblin]] tower) one need only add the tag [CIV_CONTROLLABLE] to the entity_default.txt file in the /raw/objects folder, under whichever race you wish to play. You should only do this after having already generated a world, otherwise you may encounter bugs. It's also advisable to only have one race playable at a time by removing the [CIV_CONTROLLABLE] tag from all but the race you wish to play, for similar reasons.&lt;br /&gt;
&lt;br /&gt;
Gameplay adapts remarkably well, as if Toady intended us to do this, although there are a few bugs mostly relating to traders from certain races not arriving at your fort. The Elves can carry with them many different [[pet]]s upon embarking, and the races will start with the appropriate food and [[plants]] (for example, humans have [[prickle berry|prickle berries]] instead of [[plump helmet]]s by default).&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:HUMAN]&lt;br /&gt;
	[NAME:human:humans:human]&lt;br /&gt;
	[TILE:'U'][COLOR:3:0:0]&lt;br /&gt;
	[GENPOWER:3]&lt;br /&gt;
	[BUTCHERABLE_NONSTANDARD]&lt;br /&gt;
	[INTELLIGENT]&lt;br /&gt;
	[CANOPENDOORS]&lt;br /&gt;
	[BENIGN]&lt;br /&gt;
	[PREFSTRING:stature]&lt;br /&gt;
	[BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:5FINGERS:5TOES:MOUTH]&lt;br /&gt;
	[SIZE:7]&lt;br /&gt;
	[MAXAGE:60:120]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
	[ATTACK:SECOND:BYTYPE:MOUTH:bite:bites:1:1:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
	[CHILD:12][BABY:1][MULTIPLE_LITTER_RARE]&lt;br /&gt;
	[FAT:3]&lt;br /&gt;
	[EQUIPS]&lt;br /&gt;
	[DIURNAL]&lt;br /&gt;
	[SPEECH_MALE:human_male.txt]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10067]&lt;br /&gt;
	[LAYERING:10]&lt;br /&gt;
	[SWIMS_LEARNED][SWIM_SPEED:2500]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Races]]&lt;br /&gt;
[[Category:Humanoids]]&lt;/div&gt;</summary>
		<author><name>Diabl0658</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Pregenerated_worlds&amp;diff=14931</id>
		<title>40d Talk:Pregenerated worlds</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Pregenerated_worlds&amp;diff=14931"/>
		<updated>2008-07-30T06:20:27Z</updated>

		<summary type="html">&lt;p&gt;Diabl0658: I want a magma pipe + chasm bug&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Standardization ==&lt;br /&gt;
Along with creating a template for the entries, the images need to all be with the standard character sets and not with a graphical set.  It's not very useful to be looking at images one is unfamiliar with - may as well not upload the images.  --[[User:Geofferic|Geofferic]] 17:39, 10 December 2007 (EST)&amp;lt;br /&amp;gt;&lt;br /&gt;
::Definitely something to work on with standardizing the information on seeds. Though maybe later, as all you really need to be able to look at is the X marking locations and size of the box on the local map. I finished categorizing the seeds, and later will be trying to work out a general format for seed entries/later submittals. --[[User:KaelGotRice|KaelGotRice]] 18:07, 10 December 2007 (EST)&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Personally, I find the way Chariot implemented his seed page[http://www.dwarffortresswiki.net/index.php/User:Chariot/SEED_196405198] wonderful. The seed entry here on the pregen page could use a little more detail (OS&amp;amp;DF version for instance) but the separate page with site-by-site breakdowns is great! I've got little/no experience with wikis, but I'm wondering if it would be possible to make a template to do that, and make it easy for any new seeds to be added using the template. Among other things, it would keep discussion of seeds specific to their own pages, and leave this discussion free to concentrate on the generalities of seeds and pre-gen worlds. In addition, it should either be reclassified or duplicated to indicate that it's also a 0/low rejects seed. --[[User:n9103|n9103]] 11:10, 17 Dec 2007 (PST)&lt;br /&gt;
:I made a quickly thrown together template for seeded worlds [[Template:Seeded World]], and have made a copy of Pauls world (for .33f) in it. It still needs alot of tuning (especially conditional #if for when entries are left open), as well as better handling (or rather handling at all) for worlds with multiple good starting locations. (Not really sure how this last point can be handled most cleanly from the perspective of the user.) Interrested in feedback as to the usefulness of such a template.. --[[User:Gauteamus|Gauteamus]] 18:35, 17 December 2007 (EST)&lt;br /&gt;
::Looks nice and pretty functional. As to additional sites, would it be possible to use templates within templates? Specifically, reproducing the current template for the site portion multiple times within it's own set of show/hide areas for each site. Just an idea on that coming from someone that doesn't know squat about advanced wiki-ing. Unless empty entries break the template, should they need handling at all? (since I read somewhere that this wiki doesn't do ifs. Great Work so far! --[[User:n9103|n9103]] 19:45, 17 Dec 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
== Clean up? ==&lt;br /&gt;
It was asked why I deleted a seed earlier, and I may just go back and edit it so that it mentions that I tested the seed on two different machines and got vastly different results on the seed than the original seed poster did (see history for seed number). Also, what is your guy's opinions on deleting/redoing entries without maps/pictures or without any major sites of interest? Example: Seed 0 mentions a spot to start at a terrifying volcano but you cannot even embark there.&lt;br /&gt;
&lt;br /&gt;
PS - I'm going to move seeds according to quick creation time (low rejects) and features if possible.&lt;br /&gt;
&lt;br /&gt;
Also, added a nice find to the pre-generated world's list.&lt;br /&gt;
--[[User:KaelGotRice|KaelGotRice]] 16:42, 10 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Unless we are speaking at cross purposes ...  I am playing a game right now at the suggested start spot from Seed 0.  --[[User:Geofferic|Geofferic]] 17:27, 10 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::I'll just nuke the useless volcano in the tundra image for now as this is fairly common and taking up room - and you cannot embark anywhere near there. I understand that the seed is worth keeping because of 0 rejects. But in terms of useless information taking up space, that was the point I was trying to make. --[[User:KaelGotRice|KaelGotRice]] 17:30, 10 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::::I see what you're talking about - I think that picture was just there to show that a volcano was in fact in the tundra, because that isn't the photo associated with the place s/he was suggested one should play.  That's the other photo.  The only purpose to the one you're refering to is to demonstrate that it's indeed a cool map, I suppose.  --[[User:Geofferic|Geofferic]] 18:30, 10 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: Well I asked you why you deleted the seed I put back up, if it really doesn't work on other computers then I have no problem taking it down, but I've had no trouble regenerating it and I've had no problem generating other people's seeds. Something you need to do though is make sure you don't alter the settings at all. If there are issues where it only works on certain computers, that's interesting in and of itself, but I haven't seen any evidence of that myself so far.  I should add, I do support cleaning up, the page is a mess beyond belief, and I agree some of the seeds are amazingly stupid. [[User:Qalnor|Qalnor]] 18:16, 10 December 2007 (EST)&lt;br /&gt;
:: If it works on your computer under repeatable circumstances, leave it up but have a warning tag of some sort :) We could use good seeds. When I have time I will be purging some of the more useless seeds and attempting to clean up here and there. Maybe have some information about your system info/processor/windows or linux? We don't know how these things sometimes affects seed generation. Don't feel bad, the seed I just posted I found out has variable flux/farmable land/sand based on which computers you generated from - and deleting the seed was just jumping the gun on my part.--[[User:KaelGotRice|KaelGotRice]] 19:15, 10 December 2007 (EST)&lt;br /&gt;
::: I've repeated it a few times. Processor is AMD Athlon 64 X2 4200 Dual Core 90nm 939-pin, OS is XP SP2. Now that you mention that flux thing I do seem to remember someone mentioning something once about a slightly modified map. I'll try to find that at some point to see if there were any relevant details. [[User:Qalnor|Qalnor]] 14:13, 11 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
===Removal of older pre-generated worlds===&lt;br /&gt;
[[User:N9103]] and [[User:Fedor]] had a bit of a back and forth as to cleaning up older PreGen (Pre-generated) worlds.&amp;lt;br&amp;gt;&lt;br /&gt;
Fedor brought up that some of the changes in map generation since then are for the better, and how most people would probably expect the most recent generation rules to be in effect.&amp;lt;br&amp;gt;&lt;br /&gt;
Edward brought up how the actual world had no changes and were still perfectly usable.&amp;lt;br&amp;gt;&lt;br /&gt;
Fedor brought up that many minerals and gems were typically missing in maps generated in 33e and earlier. Edward agrees on this point.&amp;lt;br&amp;gt;&lt;br /&gt;
Edward and Fedor came to the agreement that it should be a community decision as to whether older (33e&amp;amp;f) PreGens should be left on the wiki.&amp;lt;Br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Please leave your opinion for this decision, along with any suggestions!&lt;br /&gt;
&lt;br /&gt;
:Leave them on the page with a note that the rock-layer-generating code changed, so the same worlds generated under the current version would have different mineral abundances.  If they were incompatible or somehow vastly inferior, then I'd agree with their removal, but having different minerals strikes me as quite minor.--[[User:Maximus|Maximus]] 03:57, 21 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:For the downloadable worlds leave them as is, or update descriptions if anything actually changes. Although I thought that the downloadable ones would fixed at that point. As for the seeds I'd either leave them there if they are still good, or possible archive them to a pregenerated worlds/version page if we get too many. --[[User:Shades|Shades]] 06:24, 21 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Remove, users can check the history of the page if they want the older stuff. --[[User:Jackard|Jackard]] 06:28, 21 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:They could be moved to the seed pages for older versions. A lot of the older maps have completely different features(magma, hidden fun stuff, underground lakes) than advertised when played on 38c. --[[User:Doniazade|Doniazade]] 09:49, 11 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Logging sites ==&lt;br /&gt;
I like the idea of logging specific sites to seeds, but how is the best way we can organize this? for a good location explaination you probably need a picture. But if we add a lot of pictures to each seed we get a large cluttered page. What shall we do? Add subpages for specific seeds? Try to think of a generic way to log nice sites (for example: Seed: 12323241 coords:12,13 has: ruins, vent, pit, trees, iron , gold, undead elephants of death, more eagels than the US has fighter planes, etc). (Is it possible to determine the coords of a site on the world map?)&lt;br /&gt;
&lt;br /&gt;
And also, I think it is possible to create non number seeds. I'm going to test this.&lt;br /&gt;
--[[User:Soyweiser|Soyweiser]] 08:34, 2 November 2007 (EDT)&lt;br /&gt;
: No for non numbers. --[[User:Soyweiser|Soyweiser]] 09:10, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
The forum had a good suggestion. Lets store all the seeds that reject few regions while you create them. (Or at least reject as few regions as possible). The first one with the vulcano in the woods rejects 9 regions. The seed 2 gives a world after 3 rejects according to the forum. http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001234 --[[User:Soyweiser|Soyweiser]] 09:10, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
This thread should be interesting. There's even a world with zero rejects.&amp;lt;br /&amp;gt;&lt;br /&gt;
http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001247 [[User:Death Dragon|Death Dragon]] 02:34, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Does anybody know how to link to a specific post of the forum? [[User:Death Dragon|Death Dragon]] 12:38, 3 November 2007 (EDT)&lt;br /&gt;
:As far as I know, there isn't a way. This version of the bulletin board code does not place &amp;quot;name&amp;quot; links within the generated forum thread tables as some others do, so no appending of a &amp;quot;#name&amp;quot; to the URL can possibly scroll the browser directly to the post. The best we can do is link to the correct page of the thread and rely on the reader to scroll to the correct post him/herself. --[[User:Alfador|Alfador]] 12:55, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Coordinates ==&lt;br /&gt;
&lt;br /&gt;
This was mentioned briefly on the forum, but we should make some rules for finding specific locations on the map, &lt;br /&gt;
As in there is a magma vent in a tile with no volcano near at this position&lt;br /&gt;
The question is whether or not to use coordinates that refer to the map you get when you export your map (the big one), or to refer to coordinates in the 3 sections thats show up when you are selecting were to embark to. I'm actually not positive, they match up.&lt;br /&gt;
I'm pretty sure the map you get from exporting is 257x308, and I'm not 100% on this, but I think the middle map of the embark mode is exactly the same, I just looked through it, and it seems this way, but I thought (and maybe this was a remnant from 32a) that it didn't if someone else can confirm or deny it that'd be nice.&lt;br /&gt;
&lt;br /&gt;
Anyhow I propose using that middle map as the basis of coordinates: we use the most general map (which is 15x16) and follow it by actual map position, and lastly where in the local map it is. also I propose using what tile it is to define it on each map as well.&lt;br /&gt;
&lt;br /&gt;
here's an example (which you can verify using [SEED:2260691361])&lt;br /&gt;
&lt;br /&gt;
General: (yellow n)&amp;lt;br /&amp;gt;&lt;br /&gt;
14 Lat, and 2 lon &amp;lt;br /&amp;gt;&lt;br /&gt;
Coordinates: (yellow i)&amp;lt;br /&amp;gt;&lt;br /&gt;
220 lat, and 33 lon &amp;lt;br /&amp;gt;&lt;br /&gt;
Location: (green i)-(green i) &amp;lt;br /&amp;gt;&lt;br /&gt;
1-3 lat, and 5-7 lon &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You have here a elf forest retreat.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
--[[User:Bevilr|Bevilr]] 22:03, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
====Can't use the middle map sorry====&lt;br /&gt;
It's always centered on the cursor. Also the large exported map  - it may be bugged presently as it seems possible to find regions that are off the edge of what's exported. What would be possible would be to count the steps past where the position on the world (right-most) map changed, this seems to happen every 16 X or Y steps. Suggest indexing from the bottom left (top right if negative values used).&lt;br /&gt;
[[User:Djp|Djp]] 01:10, 22 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Use the world map to see where the approximate location is on the full map and the middle map for landmarks in that vicinity to figure out where the exact site is.--[[User:Maximus|Maximus]] 00:45, 23 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Individual entries ==&lt;br /&gt;
&lt;br /&gt;
I like the way #3089130238 laid out the information for that seed. We could definitely use a standard layout for this page. Is there anything else we should be including for each seed, besides the number of map rejections?--[[User:Xazak|Xazak]] 19:05, 3 November 2007 (EDT)&lt;br /&gt;
:I definitely agree with this, and would love to see some sort of template, for (A) each world, and (B) sites of interest in each world--[[User:Bevilr|Bevilr]] 22:06, 3 November 2007 (EDT)&lt;br /&gt;
::A layout would be good, but keep in mind that the required bits should be accessible from either the exportable world map or fortress mode site selection.  Otherwise, it could become an ungodly hassle to fill out the form and then there'd be no more additions. --[[User:BDR|BDR]] 07:22, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Seed 92003: I like the volcano named &amp;quot;The Big Flame.&amp;quot; It makes me laugh! --[[User:Alfador|Alfador]] 13:56, 17 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Can we please put in seed 1337?  (it has 2 or 4 rejects... i cant remember which, if absolutly nothing else... and it has lots of good stuff on it to... i found so many good sites... it was hard to pick which one to... well pick.)  but really, its seed 1337, check it out.  --[[User:pbhead|pbhead]] 18:20 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:What was good about the sites?  People sometimes have very different ideas of what makes for a good world.--[[User:Maximus|Maximus]] 18:56, 21 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Template ==&lt;br /&gt;
&lt;br /&gt;
{{Seeded World&lt;br /&gt;
|seed     = 4265985437&lt;br /&gt;
|name     = The Legendary Ever-Realm&lt;br /&gt;
|rejects  = 51           &lt;br /&gt;
|version  = .33f&lt;br /&gt;
|genname  = RANDOM&lt;br /&gt;
|link     = http://hyperfileshare.com/d/f91fae26&lt;br /&gt;
|comment  = This is a most rude stealing of Paul's map above for the purpose of testing this template, changes are bound to happen, please comment in discussion thread/make improvements as you see fit.&lt;br /&gt;
|image    = [[Image:4265985437.PNG|thumb|500px]]&lt;br /&gt;
|features = [[Magma]], cave river, chasm, adamantine, sand, trees, flux and iron.&lt;br /&gt;
|missing  = Giant cave spiders??&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
I moved this example template from the main article. Discussion should go at [[Template talk:Seeded World]]. --[[User:Turgid Bolk|Turgid Bolk]] 17:22, 23 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Organization==&lt;br /&gt;
I think we should try to better organize the seeds, into a table or such, something like [[User:Valdemar/Seeds|this]]. It would really help to see all of the seeds at a glance. We should also try to take all screenshots using 0x517A5D's excellent [[Utilities#Regional_Prospector|Regional Prospector]], to reveal all the hidden mountain features. --[[User:Valdemar|Valdemar]] 15:42, 26 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Re: 4265985437 - The Legendary Ever-Realm ==&lt;br /&gt;
&lt;br /&gt;
On Vista, it is generated with the same name, but with 71 rejects and a completely different map.  (33g)  Alas! [[User:KiTA|KiTA]] 00:32, 28 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:That's because of changed map generation algotythm in 33g. (Maybe this should be placed in discussion?) [[User:Dorten|Dorten]] 01:02, 28 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:There's a download link provided for that world, so just download it.--[[User:Maximus|Maximus]] 01:38, 28 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Multiple Continents and STUFF!==&lt;br /&gt;
Just poking around here. Has anyone seen/generated a world with multiple continents? I've seen plenty of Island, but there's always only one continent and all the &amp;quot;oceans&amp;quot; look more like oversized lakes. Could someone post a world with multiple coninents and if possible realistic oceans? Oh, and has anyone noticed that the polar icecaps are more like large tundras rather than, well, large glaciers... My worlds usually end up so warm, I wonder if the dwarfs have a problem with global warming. [[User:Noctis|Noctis]] 15:40, 28 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Depending on your definition of continent, I've gotten two separate land masses that weren't connected.  But considering the scale of the DF Worlds, it's not surprising there aren't really convincing oceans. If you assume that each tile is about 1m², (pretty reasonable) then each DF world is only 38,654 km² (14,924mi²) in total surface area.  Considering that the Land Surface Area of the Earth is oh, around 4,000 Times larger, and that's not even counting the water area...  So yea, a world with a real ocean would be sorta like playing on the corner of a volcanic island. :P  --[[User:N9103|Edward]] 19:32, 28 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Not to be rude, but I think you made a error in your calculations. Please do consider that Europe alone is more than ten million square kilometers. I think you made a error when you considered &amp;quot;dwarf&amp;quot; squares per embark squares per world squares. Also, considering that the world's biggest mountain is 8848m high and the highest DF mountains are 250 Z-levels high(if I remember correctly), one DF Z-level must be more than 35m. Even when the highest DF mountain would be 5000m, a Z-level should be 20m. At the same time one average story of a building is ca 4m and putting this into z-levels gives us a maximum mountain size of 1000m. Small, huh? Oh, don't forget that that is the height from the lowest bottom of an &amp;quot;ocean&amp;quot;, meaning that the real values are even more ridiculous. I can't imagine a ocean in the DF world in your scale at all. Speaking of oceans, I just generated a world with an ridiculous ocean. It's less than 15x15 in size and doesn't even show up on the world map in embark screen. Then there's the stone layers. In a 40000km² area there should be no more than a handful of stone layers, but in a DF world there's hundreds!&lt;br /&gt;
::This is sounding very DF-critical, but I really love this game. It's just that that the world generation can be very weird. Oh! And to make this post even longer for kicks. I just generated a world where three oceans divide the world into two, what I would call, continents, but because of two small land bridges they are counted as one. Compare with N. + S. America and Europe + Asia + Africa. Nuff... &lt;br /&gt;
::PS. Did you manually add your sig to translate your nick? [[User:Noctis|Noctis]] 13:56, 29 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::RE Land Mass: Total Earth Land Area: http://en.wikipedia.org/wiki/Earth  Total DF Land Area: [[Regions]]&lt;br /&gt;
:::Why should DF world relate directly to the real world?  Who says that DF mountains would even be as tall as Earth's?  You made quite a few derivative calculations on a rather large assumption, IMO.  All I've been trying to establish is that there really isn't a point to trying to compare the DF World to the real one.  If you're trying to counter that argument, I'm really unsure what the point of most of your comments were.  If you're trying to confirm it, then your comments still don't make much sense.&lt;br /&gt;
:::As for the sig, I added the normal signature to my nickname preference, changed the field manually, and that's where the signature comes from.--[[User:N9103|Edward]] 20:21, 29 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Smata Sagus download==&lt;br /&gt;
(The file doesn't work on my PC. I get a Fatal Error: &amp;quot;Missing Reaction Definition&amp;quot; -[[User:Zara|Zara]] 14:39, 30 January 2008 (EST))&lt;br /&gt;
:You're absolutely right, I'd forgotten about a couple of changes I made to the reactions. The same problem affected my other two uploaded worlds as well. My apologies. I've uploaded new copies which are made on an unmodified copy of 33g, so download it again and it will work. --[[User:Janus|Janus]] 17:51, 30 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Organization proposal ==&lt;br /&gt;
&lt;br /&gt;
I propose to place all world seeds on subpages for their corresponding version and transcluding the page with the current world seeds onto the main pregenerated worlds page.&lt;br /&gt;
The idea would end up something like so:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Pregenerated worlds''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;==Seeds==&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;{{:Pregenerated worlds/0.27.173.38a}}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Pregenerated worlds/0.27.173.38a''&lt;br /&gt;
&lt;br /&gt;
(list of seeds and descriptions)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If we do it this way there won't be a need to move large blocks of text around when the version change kills seed compatibility; instead we can change which of the pages are transcluded onto the main seed page. Any thoughts? I will probably implement this tomorrow if noone objects. [[User:VengefulDonut|VengefulDonut]] 18:57, 6 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Very good idea, do you envision e.g. the page ''Pregenerated worlds/version.number'' to contain both &amp;quot;passive&amp;quot; seed information as well as true pregenerated downloadable worlds?-[[User:Gauteamus|Gauteamus]] 08:36, 8 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== [[Pregenerated_worlds#Near_perfect_4X5]] - seed #: 1038428822 ==&lt;br /&gt;
&lt;br /&gt;
Has anyone managed to generated the world shown in the screenshot? I generated [SEED:1038428822] with an unmodified df_27_173_38a and the world is nothing like what's displayed in the screenshot. Possibly the original poster has modified raw files that caused it to be different? There isn't much said about modified raws changing the world generated. We probably should add something about that and ask people who have modified raws to post them alongside their seeds. Does anyone have much info regarding which raws can potentially effect worldgen? Also has anyone actually ever tested the fact that different names (non-random) or OSes cause different worlds to be generated or is that just something someone put there to try and explain why there are sometimes different worlds generated? I haven't tested either yet but both sound like strange things to cause a different world to me. --[[User:Someone(r)(c)(tm)|Someone(r)(c)(tm)]] 15:04, 14 February 2008 (EST)&lt;br /&gt;
:Operating system still causes a different output, too, as far as I know. --[[User:GreyMario|GreyMario]] 16:04, 14 February 2008 (EST)&lt;br /&gt;
::Then we need to write an operating system... I had absolutely different world either. (There's still a possibility of typo in a seed)--[[User:Dorten|Dorten]] 23:48, 14 February 2008 (EST)&lt;br /&gt;
:I think that that seed was for the last version (33g)--[[User:Dragonflare|Dragonflare]] 01:12, 15 February 2008 (EST)&lt;br /&gt;
:The Toady One himself has stated in his changelogs that OS and World name don't affect world gen. As for raws, I would assume *ANY* change to them would change the generation. Personally, I think that if you're using a mod, then you forfeit your world-posting privileges, since this is by far aimed at unmodded DF. Posting in a subpage of the mod itself would be different of course. JM2¢. --[[User:N9103|Edward]] 03:31, 15 February 2008 (EST)&lt;br /&gt;
::Found this in the changelogs &amp;quot;12/19/2007: &amp;lt;snip&amp;gt; * made world generation results independent of custom name&amp;quot; so I'm removing the world name thing. I'm thinking of removing the OS thing as well unless someone really is sure it effects. Basically what you want to test is making the same seed using two operating systems with completely default DFs of the same version (I suggest redownloading from the site on both OSes to be sure because you might have modified the raws and forgotten or something) but I am some what doubtful that OS has any effect. I actually agree with Edward about people using mods not posting worlds but I was thinking it was possibly a bit extreme so didn't suggest it myself. Unless anyone has any objections or other suggestions perhaps we should implement it? Although probably any change to the raws effects worldgen in some way it would appear that since terrain seems to be generated first not all modifications result in completely different worlds. Since most of the seeds given here are aimed at good starting locations in the form of terrain features it's possible that some modifications to the raws won't effect it enough to change the terrain generated. Of course a 'no mods at all' policy would make things a lot simpler than a 'some mods are allowed' policy. --[[User:Someone(r)(c)(tm)|Someone(r)(c)(tm)]] 07:26, 15 February 2008 (EST)&lt;br /&gt;
:::iirc, Toady commented that OS shouldn't have any effect since DF makes its own random numbers. [[User:VengefulDonut|VengefulDonut]] 09:33, 15 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Pocket Worlds Impossible?? ==&lt;br /&gt;
I've tried numerous pocket sized universes but have always gotten 10,000+ rejects and I've given up. Does anyone have a seed for a pocket sized world? [[User:Yvain|Yvain]] 03:05, 21 March 2008 (EDT)&lt;br /&gt;
:Hmm seems some options I changed meant I couldn't generate pocket worlds. It worked fine with a fresh copy so I'll have to check what exact changes I had made which prevented it. [[User:Yvain|Yvain]] 03:53, 21 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Ewèlina, The Enchanted Land ==&lt;br /&gt;
&lt;br /&gt;
Rock salt is not a flux. --[[User:GreyMario|GreyMario]] 22:34, 11 April 2008 (EDT)&lt;br /&gt;
:Well that sucks. I thought all the stones listed in white on the embark screen here flux. I live and learn. Updating article. [[User:Yvain|Yvain]] 01:32, 13 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Is the seed right? coz i get the right world name but that map is different... &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Balistora|Balistora]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The downloadable worlds were generated in a different version and won't generate the same in the current one. If you want a world to generate a copy of, look at the seeds section of the article. [[User:VengefulDonut|VengefulDonut]] 10:44, 15 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Xah Rabin - The Dimension of Omen ==&lt;br /&gt;
This map needs a proper description of location and features.--[[User:Doniazade|Doniazade]] 10:44, 11 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Map Generation for 39a==&lt;br /&gt;
Since there are many more options available in the new version, just having a 'seed' isn't quite enough, esp if many options are changed.  Maybe we could ask toady to get a settings import/export to a file or a hash sequence that we could enter in?  Either that, or we need a whole new table and way to display these settings. [[User:Chrispy|Chrispy]] 00:39, 15 July 2008 (EDT)&lt;br /&gt;
:I added a [[Pregenerated_worlds#World_Generation_Parameter_Sets|parameter set section]]; IMO seeds are dead, parameter sets allow tons more control and they don't have to be typed in manually. --[[User:Zwergner|Zwergner]] 10:45, 22 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== I want a magma pipe + chasm bug ==&lt;br /&gt;
&lt;br /&gt;
Can someone find me the seed for one of those bugged volcano ontop of a chasm things? I want to build my fortress near one of those. [[User:Diabl0658|Diabl0658]] 02:20, 30 July 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Diabl0658</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File_talk:Yayo_ducimemal_54_catacomb_proj.png&amp;diff=43721</id>
		<title>File talk:Yayo ducimemal 54 catacomb proj.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File_talk:Yayo_ducimemal_54_catacomb_proj.png&amp;diff=43721"/>
		<updated>2008-07-25T04:48:45Z</updated>

		<summary type="html">&lt;p&gt;Diabl0658: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;what is this? [[User:Diabl0658|Diabl0658]] 00:24, 25 July 2008 (EDT)&lt;br /&gt;
:According to the notes in the file history (uploaded by Yayo): &amp;quot;3d project for the catacombs, DF outpost Ducimemal succession game, year 1054, yayo&amp;quot;  --[[User:Janus|Janus]] 00:41, 25 July 2008 (EDT)&lt;br /&gt;
::No I meant what program is that? [[User:Diabl0658|Diabl0658]] 00:48, 25 July 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Diabl0658</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File_talk:Yayo_ducimemal_54_catacomb_proj.png&amp;diff=43719</id>
		<title>File talk:Yayo ducimemal 54 catacomb proj.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File_talk:Yayo_ducimemal_54_catacomb_proj.png&amp;diff=43719"/>
		<updated>2008-07-25T04:24:12Z</updated>

		<summary type="html">&lt;p&gt;Diabl0658: New page: what is this? ~~~~&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;what is this? [[User:Diabl0658|Diabl0658]] 00:24, 25 July 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Diabl0658</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Bin&amp;diff=31020</id>
		<title>40d Talk:Bin</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Bin&amp;diff=31020"/>
		<updated>2008-07-24T20:46:42Z</updated>

		<summary type="html">&lt;p&gt;Diabl0658: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&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;
&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;
==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;/div&gt;</summary>
		<author><name>Diabl0658</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Bin&amp;diff=31019</id>
		<title>40d Talk:Bin</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Bin&amp;diff=31019"/>
		<updated>2008-07-24T20:46:35Z</updated>

		<summary type="html">&lt;p&gt;Diabl0658: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&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;
&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;
==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?&lt;/div&gt;</summary>
		<author><name>Diabl0658</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Volcano&amp;diff=30825</id>
		<title>40d Talk:Volcano</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Volcano&amp;diff=30825"/>
		<updated>2008-07-24T07:19:18Z</updated>

		<summary type="html">&lt;p&gt;Diabl0658: &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;/div&gt;</summary>
		<author><name>Diabl0658</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Diabl0658&amp;diff=1940</id>
		<title>User:Diabl0658</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Diabl0658&amp;diff=1940"/>
		<updated>2008-07-23T04:20:53Z</updated>

		<summary type="html">&lt;p&gt;Diabl0658: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I just had the greatest idea ever. Its called...&lt;br /&gt;
===Magma Construction Tower===&lt;br /&gt;
You need a magma pipe (magma pools dont replenish their magma supply), a river, iron/nickel/steel screw pumps, and bauxite mechanisms to build it.&lt;br /&gt;
&lt;br /&gt;
Basically a large tower that pumps magma and water up into two seperate tubes at the top and pours them into a mold somewhere below the end of the tube. One layer at a time is poured, first magma and then water to cool it. The finished product will be a natural looking block of solid obsidian that can be mined into whatever. It can even be modified to work as goblin defense, pouring magma and water ontop of invading armies and doing all sorts of wonderful things to them!&lt;/div&gt;</summary>
		<author><name>Diabl0658</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Diabl0658&amp;diff=1939</id>
		<title>User:Diabl0658</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Diabl0658&amp;diff=1939"/>
		<updated>2008-07-23T01:52:37Z</updated>

		<summary type="html">&lt;p&gt;Diabl0658: MAGMA CONSTRUCTION TOWER&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I just had the greatest idea ever. Its called...&lt;br /&gt;
===Magma Construction Tower===&lt;br /&gt;
You need a magma pipe (magma pools dont replenish their magma supply), a river, iron screw pumps, and bauxite mechanisms to build it.&lt;br /&gt;
&lt;br /&gt;
Basically a large tower that pumps magma and water up into two seperate tubes at the top and pours them into a mold somewhere below the end of the tube. One layer at a time is poured, first magma and then water to cool it. The finished product will be a natural looking block of solid obsidian that can be mined into whatever. It can even be modified to work as goblin defense, pouring magma and water ontop of invading armies and doing all sorts of wonderful things to them!&lt;/div&gt;</summary>
		<author><name>Diabl0658</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Diabl0658&amp;diff=1938</id>
		<title>User:Diabl0658</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Diabl0658&amp;diff=1938"/>
		<updated>2008-07-23T01:50:36Z</updated>

		<summary type="html">&lt;p&gt;Diabl0658: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I just had the greatest idea ever. Its called...&lt;br /&gt;
===Magma Construction Tower===&lt;br /&gt;
You need a magma pipe, a river, iron screw pumps, and bauxite mechanisms to build it.&lt;br /&gt;
&lt;br /&gt;
Basically a large tower that pumps magma and water up into two seperate tubes at the top and pours them into a mold somewhere below the end of the tube. One layer at a time is poured, first magma and then water to cool it. The finished product will be a natural looking block of solid obsidian that can be mined into whatever. It can even be modified to work as goblin defense, pouring magma and water ontop of invading armies and doing all sorts of wonderful things to them!&lt;/div&gt;</summary>
		<author><name>Diabl0658</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Diabl0658&amp;diff=1937</id>
		<title>User:Diabl0658</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Diabl0658&amp;diff=1937"/>
		<updated>2008-07-23T01:50:03Z</updated>

		<summary type="html">&lt;p&gt;Diabl0658: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I just had the greatest idea ever. Its called...&lt;br /&gt;
===Magma Construction Tower===&lt;br /&gt;
You need a magma pipe, a river, iron screw pumps, and bauxite mechanisms to build it.&lt;br /&gt;
Basically a large tower that pumps magma and water up into two seperate tubes at the top and pours them into a mold somewhere below the end of the tube. One layer at a time is poured, first magma and then water to cool it. The finished product will be a natural looking block of solid obsidian that can be mined into whatever. It can even be modified to work as goblin defense, pouring magma and water ontop of invading armies and doing all sorts of wonderful things to them!&lt;/div&gt;</summary>
		<author><name>Diabl0658</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Chain_mail&amp;diff=43663</id>
		<title>40d Talk:Chain mail</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Chain_mail&amp;diff=43663"/>
		<updated>2008-07-22T05:58:23Z</updated>

		<summary type="html">&lt;p&gt;Diabl0658: New page: is it normal for a dwarf to wear chainmail underneath his platemail? ~~~~&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;is it normal for a dwarf to wear chainmail underneath his platemail? [[User:Diabl0658|Diabl0658]] 01:58, 22 July 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Diabl0658</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Social_skills&amp;diff=29302</id>
		<title>40d Talk:Social skills</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Social_skills&amp;diff=29302"/>
		<updated>2008-06-27T16:37:03Z</updated>

		<summary type="html">&lt;p&gt;Diabl0658: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;After having some of his masterwork crafts stolen by rhesus macaques, my legendary stonecrafter predictably threw a tantrum. However then he went to attend a meeting with the expedition leader, who is a novice pacifier and consoler. After the meeting he calmed down, and his thoughts later showed &amp;quot;He yelled at somebody in charge lately and felt a little better afterward&amp;quot; and &amp;quot;He cried on somebody in charge lately and felt better afterward&amp;quot;. Is this what these two skills are used for? --[[User:Harakka|Harakka]] 08:07, 25 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I am sure that my mayor once became a dabbling pacifier after being yelled at. Not sure about consoler. It also depends on the yelling dwarf's personality as I saw a dwarf who &amp;quot;disliked authorities&amp;quot; with a thought like &amp;quot;He cried on somebody in charge lately but felt only worse&amp;quot;. You can probably skill your leader/mayor up by having lots of tantruming dwarves :) And a legendary pacifier would probably cheer your tantruming dwarves all the way to ecstatic in a few seconds :) --[[User:Another|Another]] 08:48, 25 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::I'd THINK that a consoler would either be the skill used for grieving dwarves (Don't worry, it's okay that the Boss accidentally locked your fiancee and infant child in the demonic pit chamber) or for fairly unhappy dwarves. Speculation of course, I've not had my mayor do these things yet. Of course, I have no idea what it is if pacifier is ALSO used when the mayor gets yelled at by extraordinarily unhappy dwarves. Who knows [[User:Kefkakrazy|Kefkakrazy]] 12:39, 25 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
===Gaining Social Skills===&lt;br /&gt;
Is it just me, or do ALL dwarves seem to be learning social skills now? It may have to do with the enhanced relationship systems in the latest release, but my dwarves have social skills now. In fact, ''every dwarf in the fortress'' is at least a Dabbling Intimidator/Consoler/Negotiator/Coversationalist/Judge of Intent/Persuader/Pacifier/Comedian.&lt;br /&gt;
&lt;br /&gt;
Sounds like my dwarves are having conversations... and that this gives them social skills. Fun!&lt;br /&gt;
&lt;br /&gt;
:And it also gets them stat upgrades for skillpoints, most of my craft/peasant hauler population spends a lot of time chatting around the tower-cap wagon, and they are all tough/agile/strong/mighty (or more than one :P) --[[User:Frostedfire|Frostedfire]] 04:15, 3 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::So, learn from the game, kids: spend time talking around the water cooler, and you'll become a bulked-up super-dwarf without ever having to do any real work. Yay for laziness! [[User:Kefkakrazy|Kefkakrazy]] 05:06, 6 May 2008 (EDT)&lt;br /&gt;
:::If the kids are learning their lifestyles from DwarfFortress, laziness is the last thing I will worry about.  I don't want to start seeing !!Co-Worker!!s walking caually around setting things on fire.--[[User:Dadamh|Dadamh]] 14:36, 29 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:My fortress is filled with dwarves who know only how to talk... It was pretty hard to find unexperienced dwarf to make him captain. When children are strong, tough and agile before they even grow up (and I have &amp;quot;farmers only harvest&amp;quot; option set) and competent in 5 skills there's something wrong. --[[User:Someone-else|Someone-else]] 06:47, 6 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::You must not have many dwarves milling about then, Someone-else. It's not unusual in most forts I run (which focus on key players) to have legendary social skills for the children by the time they grow up. --[[User:N9103|Edward]] 13:05, 6 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::I just wish that social skills would be listed below all other skills, its annoying having to sort through all them to check the labor skills on my dwarfs [[User:Diabl0658|Diabl0658]] 12:37, 27 June 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Diabl0658</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Wizard&amp;diff=42638</id>
		<title>40d Talk:Wizard</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Wizard&amp;diff=42638"/>
		<updated>2008-06-15T14:16:04Z</updated>

		<summary type="html">&lt;p&gt;Diabl0658: New page: I have a dwarf who likes wizards for their wonderful beards. Personally I like them for their pointy hats.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I have a dwarf who likes wizards for their wonderful beards. Personally I like them for their pointy hats.&lt;/div&gt;</summary>
		<author><name>Diabl0658</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Horse&amp;diff=33857</id>
		<title>40d Talk:Horse</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Horse&amp;diff=33857"/>
		<updated>2008-03-23T15:58:06Z</updated>

		<summary type="html">&lt;p&gt;Diabl0658: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If all we can do is butcher them... do I do that early or later?[[User:GarrieIrons|GarrieIrons]] 01:45, 4 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:If you wait, their population will grow, which you can then cull for a decent ongoing source of meat/bones/hides.  Your choice.  Having lots of animals around does slow down framerates a little.--[[User:Maximus|Maximus]] 02:28, 4 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Yeah, but I only bought one with me... and I'm out of other food ;_; [[User:GarrieIrons|GarrieIrons]] 07:05, 4 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Hope that you can get it to breed with traders. You've got a few years from Embark! to get a heard started before it dies of old age.  Alternatively, buy all the animals you can, and hope to eventually get a male/female pair.&lt;br /&gt;
&lt;br /&gt;
If you r lucky u might have some wild horses on your map sooner or later, try to tame some (or hunt them ;)) --[[User:Koltom|Koltom]] 01:41, 10 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Beware the ninja horse ==&lt;br /&gt;
&lt;br /&gt;
Retrieving items from a certain area of my map repeatedly failed, &amp;quot;interrupted by horse&amp;quot;. Checking for a nearby horse, i never found one, until i scrolled through the z axis and indeed there was a horse lurking on top of a tree. I guess it dropped down the cliff when one of my hunters chased it, quite funny, obviously it can't get down and will stay there forever.--[[User:Koltom|Koltom]] 09:43, 23 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Teleport.exe? --[[User:Savok|Savok]] 10:33, 23 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Get some soldiers armed with crossbows to kill it, or dig underneath of it to collapse the tree. [[User:Diabl0658|Diabl0658]] 11:58, 23 March 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Diabl0658</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Temple&amp;diff=36308</id>
		<title>40d:Temple</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Temple&amp;diff=36308"/>
		<updated>2008-03-08T23:16:41Z</updated>

		<summary type="html">&lt;p&gt;Diabl0658: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''temple''' is a structure devoted to the worship of a [[Deity]].  They are located in [[Human]] towns and [[Goblin]] fortresses.  Human temples are decorated with engravings depicting events in the history of the particular temple's priesthood and Goblin temples are decorated with engravings depicting the history of their goblin civilization.&lt;br /&gt;
&lt;br /&gt;
Occasionally you will find a human temple with a large pool of magma at the bottom.&lt;/div&gt;</summary>
		<author><name>Diabl0658</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Dwarf&amp;diff=7377</id>
		<title>40d:Dwarf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Dwarf&amp;diff=7377"/>
		<updated>2008-03-01T20:41:14Z</updated>

		<summary type="html">&lt;p&gt;Diabl0658: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
[[Image:Dwarf.jpg|100px|thumb|An engraving of a dwarf]]&lt;br /&gt;
&lt;br /&gt;
'''Dwarves''' are intelligent [[humanoid]] [[creatures]] that live in fortresses carved from [[mountain]]s. They are the featured [[race]] of [[Dwarf Fortress mode|Fortress Mode]], and also a one of the races playable in [[Adventure Mode]]. They are mainly interested in acquiring wealth and rare [[metal]]s, especially [[adamantine]]. They are [[alcohol]] dependant, and work slowly if deprived of it for long. Their most hated enemies are the [[goblin]]s. Dwarves and most other creatures have an incredible ability to build up enormous strength by throwing pebbles around the place.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
Dwarven [[child]]ren become adults at their twelfth birthday.&lt;br /&gt;
== Dwarves in Fortress Mode ==&lt;br /&gt;
&lt;br /&gt;
Dwarves are a [[trading]] race and will send a [[caravan]] every year in the [[Calendar|fall]]. [[Immigrant|Immigrants]] will be attracted to your fortress as your wealth grows, prompted by the stories of your wealth and the goods that the dwarven traders bring back from your fortress. The immigrants arrive every spring. If your fortress is particularly successful, some immigrants might even decide to come early in smaller groups and arrive in late fall in addition to the wave that normally arrives during spring.&lt;br /&gt;
&lt;br /&gt;
=== Living among them ===&lt;br /&gt;
&lt;br /&gt;
You cannot start your fortress where another fortress exists.&lt;br /&gt;
&lt;br /&gt;
=== Living near them ===&lt;br /&gt;
&lt;br /&gt;
If you start your fortress near an existing fortress (not one you built), the large human caravan and dwarven traders will be replaced with a large dwarven caravan. This means you will not recieve an outpost liason (could be a bug with the current version), but you will recieve large quantities of dwarven made goods, including a few bars of random metal and several pieces of steel armor of random quality.&amp;lt;small&amp;gt;(usually you get that anyway)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Dwarves in Adventure Mode ==&lt;br /&gt;
&lt;br /&gt;
Dwarven mountainhomes and outposts do not have any [[shop]]s, but usually have a variety of fighters to recruit. Outposts have or quest giver{{verify}}, but the monarch of each civilization will give quests at their capital city.&lt;br /&gt;
&lt;br /&gt;
Dwarven characters always start with [[iron]] [[weapon]]s and [[armor]], making them the best-equipped race. Unfortunately, [[human]] armor is too large for them to wear, and humans are the only race with shops, so all armor upgrades will have to come from looting dwarven fortresses. Most human weapons must be wielded two-handed by dwarves, due to their size.&lt;br /&gt;
&lt;br /&gt;
Dwarves have the highest natural armor of the adventuring races, at +1, but are one [[size]] smaller than [[Elf|elves]] and humans, so they cause less damage and absorb less damage. Dwarves are the only race that sometimes enters a [[martial trance]] when beset by many foes, which gives them combat bonuses.&lt;br /&gt;
&lt;br /&gt;
== Mythology ==&lt;br /&gt;
&lt;br /&gt;
In real-life mythology, Dwarves are much like humans, but generally prefer to live underground and/or in mountainous areas. In their fortresses they have accumulated treasures of [[gold]], [[silver]], and [[gem|precious stone]]s, and pass their time fabricating costly weapons and armor. They are famed [[miner]]s and [[smith]]s, although, like humans, they can specialise in any number of trades. Generally shorter than humans, they are on average stockier and hairier, and usually sport full beards. Though slow runners and poor riders, dwarves are excellent warriors and defenders of their strongholds. Dwarves have the ability to forge magical items, which shows off their culture's and species natural craftsmanship. For instance, dwarvish smiths created some of the greatest and most powerful items of power, which inspired the in-game [[strange mood]]s and [[Legendary artifact]]s.&lt;br /&gt;
&lt;br /&gt;
''See the [http://en.wikipedia.org/wiki/Dwarf Wikipedia article]''&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:DWARF]&lt;br /&gt;
        [NAME:dwarf:dwarves:dwarven]&lt;br /&gt;
        [TILE:1][COLOR:3:0:0]&lt;br /&gt;
        [GENPOWER:3]&lt;br /&gt;
        [BUTCHERABLE_NONSTANDARD]&lt;br /&gt;
        [INTELLIGENT]&lt;br /&gt;
        [TRANCES]&lt;br /&gt;
        [BENIGN]&lt;br /&gt;
        [CANOPENDOORS]&lt;br /&gt;
        [PREFSTRING:beards]&lt;br /&gt;
        [BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:&lt;br /&gt;
  THROAT:NECK:SPINE:BRAIN:5FINGERS:5TOES:MOUTH]&lt;br /&gt;
        [STOUT]&lt;br /&gt;
        [MAXAGE:150:170]&lt;br /&gt;
        [ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
        [ATTACK:SECOND:BYTYPE:MOUTH:bite:bites:1:1:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
        [CHILD:12][BABY:1][MULTIPLE_LITTER_RARE]&lt;br /&gt;
        [DAMBLOCK:1]&lt;br /&gt;
        [FAT:3]&lt;br /&gt;
        [SIZE:6]&lt;br /&gt;
        [EQUIPS]&lt;br /&gt;
        [CAVE_ADAPT]&lt;br /&gt;
        [DIURNAL]&lt;br /&gt;
        [CRAFTSMAN_NAME:craftsdwarf:craftsdwarves]&lt;br /&gt;
        [FISHERMAN_NAME:fisherdwarf:fisherdwarves]&lt;br /&gt;
        [HAMMERMAN_NAME:hammerdwarf:hammerdwarves]&lt;br /&gt;
        [SPEARMAN_NAME:speardwarf:speardwarves]&lt;br /&gt;
        [CROSSBOWMAN_NAME:marksdwarf:marksdwarves]&lt;br /&gt;
        [AXEMAN_NAME:axedwarf:axedwarves]&lt;br /&gt;
        [SWORDSMAN_NAME:swordsdwarf:swordsdwarves]&lt;br /&gt;
        [MACEMAN_NAME:macedwarf:macedwarves]&lt;br /&gt;
        [PIKEMAN_NAME:pikedwarf:pikedwarves]&lt;br /&gt;
        [BOWMAN_NAME:bowdwarf:bowdwarves]&lt;br /&gt;
        [SPEECH:dwarf.txt]&lt;br /&gt;
        [STANDARD_FLESH]&lt;br /&gt;
        [HOMEOTHERM:10067]&lt;br /&gt;
        [LAYERING:50]&lt;br /&gt;
        [ALCOHOL_DEPENDENT]&lt;br /&gt;
        [SWIMS_LEARNED][SWIM_SPEED:2500]&lt;br /&gt;
        [PERSONALITY:IMMODERATION:0:55:100]&lt;br /&gt;
        [PERSONALITY:VULNERABILITY:0:45:100]&lt;br /&gt;
        [PERSONALITY:STRAIGHTFORWARDNESS:0:55:100]&lt;br /&gt;
}}{{creatures}}&lt;br /&gt;
[[Category:Dwarves]]&lt;br /&gt;
[[Category:Races]]&lt;/div&gt;</summary>
		<author><name>Diabl0658</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Skill&amp;diff=2312</id>
		<title>40d:Skill</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Skill&amp;diff=2312"/>
		<updated>2008-02-24T17:06:13Z</updated>

		<summary type="html">&lt;p&gt;Diabl0658: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''skill''' a person has in an area determines how well that person accomplishes tasks in that area. Skills increase in rank with [[experience]]: every time a person completes a task successfully, the corresponding skill will increase by an amount of [[experience]] points (XP). Once the XP reach the amount required for the next level, the rank will increase.&lt;br /&gt;
&lt;br /&gt;
The highest skill or skills of a dwarf determines their profession.&lt;br /&gt;
&lt;br /&gt;
== Skill ranks ==&lt;br /&gt;
&lt;br /&gt;
To reach Novice level in any skill requires 500 XP. Reaching each successive level requires an additional 100 XP, so to go from Novice to ''No label'' requires 600 XP; ''No label'' to Competent requires 700 XP, and so on. The following figures are the ''cumulative'' XP needed to go from unskilled to any given skill level.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin: 0 auto; border: 1px solid black; border-spacing: 0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; style=&amp;quot;border-right: 1px solid black&amp;quot; |&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Level        !! XP&lt;br /&gt;
|-&lt;br /&gt;
| Dabbling     || align=&amp;quot;right&amp;quot; | 1&lt;br /&gt;
|-&lt;br /&gt;
| Novice       || align=&amp;quot;right&amp;quot; | 500&lt;br /&gt;
|-&lt;br /&gt;
| ''No label'' || align=&amp;quot;right&amp;quot; | 1100&lt;br /&gt;
|-&lt;br /&gt;
| Competent    || align=&amp;quot;right&amp;quot; | 1800&lt;br /&gt;
|-&lt;br /&gt;
| Skilled      || align=&amp;quot;right&amp;quot; | 2600&lt;br /&gt;
|-&lt;br /&gt;
| Proficient   || align=&amp;quot;right&amp;quot; | 3500&lt;br /&gt;
|-&lt;br /&gt;
| Talented     || align=&amp;quot;right&amp;quot; | 4500&lt;br /&gt;
|-&lt;br /&gt;
| Adept        || align=&amp;quot;right&amp;quot; | 5600&lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; |&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Level        !! XP&lt;br /&gt;
|-&lt;br /&gt;
| Expert       || align=&amp;quot;right&amp;quot; | 6800&lt;br /&gt;
|-&lt;br /&gt;
| Professional || align=&amp;quot;right&amp;quot; | 8100&lt;br /&gt;
|-&lt;br /&gt;
| Accomplished || align=&amp;quot;right&amp;quot; | 9500&lt;br /&gt;
|-&lt;br /&gt;
| Great        || align=&amp;quot;right&amp;quot; | 11000&lt;br /&gt;
|-&lt;br /&gt;
| Master       || align=&amp;quot;right&amp;quot; | 12600&lt;br /&gt;
|-&lt;br /&gt;
| High Master  || align=&amp;quot;right&amp;quot; | 14300&lt;br /&gt;
|-&lt;br /&gt;
| Grand Master || align=&amp;quot;right&amp;quot; | 16100&lt;br /&gt;
|-&lt;br /&gt;
| Legendary    || align=&amp;quot;right&amp;quot; | 18000&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== List of fortress mode skills ==&lt;br /&gt;
&lt;br /&gt;
The following list of skills is grouped by the professions they fall in.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Professions&amp;quot; determine only the color of the dwarf and their profession name if you haven't set it yourself.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin: 0 auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| valign='top' |&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|Miner|#bbb|#bbb|&lt;br /&gt;
* [[Miner]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|Woodworker|#ff2|#ff6|&lt;br /&gt;
* [[Bowyer]]&lt;br /&gt;
* [[Carpenter]]&lt;br /&gt;
* [[Wood cutter]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|Stoneworker|#fff|#fff|&lt;br /&gt;
* [[Engraver]]&lt;br /&gt;
* [[Mason]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|Ranger|#282|#484|&lt;br /&gt;
* [[Ambusher]]&lt;br /&gt;
* [[Animal caretaker]]&lt;br /&gt;
* [[Animal dissector]]&lt;br /&gt;
* [[Animal trainer]]&lt;br /&gt;
* [[Trapper]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|Metalsmith|#888|#888|&lt;br /&gt;
* [[Armorsmith]]&lt;br /&gt;
* [[Furnace operator]]&lt;br /&gt;
* [[Metal crafter]]&lt;br /&gt;
* [[Blacksmith]]&lt;br /&gt;
* [[Weaponsmith]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|Jeweler|#2f2|#6f6|&lt;br /&gt;
* [[Gem cutter]]&lt;br /&gt;
* [[Gem setter]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|Craftsdwarf|#22f|#66f|&lt;br /&gt;
* [[Bone carver]]&lt;br /&gt;
* [[Clothier]]&lt;br /&gt;
* [[Glassmaker]]&lt;br /&gt;
* [[Leatherworker]]&lt;br /&gt;
* [[Stone crafter]]&lt;br /&gt;
* [[Weaver]]&lt;br /&gt;
* [[Wood crafter]]&lt;br /&gt;
* [[Strand Extractor]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| valign='top' |&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|Administrator|#828|#848|&lt;br /&gt;
* [[Appraiser]]&lt;br /&gt;
* [[Building designer]]&lt;br /&gt;
* [[Organizer]]&lt;br /&gt;
* [[Record keeper]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|Fishery Worker|#228|#448|&lt;br /&gt;
* [[Fish cleaner]]&lt;br /&gt;
* [[Fish dissector]]&lt;br /&gt;
* [[Fisherdwarf]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|Farmer|#882|#884|&lt;br /&gt;
* [[Brewer]]&lt;br /&gt;
* [[Butcher]]&lt;br /&gt;
* [[Cheese maker]]&lt;br /&gt;
* [[Cook]]&lt;br /&gt;
* [[Dyer]]&lt;br /&gt;
* [[Grower]]&lt;br /&gt;
* [[Herbalist]]&lt;br /&gt;
* [[Lye maker]]&lt;br /&gt;
* [[Milker]]&lt;br /&gt;
* [[Miller]]&lt;br /&gt;
* [[Potash maker]]&lt;br /&gt;
* [[Soaper]]&lt;br /&gt;
* [[Tanner]]&lt;br /&gt;
* [[Thresher]]&lt;br /&gt;
* [[Wood burner]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|Engineer|#f22|#f66|&lt;br /&gt;
* [[Mechanic]]&lt;br /&gt;
* [[Pump operator]]&lt;br /&gt;
* [[Siege engineer]]&lt;br /&gt;
* [[Siege operator]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| valign='top' |&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|''No profession''|#288|#488|&lt;br /&gt;
* [[Swimmer]]&lt;br /&gt;
&lt;br /&gt;
''Military skills''&lt;br /&gt;
* [[Armor user]]&lt;br /&gt;
* [[Axedwarf]]&lt;br /&gt;
* [[Hammerdwarf]]&lt;br /&gt;
* [[Macedwarf]]&lt;br /&gt;
* [[Marksdwarf]]&lt;br /&gt;
* [[Shield user]]&lt;br /&gt;
* [[Speardwarf]]&lt;br /&gt;
* [[Swordsdwarf]]&lt;br /&gt;
* [[Wrestler]]&lt;br /&gt;
* [[Thrower]]&lt;br /&gt;
&lt;br /&gt;
''Social skills''&lt;br /&gt;
* [[Comedian]]&lt;br /&gt;
* [[Consoler]]&lt;br /&gt;
* [[Conversationalist]]&lt;br /&gt;
* [[Flatterer]]&lt;br /&gt;
* [[Intimidator]]&lt;br /&gt;
* [[Judge of intent]]&lt;br /&gt;
* [[Liar]]&lt;br /&gt;
* [[Negotiator]]&lt;br /&gt;
* [[Pacifier]]&lt;br /&gt;
* [[Persuader]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Diabl0658</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File_talk:Evil_elves.png&amp;diff=37901</id>
		<title>File talk:Evil elves.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File_talk:Evil_elves.png&amp;diff=37901"/>
		<updated>2008-02-24T16:18:40Z</updated>

		<summary type="html">&lt;p&gt;Diabl0658: New page: lol wut&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;lol wut&lt;/div&gt;</summary>
		<author><name>Diabl0658</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Dwarf&amp;diff=7376</id>
		<title>40d:Dwarf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Dwarf&amp;diff=7376"/>
		<updated>2008-02-23T21:11:12Z</updated>

		<summary type="html">&lt;p&gt;Diabl0658: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
[[Image:Dwarf.jpg|100px|thumb|An engraving of a dwarf]]&lt;br /&gt;
&lt;br /&gt;
'''Dwarves''' are intelligent [[humanoid]] [[creatures]] that live in fortresses carved from [[mountain]]s. They are the featured [[race]] of [[Dwarf Fortress mode|Fortress Mode]], and also a one of the races playable in [[Adventure Mode]]. They are mainly interested in acquiring wealth and rare [[metal]]s, especially [[adamantine]]. They are [[alcohol]] dependant, and work slowly if deprived of it for long. Their most hated enemies are the [[goblin]]s. Dwarves and most other creatures have an incredible ability to build up enormous strength by throwing pebbles around the place.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
Dwarven [[child]]ren become adults at their twelfth birthday.&lt;br /&gt;
== Dwarves in Fortress Mode ==&lt;br /&gt;
&lt;br /&gt;
Dwarves are a [[trading]] race and will send a [[caravan]] every year in the [[Calendar|fall]]. [[Immigrant|Immigrants]] will be attracted to your fortress as your wealth grows, prompted by the stories of your wealth and the goods that the dwarven traders bring back from your fortress. The immigrants arrive every spring. If your fortress is particularly successful, some immigrants might even decide to come early in smaller groups and arrive in late fall in addition to the wave that normally arrives during spring.&lt;br /&gt;
&lt;br /&gt;
=== Living among them ===&lt;br /&gt;
&lt;br /&gt;
You cannot start your fortress where another fortress exists.&lt;br /&gt;
&lt;br /&gt;
=== Living near them ===&lt;br /&gt;
&lt;br /&gt;
If you start your fortress near an existing fortress (not one you built), the large human caravan and dwarven traders will be replaced with a large dwarven caravan. This means you will not recieve an outpost liason (could be a bug with the current version), but you will recieve large quantities of dwarven made goods, including a few bars of random metal and several pieces of steel armor of random quality.&amp;lt;small&amp;gt;(usually you get that anyway)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
AND NO ELFS!!!!&lt;br /&gt;
&lt;br /&gt;
== Dwarves in Adventure Mode ==&lt;br /&gt;
&lt;br /&gt;
Dwarven mountainhomes and outposts do not have any [[shop]]s, but usually have a variety of fighters to recruit. Outposts have or quest giver{{verify}}, but the monarch of each civilization will give quests at their capital city.&lt;br /&gt;
&lt;br /&gt;
Dwarven characters always start with [[iron]] [[weapon]]s and [[armor]], making them the best-equipped race. Unfortunately, [[human]] armor is too large for them to wear, and humans are the only race with shops, so all armor upgrades will have to come from looting dwarven fortresses. Most human weapons must be wielded two-handed by dwarves, due to their size.&lt;br /&gt;
&lt;br /&gt;
Dwarves have the highest natural armor of the adventuring races, at +1, but are one [[size]] smaller than [[Elf|elves]] and humans, so they cause less damage and absorb less damage. Dwarves are the only race that sometimes enters a [[martial trance]] when beset by many foes, which gives them combat bonuses.&lt;br /&gt;
&lt;br /&gt;
== Mythology ==&lt;br /&gt;
&lt;br /&gt;
In real-life mythology, Dwarves are much like humans, but generally prefer to live underground and/or in mountainous areas. In their fortresses they have accumulated treasures of [[gold]], [[silver]], and [[gem|precious stone]]s, and pass their time fabricating costly weapons and armor. They are famed [[miner]]s and [[smith]]s, although, like humans, they can specialise in any number of trades. Generally shorter than humans, they are on average stockier and hairier, and usually sport full beards. Though slow runners and poor riders, dwarves are excellent warriors and defenders of their strongholds. Dwarves have the ability to forge magical items, which shows off their culture's and species natural craftsmanship. For instance, dwarvish smiths created some of the greatest and most powerful items of power, which inspired the in-game [[strange mood]]s and [[Legendary artifact]]s.&lt;br /&gt;
&lt;br /&gt;
''See the [http://en.wikipedia.org/wiki/Dwarf Wikipedia article]''&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:DWARF]&lt;br /&gt;
        [NAME:dwarf:dwarves:dwarven]&lt;br /&gt;
        [TILE:1][COLOR:3:0:0]&lt;br /&gt;
        [GENPOWER:3]&lt;br /&gt;
        [BUTCHERABLE_NONSTANDARD]&lt;br /&gt;
        [INTELLIGENT]&lt;br /&gt;
        [TRANCES]&lt;br /&gt;
        [BENIGN]&lt;br /&gt;
        [CANOPENDOORS]&lt;br /&gt;
        [PREFSTRING:beards]&lt;br /&gt;
        [BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:&lt;br /&gt;
  THROAT:NECK:SPINE:BRAIN:5FINGERS:5TOES:MOUTH]&lt;br /&gt;
        [STOUT]&lt;br /&gt;
        [MAXAGE:150:170]&lt;br /&gt;
        [ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
        [ATTACK:SECOND:BYTYPE:MOUTH:bite:bites:1:1:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
        [CHILD:12][BABY:1][MULTIPLE_LITTER_RARE]&lt;br /&gt;
        [DAMBLOCK:1]&lt;br /&gt;
        [FAT:3]&lt;br /&gt;
        [SIZE:6]&lt;br /&gt;
        [EQUIPS]&lt;br /&gt;
        [CAVE_ADAPT]&lt;br /&gt;
        [DIURNAL]&lt;br /&gt;
        [CRAFTSMAN_NAME:craftsdwarf:craftsdwarves]&lt;br /&gt;
        [FISHERMAN_NAME:fisherdwarf:fisherdwarves]&lt;br /&gt;
        [HAMMERMAN_NAME:hammerdwarf:hammerdwarves]&lt;br /&gt;
        [SPEARMAN_NAME:speardwarf:speardwarves]&lt;br /&gt;
        [CROSSBOWMAN_NAME:marksdwarf:marksdwarves]&lt;br /&gt;
        [AXEMAN_NAME:axedwarf:axedwarves]&lt;br /&gt;
        [SWORDSMAN_NAME:swordsdwarf:swordsdwarves]&lt;br /&gt;
        [MACEMAN_NAME:macedwarf:macedwarves]&lt;br /&gt;
        [PIKEMAN_NAME:pikedwarf:pikedwarves]&lt;br /&gt;
        [BOWMAN_NAME:bowdwarf:bowdwarves]&lt;br /&gt;
        [SPEECH:dwarf.txt]&lt;br /&gt;
        [STANDARD_FLESH]&lt;br /&gt;
        [HOMEOTHERM:10067]&lt;br /&gt;
        [LAYERING:50]&lt;br /&gt;
        [ALCOHOL_DEPENDENT]&lt;br /&gt;
        [SWIMS_LEARNED][SWIM_SPEED:2500]&lt;br /&gt;
        [PERSONALITY:IMMODERATION:0:55:100]&lt;br /&gt;
        [PERSONALITY:VULNERABILITY:0:45:100]&lt;br /&gt;
        [PERSONALITY:STRAIGHTFORWARDNESS:0:55:100]&lt;br /&gt;
}}{{creatures}}&lt;br /&gt;
[[Category:Dwarves]]&lt;br /&gt;
[[Category:Races]]&lt;/div&gt;</summary>
		<author><name>Diabl0658</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Strange_mood&amp;diff=5112</id>
		<title>40d Talk:Strange mood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Strange_mood&amp;diff=5112"/>
		<updated>2008-02-21T07:07:31Z</updated>

		<summary type="html">&lt;p&gt;Diabl0658: forbidden items&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Does the new version still have the strange mood? It wouldnt be complete without it!&lt;br /&gt;
&lt;br /&gt;
:It still exists, I've had it happen several times now, I went to the archive wiki and copy/pasted the old page.&lt;br /&gt;
&lt;br /&gt;
::Isnt that why the wiki was nuked? To make sure that no old info lingers? Ill put some &amp;quot;verify&amp;quot; in there, I dont think that the bold text is enough for users to understand that some of this may no longer apply. --[[User:Mizipzor|Mizipzor]] 06:03, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::I agree. Although moods themselves don't seem to have been changed in this version, the changes to the stones/ores that they use means that some of the information in this article is no longer true. I'll have a go at cleaning it up when I have the proper time for it, but this wiki definitely needs a 'no copypasting from the archives' rule to avoid screwups like this. If people are going to copypaste old stuff, then it is downright irresponsible of them not to verify the accuracy of the information before committing it to the wiki. --[[User:Morlark|Morlark]]&lt;br /&gt;
&lt;br /&gt;
I know, I was a huge fan of that little strange aspect of the old one.&lt;br /&gt;
&lt;br /&gt;
I need my dwarfs to make more swordfish bone swords, and i still need some glass weapons/armor&lt;br /&gt;
&lt;br /&gt;
The moods seem to have changed. One of my dwarfs went fey, made a nice hematite mug, and is now a legendary... Engraver. Very wierd, he also had no stoneworking or other craftdwarf skills. But he was a competent mason. This was also my fifth dwarf who took the same craftworkshop, so it's a bit strange. --[[User:Soyweiser|Soyweiser]] 17:36, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Six fey dwarf, all took the craftdwarfshop, now my bowyer took one. Think it might be a bug. Is the 15 artifacts limit still in? --[[User:Soyweiser|Soyweiser]] 14:34, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:: Whohoo my second legendary engraver made a gold mug. My bowyer became a legendary engraver. --[[User:Soyweiser|Soyweiser]] 14:40, 8 November 2007 (EST)&lt;br /&gt;
::: Scratch all that, one of my woodworkers just used a carpenters shop. --[[User:Soyweiser|Soyweiser]] 07:45, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Have you marked all statements in the article that risks being falsified with &amp;lt;nowiki&amp;gt;{{verify}}&amp;lt;/nowiki&amp;gt;? --[[User:Mizipzor|Mizipzor]] 19:41, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Hey, I am getting a dwarf who wants &amp;quot;raw...crystal&amp;quot;. Help? -- [[User:Bovinepro|Bovinepro]]&lt;br /&gt;
:Probably wants raw crystal glass. I had a dwarf ask for &amp;quot;raw...green&amp;quot;, they wanted raw green glass. Looks like Toady might have moved the glass demands out of the &amp;quot;rough...color&amp;quot; category. [[User:Iddq?|Iddq?]]&lt;br /&gt;
&lt;br /&gt;
About the engravers taking over craftdwarf's shops and becoming legendary engravers afterwards is quite true. I recently got a bunch of immigrants, and the engraver that came with them fell into a strange mood before even crossing the bridge on my river. He took over a craftdwarf's workshop and made a basalt scepter, and now he's legendary level in engraving. So yeah, perfect laboratory conditions, he was 100% engraver when he went into his mood and came out a legendary engraver. --[[User:Zhang5|Zhang5]] 17:07, 12 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
It seems that no craft skill is required.  I just had a peasant go into a strange mood.  His skills were: competent marksdwarf; novice wrestler; novice armor wearer.  He grabbed a craftsdwarf's workshop and 10 items (3xFelsite, Schorls, Tigereyes, Red Beryls, Giant cave swallow leather, Grizzly Bear Leather, Rough harlequin opals and Ash logs -- guess he has expensive taste?) and churned out an idol in relatively short order.  This is my 9th successful mood in this fortress, and I've seen requests for between 3 and 10 items, personally.  Since they seem to be increasing in complexity, I've either hit the item cap, or I'm about to break ten :)  [[User:Doctorlucky|Doctorlucky]] 16:34, 19 November 2007 (EST)&lt;br /&gt;
:This is consistent with older versions.  Moody peasants would become crafters, and 10 items was the cap.  The minimum was 1 item -- generally when constructing a &amp;quot;perfect gem&amp;quot;.--[[User:Maximus|Maximus]] 16:55, 19 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I had a miner go into a strange mood, take over a mason's workshop, and make a something that got him up to legendary miner status. In my current fort, I have had 6 artifacts made, 2 of which were actual moods and 5 of which were possessions (I can add, one of them failed and the dwarf became a babbling wreck). My dwarves love to use only one item: an oak door (1 item), an olivine coffin (2 items), a turtle shell mask (1 item and is my cheapest artifiact at 3600), a diorite amulet (3 items), and a perfect jelly opal (1 item). --[[User:Penguinofhonor|Penguinofhonor]] 18:47, 28 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Where to add the info that in my game (.33c) a miner took over a mason's workshop, became legendary miner and then held the artifact in his right hand instead of a pick, which became 'hauled', then droped the pick and then took the pick with his left hand? He can mine after all these. While holding a 667 weight units cabinet in his right hand. --[[User:Another|Another]] 10:07, 1 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I had dwarf Miller, profecienty Grower who had Fey Mood, and he became a  Legendary Mason ....&lt;br /&gt;
Is it normal ? [[user:Feydreva|Feydreva]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
One of my dwarves has become possessed and is demanding cloth, bones and stone, which I have plenty of. But he refuses to go fetch them. Is there something I'm doing wrong?&amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:Patarak|Patarak]] ([[User talk:Patarak|talk]]•[[Special:Contributions/Patarak|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
: They want either silk or fiber cloth. Make sure you have both! [[User:Bartavelle|Bartavelle]] 03:40, 21 January 2008 (EST)&lt;br /&gt;
==Maximum number of artifacts==&lt;br /&gt;
Well, I just got my umpteenth mood, and it resulted in the 16th successfully created artifact.(33b)  So that 15 cap thing is clearly wrong.  As it happens, this single artifact is worth 754,800, and is an adamantine spear decorated with, among other things, adamantine.  For the record, in case this data is important to someone tabulating number of ingredients, my moods in order created the following objects using the corresponding number of ingredients: (Flute, 4; Mechanism, 4; Spear, 3; Millstone, 6; Ring, 8; Chest, 7; Cape, 7; Ring, 9; Statue, 8; Idol, 10; earring, 8; Buckler, 8; Table, 3; Mechanism, 10; Bracelet, 5; and Spear, 8). [[User:Doctorlucky|Doctorlucky]] 04:54, 27 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Do fell/macabre moods still exist? I haven't seen any for quite a few versions. It'd be nice to have that verified.&amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:Rabek|Rabek]] ([[User talk:Rabek|talk]]•[[Special:Contributions/Rabek|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== clarification on &amp;quot;trade&amp;quot; skills ==&lt;br /&gt;
&lt;br /&gt;
Are trade skills all the skills that produce items with some level of quality? Mainly I want to know if dyer is a trade skill. And how does that work with miner? I didn't think miner was a trade skill. Maybe someone who knows more than me could clarify in the wiki.&lt;br /&gt;
I just got my first artifact. It's worth 2400. The dwarf took one log and made a scepter. -[[User:Radtse|Radtse]]&lt;br /&gt;
&lt;br /&gt;
:I don't know exactly, we should make a list of the skills we know are not trade skills. I'll start: my brewer/grower once got a strange mood and made a wood item and gained woodcrafting skill. Let's try to only add to the list when we have experienced a moody dwarf with that skill only.--[[User:Valdemar|Valdemar]] 19:36, 27 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::I'm adding Weaver and Furnace Operator to this list, since they're on the wiki. I haven't seen them myself, but I'm assuming someone else has. Knowing that Furnace Operator is a &amp;quot;fey-able&amp;quot; skill will be quite helpful.-[[User:Radtse|Radtse]] 18:28, 29 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Where's cooking fit in? --[[User:KittenyKat|KittenyKat]] 20:09, 6 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
List of non-trade skills:&lt;br /&gt;
&lt;br /&gt;
* [[Brewer]]&lt;br /&gt;
* [[Grower]]&lt;br /&gt;
* [[Miller]]&lt;br /&gt;
&lt;br /&gt;
Skills that may be used and gained by dwarves with no trade skills:&lt;br /&gt;
&lt;br /&gt;
* [[Wood crafter]]&lt;br /&gt;
* [[Stone crafter]]&lt;br /&gt;
&lt;br /&gt;
Skills that use a different skill(See list above), but give correct skill:&lt;br /&gt;
&lt;br /&gt;
* [[Miner]]&lt;br /&gt;
* [[Engraver]]&lt;br /&gt;
* [[Furnace Operator]]&lt;br /&gt;
* [[Weaver]]&lt;br /&gt;
&lt;br /&gt;
== mood condition ==&lt;br /&gt;
The 20 dwarves / no crazy stuff has been found while looking at the binary of v0.27.169.33d, might be different now, but i don't think so. [[User:Bartavelle|Bartavelle]] 15:08, 2 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Random Workshop Seizure ==&lt;br /&gt;
&lt;br /&gt;
I just had a gem cutter seize a carpenter's workshop and make a perfect gem; upon completion I had a worthless Legendary dwarf and a new jeweler's workshop, so I guess that's still in from the previous version. I've removed the verify in the article. [[User:Tacroy|Tacroy]] 16:51, 9 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:nonsense.  Should be a bigger chance of making ZOMG high-quality gem crafts now ;) --[[User:Frostedfire|Frostedfire]] 07:35, 18 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::More to the point, if you don't like the profession your dwarf has Legendary in...draft for the stats! --[[User:Alfador|Alfador]] 12:16, 18 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== messages ==&lt;br /&gt;
I think i had &amp;quot;began myst work&amp;quot; (on announce) before he collected all stuff and&lt;br /&gt;
&amp;quot;works ferociously&amp;quot; (q on shop) while at it. But am not completely sure. --[[User:Koltom|Koltom]] 10:21, 19 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== forbidden items ==&lt;br /&gt;
&lt;br /&gt;
Do moody dwarfs use forbidden items? Will they demand forbid items? [[User:Diabl0658|Diabl0658]] 02:07, 21 February 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Diabl0658</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Dwarf&amp;diff=7374</id>
		<title>40d:Dwarf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Dwarf&amp;diff=7374"/>
		<updated>2008-02-21T02:08:53Z</updated>

		<summary type="html">&lt;p&gt;Diabl0658: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
[[Image:Dwarf.jpg|100px|thumb|An engraving of a dwarf]]&lt;br /&gt;
&lt;br /&gt;
'''Dwarves''' are intelligent [[humanoid]] [[creatures]] that live in fortresses carved from [[mountain]]s. They are the featured [[race]] of [[Dwarf Fortress mode|Fortress Mode]], and also a one of the races playable in [[Adventure Mode]]. They are mainly interested in acquiring wealth and rare [[metal]]s, especially [[adamantine]]. They are [[alcohol]] dependant, and work slowly if deprived of it for long. Their most hated enemies are the [[goblin]]s. Dwarves and most other creatures have an incredible ability to build up enormous strength by throwing pebbles around the place.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
Dwarven [[child]]ren become adults at their twelfth birthday.&lt;br /&gt;
== Dwarves in Fortress Mode ==&lt;br /&gt;
&lt;br /&gt;
Dwarves are a [[trading]] race and will send a [[caravan]] every year in the [[Calendar|fall]]. [[Immigrant|Immigrants]] will be attracted to your fortress as your wealth grows, prompted by the stories of your wealth and the goods that the dwarven traders bring back from your fortress. The immigrants arrive every spring. If your fortress is particularly successful, some immigrants might even decide to come early in smaller groups and arrive in late fall in addition to the wave that normally arrives during spring.&lt;br /&gt;
&lt;br /&gt;
=== Living among them ===&lt;br /&gt;
&lt;br /&gt;
You cannot start your fortress where another fortress exists.&lt;br /&gt;
&lt;br /&gt;
=== Living near them ===&lt;br /&gt;
&lt;br /&gt;
If you start your fortress near an existing fortress (not one you built), the large human caravan and dwarven traders will be replaced with a large dwarven caravan. This means you will not recieve an outpost liason (atleast not at first), but you will recieve large quantities of dwarven made goods, including a few bars of random metal and several pieces of steel armor of random quality.&lt;br /&gt;
&lt;br /&gt;
AND NO ELFS!!!!&lt;br /&gt;
&lt;br /&gt;
== Dwarves in Adventure Mode ==&lt;br /&gt;
&lt;br /&gt;
Dwarven mountainhomes and outposts do not have any [[shop]]s, but usually have a variety of fighters to recruit. Outposts have or quest giver{{verify}}, but the monarch of each civilization will give quests at their capital city.&lt;br /&gt;
&lt;br /&gt;
Dwarven characters always start with [[iron]] [[weapon]]s and [[armor]], making them the best-equipped race. Unfortunately, [[human]] armor is too large for them to wear, and humans are the only race with shops, so all armor upgrades will have to come from looting dwarven fortresses. Most human weapons must be wielded two-handed by dwarves, due to their size.&lt;br /&gt;
&lt;br /&gt;
Dwarves have the highest natural armor of the adventuring races, at +1, but are one [[size]] smaller than [[Elf|elves]] and humans, so they cause less damage and absorb less damage. Dwarves are the only race that sometimes enters a [[martial trance]] when beset by many foes, which gives them combat bonuses.&lt;br /&gt;
&lt;br /&gt;
== Mythology ==&lt;br /&gt;
&lt;br /&gt;
In real-life mythology, Dwarves are much like humans, but generally prefer to live underground and/or in mountainous areas. In their fortresses they have accumulated treasures of [[gold]], [[silver]], and [[gem|precious stone]]s, and pass their time fabricating costly weapons and armor. They are famed [[miner]]s and [[smith]]s, although, like humans, they can specialise in any number of trades. Generally shorter than humans, they are on average stockier and hairier, and usually sport full beards. Though slow runners and poor riders, dwarves are excellent warriors and defenders of their strongholds. Dwarves have the ability to forge magical items, which shows off their culture's and species natural craftsmanship. For instance, dwarvish smiths created some of the greatest and most powerful items of power, which inspired the in-game [[strange mood]]s and [[Legendary artifact]]s.&lt;br /&gt;
&lt;br /&gt;
''See the [http://en.wikipedia.org/wiki/Dwarf Wikipedia article]''&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:DWARF]&lt;br /&gt;
        [NAME:dwarf:dwarves:dwarven]&lt;br /&gt;
        [TILE:1][COLOR:3:0:0]&lt;br /&gt;
        [GENPOWER:3]&lt;br /&gt;
        [BUTCHERABLE_NONSTANDARD]&lt;br /&gt;
        [INTELLIGENT]&lt;br /&gt;
        [TRANCES]&lt;br /&gt;
        [BENIGN]&lt;br /&gt;
        [CANOPENDOORS]&lt;br /&gt;
        [PREFSTRING:beards]&lt;br /&gt;
        [BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:&lt;br /&gt;
  THROAT:NECK:SPINE:BRAIN:5FINGERS:5TOES:MOUTH]&lt;br /&gt;
        [STOUT]&lt;br /&gt;
        [MAXAGE:150:170]&lt;br /&gt;
        [ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
        [ATTACK:SECOND:BYTYPE:MOUTH:bite:bites:1:1:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
        [CHILD:12][BABY:1][MULTIPLE_LITTER_RARE]&lt;br /&gt;
        [DAMBLOCK:1]&lt;br /&gt;
        [FAT:3]&lt;br /&gt;
        [SIZE:6]&lt;br /&gt;
        [EQUIPS]&lt;br /&gt;
        [CAVE_ADAPT]&lt;br /&gt;
        [DIURNAL]&lt;br /&gt;
        [CRAFTSMAN_NAME:craftsdwarf:craftsdwarves]&lt;br /&gt;
        [FISHERMAN_NAME:fisherdwarf:fisherdwarves]&lt;br /&gt;
        [HAMMERMAN_NAME:hammerdwarf:hammerdwarves]&lt;br /&gt;
        [SPEARMAN_NAME:speardwarf:speardwarves]&lt;br /&gt;
        [CROSSBOWMAN_NAME:marksdwarf:marksdwarves]&lt;br /&gt;
        [AXEMAN_NAME:axedwarf:axedwarves]&lt;br /&gt;
        [SWORDSMAN_NAME:swordsdwarf:swordsdwarves]&lt;br /&gt;
        [MACEMAN_NAME:macedwarf:macedwarves]&lt;br /&gt;
        [PIKEMAN_NAME:pikedwarf:pikedwarves]&lt;br /&gt;
        [BOWMAN_NAME:bowdwarf:bowdwarves]&lt;br /&gt;
        [SPEECH:dwarf.txt]&lt;br /&gt;
        [STANDARD_FLESH]&lt;br /&gt;
        [HOMEOTHERM:10067]&lt;br /&gt;
        [LAYERING:50]&lt;br /&gt;
        [ALCOHOL_DEPENDENT]&lt;br /&gt;
        [SWIMS_LEARNED][SWIM_SPEED:2500]&lt;br /&gt;
        [PERSONALITY:IMMODERATION:0:55:100]&lt;br /&gt;
        [PERSONALITY:VULNERABILITY:0:45:100]&lt;br /&gt;
        [PERSONALITY:STRAIGHTFORWARDNESS:0:55:100]&lt;br /&gt;
}}{{creatures}}&lt;br /&gt;
[[Category:Dwarves]]&lt;br /&gt;
[[Category:Races]]&lt;/div&gt;</summary>
		<author><name>Diabl0658</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Ice&amp;diff=24980</id>
		<title>40d:Ice</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Ice&amp;diff=24980"/>
		<updated>2008-01-10T05:13:32Z</updated>

		<summary type="html">&lt;p&gt;Diabl0658: /* Smoothing Ice */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Ice''' is [[water]] that has been frozen by cold temperatures, usually because of [[winter]]. Any water that is [[outside]] will freeze during winter, while it will stay the same if it is [[inside]]. &lt;br /&gt;
&lt;br /&gt;
A tile of water will freeze into an '''ice wall''', while creating an '''ice floor''' one [[Z-Axis]] above it. The ice wall will be the same no matter how deep the water is. The floor can be walked on freely, and there doesn't seem to be any kind of thin, breakable ice. The ice wall can be [[mine]]d through, which leaves the above ice floor intact. [[Channel]]ing the ice floor will destroy both the floor and the wall. The ice wall will apparently melt into water of depth 7 [http://www.dwarffortresswiki.net/index.php/Talk:Water] when warmer temperatures arrive. Presumably the ice floor will melt as well, but whether it turns into water or just disappears is unknown at the moment.&lt;br /&gt;
&lt;br /&gt;
Ice can be mined through without causing a [[flood]], making Winter an ideal time to get rid of any [[lake]]s that are in the way.&lt;br /&gt;
&lt;br /&gt;
== Ice as a Stone ==&lt;br /&gt;
&lt;br /&gt;
Ice appears as a light blue stone which can be found by mining through an ice wall. Ice can be used to build [[construction]]s and [[workshops]]. Ice boulders and objects made of ice will melt when exposed to warmer temperatures (such as inside a fortress), giving it rather limited use. Nevertheless, workshops made of ice have a certain novelty to them, and it's even possible to make [[furnace]]s out of ice, as counter-intuitive as that sounds.&lt;br /&gt;
&lt;br /&gt;
The games refers to Ice boulders as &amp;quot;water&amp;quot;. It doesn't appear in any stockpile options or the manager, but it does appear under the &amp;quot;stones&amp;quot; section of the [[Stocks]] menu.&lt;br /&gt;
&lt;br /&gt;
== Out of Water ==&lt;br /&gt;
&lt;br /&gt;
As ice takes the place of water, entire water supplies can be completely frozen on colder areas. This can depopulate an entire fortress in just the first winter if they're unprepared. The only way to counter this is to make a water pit inside beforehand, or brew enough drinks. Oddly enough, drinks do not require water to make.&lt;br /&gt;
[[category:Map_tiles]]&lt;br /&gt;
&lt;br /&gt;
== Smoothing Ice ==&lt;br /&gt;
&lt;br /&gt;
Smoothed ice walls are called straight ice wall, smoothed ice floors all called level ice floor and engraved ice floors are called sculpted ice floors. Ice walls cannot be engraved.&lt;br /&gt;
&lt;br /&gt;
== Melting Ice ==&lt;br /&gt;
It can be very important to be able to extract water from permanently-frozen ice (for instance on cold northern maps) in order to give water to the wounded. This can be done with magma. Dig out a tunnel one z-level below the ice sheet and fill it with magma. The ice on the above z-level will melt. You can see this happening here: http://mkv25.net/dfma/movie-153-meltingwateronglacier&lt;/div&gt;</summary>
		<author><name>Diabl0658</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Ice&amp;diff=24979</id>
		<title>40d:Ice</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Ice&amp;diff=24979"/>
		<updated>2008-01-10T05:11:34Z</updated>

		<summary type="html">&lt;p&gt;Diabl0658: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Ice''' is [[water]] that has been frozen by cold temperatures, usually because of [[winter]]. Any water that is [[outside]] will freeze during winter, while it will stay the same if it is [[inside]]. &lt;br /&gt;
&lt;br /&gt;
A tile of water will freeze into an '''ice wall''', while creating an '''ice floor''' one [[Z-Axis]] above it. The ice wall will be the same no matter how deep the water is. The floor can be walked on freely, and there doesn't seem to be any kind of thin, breakable ice. The ice wall can be [[mine]]d through, which leaves the above ice floor intact. [[Channel]]ing the ice floor will destroy both the floor and the wall. The ice wall will apparently melt into water of depth 7 [http://www.dwarffortresswiki.net/index.php/Talk:Water] when warmer temperatures arrive. Presumably the ice floor will melt as well, but whether it turns into water or just disappears is unknown at the moment.&lt;br /&gt;
&lt;br /&gt;
Ice can be mined through without causing a [[flood]], making Winter an ideal time to get rid of any [[lake]]s that are in the way.&lt;br /&gt;
&lt;br /&gt;
== Ice as a Stone ==&lt;br /&gt;
&lt;br /&gt;
Ice appears as a light blue stone which can be found by mining through an ice wall. Ice can be used to build [[construction]]s and [[workshops]]. Ice boulders and objects made of ice will melt when exposed to warmer temperatures (such as inside a fortress), giving it rather limited use. Nevertheless, workshops made of ice have a certain novelty to them, and it's even possible to make [[furnace]]s out of ice, as counter-intuitive as that sounds.&lt;br /&gt;
&lt;br /&gt;
The games refers to Ice boulders as &amp;quot;water&amp;quot;. It doesn't appear in any stockpile options or the manager, but it does appear under the &amp;quot;stones&amp;quot; section of the [[Stocks]] menu.&lt;br /&gt;
&lt;br /&gt;
== Out of Water ==&lt;br /&gt;
&lt;br /&gt;
As ice takes the place of water, entire water supplies can be completely frozen on colder areas. This can depopulate an entire fortress in just the first winter if they're unprepared. The only way to counter this is to make a water pit inside beforehand, or brew enough drinks. Oddly enough, drinks do not require water to make.&lt;br /&gt;
[[category:Map_tiles]]&lt;br /&gt;
&lt;br /&gt;
== Smoothing Ice ==&lt;br /&gt;
&lt;br /&gt;
Smoothed ice walls are called straight ice wall, smoothed ice floors all called level ice floor and engraved ice floors are called sculpted ice floors.&lt;br /&gt;
&lt;br /&gt;
== Melting Ice ==&lt;br /&gt;
It can be very important to be able to extract water from permanently-frozen ice (for instance on cold northern maps) in order to give water to the wounded. This can be done with magma. Dig out a tunnel one z-level below the ice sheet and fill it with magma. The ice on the above z-level will melt. You can see this happening here: http://mkv25.net/dfma/movie-153-meltingwateronglacier&lt;/div&gt;</summary>
		<author><name>Diabl0658</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Electrum&amp;diff=4418</id>
		<title>40d Talk:Electrum</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Electrum&amp;diff=4418"/>
		<updated>2008-01-10T04:42:19Z</updated>

		<summary type="html">&lt;p&gt;Diabl0658: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Has anyone actually done this in the current version?  Or do we have to wait for a dungeon master equivalent?&lt;br /&gt;
--[[User:Karlito|Karlito]] 01:34, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Can you make electrum from a silver bar and a gold nugget or gold bar and silver ore? [[User:Diabl0658|Diabl0658]] 23:42, 9 January 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Diabl0658</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Wagon_(embark)&amp;diff=24551</id>
		<title>40d Talk:Wagon (embark)</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Wagon_(embark)&amp;diff=24551"/>
		<updated>2008-01-08T08:03:56Z</updated>

		<summary type="html">&lt;p&gt;Diabl0658: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Cliff climbing wagons? ==&lt;br /&gt;
&lt;br /&gt;
Alright. I'm just playing a great map with a open magma vent hell'uva lot of magnetite, when some humans arrived. I had long prepared my self for their precious wagons and had rebuilt the whole path leading to my main entrance, where my trade depots are. At the beginning they were somewhat chaotic in their pathfinding, but I was just clearing some trees to make access to my depots more direct, so I wrote that off as an oddity relating to that. However, soon I noticed that the wagons were following their old path. The thing is, I had dug out the old ramps leading to my entrance, so that the old path was no longer usable. Strangely enough it didn't bother the wagons. They simply climbed the cliffs and acted like it was totally normal for wagons to climb 90* cliffs. Freaky... At least no good were lost or damaged and those damned Fire Imps didn't put em on fire! Ugh... Hate those buggers. [[User:Noctis|Noctis]] 11:11, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
They're no longer very slow as of 33b. --[[User:Geofferic|Geofferic]] 01:58, 19 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Multiple Wagons ==&lt;br /&gt;
I was playing around with cheatomatic and i brought a few thousand items with me for my starting fortress. I ended up with five wagons! [[User:Diabl0658|Diabl0658]] 03:03, 8 January 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Diabl0658</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Fire&amp;diff=11968</id>
		<title>40d Talk:Fire</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Fire&amp;diff=11968"/>
		<updated>2008-01-06T01:12:34Z</updated>

		<summary type="html">&lt;p&gt;Diabl0658: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;How does fire spread in the new version. I don't have magma on my map so I haven't been able to experiment.&lt;br /&gt;
&lt;br /&gt;
Maybe someone with experience could write up on the risks, ie how it spreads, how long it burns, how dwarfs react and what can be done to fight/prevent it. --[[User:Lucid|Lucid]] 21:09, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
god save us if it is affected by the mud/blood bug too [[User:Thatguyyaknow|Thatguyyaknow]] 13:07, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
no it ain't the blood bug, it's the fire bug.  Someone copy and paste it from the old wiki. --[[User:Frostedfire|Frostedfire]] 22:14, 14 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I can confirm that fire spreads to adjucent squares. My fortress catched fire (long story) and wooden barrels and bins on stockpiles burned. When they completety burned out their contents catched fire and many piles of 20 !!leather!!, 20 !!cloth!! and 20 or more !!seads!! generated '''very''' heavy lags. I didn't pay attention if it spreads diagonally but a burning item on the floor makes all 8 squares around it &amp;quot;warm stone wall&amp;quot; just as magma do to it's 4 directly adjacent squares.--[[User:Another|Another]] 14:26, 26 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Is there a way to intentionally start a fire? [[User:Diabl0658|Diabl0658]] 20:12, 5 January 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Diabl0658</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Plate_mail&amp;diff=33980</id>
		<title>40d Talk:Plate mail</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Plate_mail&amp;diff=33980"/>
		<updated>2008-01-06T00:37:11Z</updated>

		<summary type="html">&lt;p&gt;Diabl0658: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;how much is platemail worth? [[User:Diabl0658|Diabl0658]] 19:37, 5 January 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Diabl0658</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Plate_mail&amp;diff=33979</id>
		<title>40d Talk:Plate mail</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Plate_mail&amp;diff=33979"/>
		<updated>2008-01-06T00:37:05Z</updated>

		<summary type="html">&lt;p&gt;Diabl0658: New page: how much is platemail worth?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;how much is platemail worth?&lt;/div&gt;</summary>
		<author><name>Diabl0658</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Known_bugs_and_issues&amp;diff=9246</id>
		<title>40d:Known bugs and issues</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Known_bugs_and_issues&amp;diff=9246"/>
		<updated>2008-01-05T00:08:36Z</updated>

		<summary type="html">&lt;p&gt;Diabl0658: /* Dwarves ignore animals killed by marksmen */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Bugfix log for 0.27.169.33g:==&lt;br /&gt;
* 12/21/2007: &lt;br /&gt;
** Made human pack animals arrive with trade goods properly&lt;br /&gt;
** Fixed problem that caused some entities to not use feature materials properly&lt;br /&gt;
** Stopped premature starts on mood construction&lt;br /&gt;
** Restricted glass requests for moods&lt;br /&gt;
** Fixed problem with constructions and subterranean designations&lt;br /&gt;
** Changed order of item types on stocks screen&lt;br /&gt;
** Fixed problem with stuck soldiers after wrestling practice&lt;br /&gt;
* 12/20/2007: Updated the bring-to-depot interface&lt;br /&gt;
* 12/19/2007: &lt;br /&gt;
** Made dead ambushers show up on the unit screen&lt;br /&gt;
** Displayed region folder above game type choices&lt;br /&gt;
** Added init option for pause on load&lt;br /&gt;
** Allowed embark rectangle to be 2x2&lt;br /&gt;
** Allowed embark rectangle size to be set in init&lt;br /&gt;
** Made cage/chain lists show relevant building picture instead of a C&lt;br /&gt;
** Disallowed certain predators from the intro text&lt;br /&gt;
** Tweaked stuck-in removal text&lt;br /&gt;
** Gave occupied cage items/buildings different name text&lt;br /&gt;
** Made contained trade items fill out the container&lt;br /&gt;
** Made world generation results independent of custom name&lt;br /&gt;
** Fixed problem with glaciers melting on load&lt;br /&gt;
* 12/18/2007: &lt;br /&gt;
** Changed priorities of idle designations&lt;br /&gt;
** Changed vermin/pet names in stocks screen&lt;br /&gt;
** Changed leader text in status screen&lt;br /&gt;
* 12/17/2007: &lt;br /&gt;
** Updated embark race name to support non-dwarves.&lt;br /&gt;
** Fixed gem typo on stocks screen.&lt;br /&gt;
&lt;br /&gt;
==Bugfix log for 0.27.169.33f:==&lt;br /&gt;
* 12/14/2007: Made items that are thrown or shot in dwarf mode forbidden, sped up freezing water checks, made various types of items capable of destruction by fire, fixed a burn lag issue, fixed problem that made invader AI turn off, stopped full goblin armies from attacking smaller sites, fixed conflict with migrant projectiles and stranded item code&lt;br /&gt;
* 12/13/2007: Changed how tree line works, corrected idler count vs. meetings, stopped wells/grates/hatches from being built in walls and other obstacles, sped up region information collector, allowed magma buildings to be built after discovering endgame areas, disable mud/blood spreading, made wagon start in selected biome if possible, stopped elves from being pleased with unethical trades, allowed more item types to hauled to the depot, made caravan items respect thread/cloth information for bags and other items, stopped wagon pullers that are also pack animals from being loaded with trade goods, homogenized pullers of a given wagon, stopped production jobs from using dump/melt designated objects, fixed a possible problem with rot locations, cleaned up some of the eat/get provisions code, made ocean waves drop salt water, made silk more susceptible to fire damage, consolidated some map event code, fixed problem with food item descriptions, fixed food ingredient value calculation&lt;br /&gt;
* 12/12/2007: Fixed laced typo, made engravings go away properly upon channel and other dig jobs, handled snow etc. versus construction removal, stopped cancelled smoothing jobs from undesignating tile, stopped dwarves from mining out/removing their own and each other's floor tiles, stopped burned corpses from dropping two skeletons, tweaked dwarf site entrances, made adv mode people talk about surrounding regions again, made adventure mode travel ambushes happen again&lt;br /&gt;
* 12/11/2007: Added tile support for appointed dwarves, fixed a few problems with geological layer creation, added gender check for king consort, fixed cliff indicator key, fixed bottom of magma pools, removed pet info from work animals properly, stopped inappropriate ambush messages from being generated by cage traps, fixed improper above ground designations, fixed problem with food storage barrels being brought to restricted piles, made mayor announcement display the proper unit type&lt;br /&gt;
&lt;br /&gt;
==Bugfix log for 0.27.169.33e:==&lt;br /&gt;
* 12/08/2007: Fixed problem with meeting queue skipping, fixed problem with noble queue and complaints, fixed problem with moods involving glass and rough gems, cleaned out demands/mandates when a mayor loses re-election, extended account exemption to leader/sheriff, fixed tile for dead trees being chopped down, made lava warm diagonal squares, fixed more fallowing problems, stopped flashing ramp designations from giving away hidden locations, fixed some job issues with the manager screen, added missing woodworker title, removed ambush state for creatures caught in cage traps, fixed typo in art element descriptions&lt;br /&gt;
* 12/07/2007: Made veins and other rock types collapse downward properly, added a skeletal flag for certain parts that skeletons would want, stopped siege operators from firing at hidden units, stopped unchained dwarves from using beds in jails, fixed problem with cursor on military screen, stopped mandaters from bringing trade goods to depot, fixed icon for blinking trees with fallen leaves, stopped nobles from caring about the rooms of other dwarves if they don't require that room, resolved recover wounded/justice conflict, added note for deceased criminals, stopped self-punishment in justice, fixed various problems with movement involving chains, fixed problem with currency screen lumping together all metal types, made caravans bring proper animals following trade agreements, fixed problem causing trade animals to have trade flags prematurely removed&lt;br /&gt;
* 12/06/2007: Stopped constructions from preserving subterranean status for indoor areas, stopped solidified swamps from starting over volcanos, added liner to volcano wall, stopped automated buildings from generating jobs if they've been claimed by a mood dwarf, made projectiles respect archery targets and reworked some related code&lt;br /&gt;
* 12/05/2007: Fixed abandon crash, handled floor placement for walls constructed below melting liquids, stopped breaks from affecting unrelated body systems, fixed bugs stopping some creatures from attacking others in their square&lt;br /&gt;
&lt;br /&gt;
==Bugfix log for 0.27.169.33d:==&lt;br /&gt;
* 11/30/2007: Fixed typo, fixed trap component selection from embark, fixed crash bug on embark item selection screen&lt;br /&gt;
* 11/28/2007: Fixed counteroffer crash&lt;br /&gt;
* 11/27/2007: Fixed rest/drink infinite loop, got rid of some bucket spam and changed how meal/drink request timer resets, fixed some typos, fixed pathing problem with trigger linking, fixed problem with item list updates in embark screen, fixed problem with soldiers filling waterskins at wells with many water objects&lt;br /&gt;
* 11/26/2007: Tweaked depot list sorting&lt;br /&gt;
&lt;br /&gt;
==Bugfix log for 0.27.169.33c:==&lt;br /&gt;
*  11/23/2007: Fixed problem with multiple nobles arriving, stopped new entities from using soil for craft material, expanded trade/startup item list&lt;br /&gt;
* 11/22/2007: Added categories to item selection in embark&lt;br /&gt;
* 11/21/2007: Fixed crash bug from saving while somebody is falling down a chasm, made items drop when a ramp is dug out beneath them, handled some typos, stopped dig designations from persisting on caved-in spaces, stopped soldiers from pilfering food from caravans for their backpacks, allowed units that can't find a bed to rest to take eat/drink jobs, added init option for dwarfort.exe priority, stopped farms from resetting earlier seasons to fallow&lt;br /&gt;
* 11/20/2007: Fixed crash bug from equipment check on multi-item holds and some related problems, messed with break code a bit, added some controls on parties&lt;br /&gt;
* 11/19/2007: Allowed diplomats and merchants to escape off the edge from deep/high areas, fixed crash bug on abandon, added trained animals to the animal screen, tracked why units are following certain units more closely, stopped children from tagging along after their parents once they grow up, added short distance search for stay inside order&lt;br /&gt;
&lt;br /&gt;
==Bugfix log for 0.27.169.33b:==&lt;br /&gt;
* 11/15/2007: Fixed lag caused by creatures wandering in liquid, tweaked pathfinding, fixed lag associated to wilderness creatures&lt;br /&gt;
* 11/14/2007: Stopped miasma from escaping coffins, stopped floor removal over constructed walls from leaving empty space, stopped channeling a floor over a constructed wall from leaving empty space, fixed some cases of liquid flows not starting up properly, fixed problem with windows and vision, caused some buildings to block vermin, cleaned residual jobs on site saves, stopped buildings from destroying ramps/stairs, fixed connectivity problem from ramp digging, fixed a problem with constructed stair placement, stopped appointment of leader position, gave threadable stones economic status, fixed a few problems with counter offers&lt;br /&gt;
* 11/13/2007: Fixed trap component/anvil metal use issues, stopped live vermin from being eaten all the time, stopped square trampling from removing dig designations, stopped stockpiles from removing liquids on placement&lt;br /&gt;
* 11/12/2007: Fixed crash bug from archery training, fixed a problem with wagon pathing, fixed problem with wagon speed, handled problem with 3D projectile targeting, capped reclaim squad number, stopped vegetation from growing on ramps/stairs, stopped innate swimmers from gaining swim skill, fixed some material typos, stopped 2 mayors from being present at once, fixed a problem with blood hanging in the air, handled problem with caveins involving stairs and ramps&lt;br /&gt;
* 11/09/2007: Fixed scrolling problem on load screen, fixed crash caused by viewing the inventories of additional units, fixed problem with traded armor items not being recognized, fixed problem with moods not getting started, fixed problem with list update on stockpile mode paging, handled some of the problems keeping dwarves stuck on unpathable terrain&lt;br /&gt;
* 11/08/2007: Fixed embark crash in cliff areas, fixed crash caused by seed trade valuation, fixed lockup from dry wells, fixed crash from sewing cloth images, handled a reclaim/adv mode crash, added a bit of text to wells, fixed problem with edge construction restriction, eliminated a tantrum lag/freeze problem&lt;br /&gt;
* 11/06/2007: Fixed problem with fortress advancement&lt;br /&gt;
* 11/01/2007: Fixed a few typos&lt;br /&gt;
&lt;br /&gt;
==Bugfix log for 0.27.169.33a:==&lt;br /&gt;
* 10/31/2007: Fixed problem with work quota validations not being saved, fixed various typos, fixed problem with count promotion, made damp stone warning do diagonals, fixed lag from creatures passing each other, fixed problem with smelter metal counts, added fuel notification for smelter, fixed problem with caravan weight calculations involving seeds and animal corpses, fixed problem with walls turning into soil upon being carved into fortifications, tweaked embark warnings, fixed problem with building material temperature checks, fixed problem with cookable raw fish not being recognized once they are brought to the kitchen, handled water table designation on dig, made main layer stones default to unrestricted even if they are economic, fixed problem with blinking designations, automatically freed broker from depot upon merchant departure, added wooden blocks, fixed various forge jobs, fixed problem with creatures not taking fall damage from hitting the bottom of the playable area&lt;br /&gt;
* 10/30/2007: Fixed embark screen abort crash bug, got rid of some duplicate entity links, fixed handling of abandoned fortress migrant entry links and corresponding reclaim crash, fixed displayed affiliation of previous settlers, stopped previous settlers from being in ambush, fixed well crash bug, fixed broken smelter jobs, changed how hidden tiles are displayed, fixed accumulated midmap cleaner&lt;br /&gt;
* 10/29/2007: Fixed spelling of negotiator&lt;br /&gt;
&lt;br /&gt;
=Current Bugs=&lt;br /&gt;
&lt;br /&gt;
==Adventure Mode Cliff Deathtrap==&lt;br /&gt;
Sometimes embarking from the travel screen in adventure mode will drop you into an area completely surrounded by insurmountable cliffs. Furthermore, some cities are constructed on these cliffs such that the mayor may be at the bottom of said cliff, unreachable. If anything hostile is in the area, you won't be able to reach the travel screen ever again, and will be forever trapped in that little area surrounded by cliffs.&lt;br /&gt;
&lt;br /&gt;
==Farmers won't farm==&lt;br /&gt;
Version F. Farmers will not plant seeds in a farm plot. They do have Farming (fields) in their labor menu, and the farms are accessible and have been set to have seeds planted in them. Am I missing something?--[[User:Smoking Gnu|Smoking Gnu]] 12:47, 24 December 2007 (EST)&lt;br /&gt;
:It may sound trivial but do you have seeds that are required to plant and are not currently ordered to be moved between stockpiles? And did you check square by square that all tiles of your farm are &amp;quot;inside dark subterranean&amp;quot;? One of the most obscure reason that may cause such behaviour is drying up of all mud under the farm (in case it is not a soil farm).&lt;br /&gt;
::The seeds are ready and not being moved, it is most definitely underground and it is a soil farm.--[[User:Smoking Gnu|Smoking Gnu]] 15:37, 31 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Miners Stuck==&lt;br /&gt;
(needs testing in latest version)&lt;br /&gt;
My Miners, after they mind a floor down and then started mining to the left, stopped and tried to move the boulders that were left behind but when they did they couldn't find their way. What I did was I mined to the right a little then I made two ramps right next to each other, on the lower level, and then I mined to the left. Some stone was present and so my miners tried to move it to the stock pile but they couldn't find the way back to the surface. They were stuck in an infinite loop of not finding there path.&lt;br /&gt;
&lt;br /&gt;
== Floating Dwarves and etc ==&lt;br /&gt;
(needs testing in latest version)&lt;br /&gt;
Certain situations can occur that will break pathfinding on a dwarf and leave him stranded in the air.  Building a stairs to his location doesn't seem to help.&lt;br /&gt;
&lt;br /&gt;
== Floating Boulders ==&lt;br /&gt;
(needs testing in latest version)&lt;br /&gt;
If you dig an up ramp to a tile with boulders, then remove the up ramp, the boulders may end up floating in midair.&lt;br /&gt;
:If you get this you can build a floor underneath the boulder (on the higher level of course) and it fixes the problem.&lt;br /&gt;
&lt;br /&gt;
== Rewalling Quirks ==&lt;br /&gt;
&lt;br /&gt;
# Diagonal rewalling is silently pathblocked.&lt;br /&gt;
# Rewalling from the top of a ramp is apparently silently pathblocked.&lt;br /&gt;
# Walls made by rewalling start out smoothed, but cannot be engraved.&lt;br /&gt;
&lt;br /&gt;
== Optimal pathfinding ==&lt;br /&gt;
&lt;br /&gt;
When digging an area from two ends (ie. farm from outside river and inside hallway) dwarves sometimes choose to start digging from the other end, causing them to run back and forth, digging just one rock at a time in worst case.&lt;br /&gt;
&lt;br /&gt;
It is also common for digging/item placement to start with the tile to the right of the dwarf, even if the path is closer using another direction.  Keep this in mind when placing floodgates or digging out areas where you could paint yourself in a corner.&lt;br /&gt;
&lt;br /&gt;
== Weight Issues ==&lt;br /&gt;
Are steel bolts supposed to weigh 10 units each? It makes a quiver of 25 three times as heavy as the crossbow [[User:HeckRuler|HeckRuler]] 17:09, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Startup - Civilization Selection ==&lt;br /&gt;
When you are choosing you starting location, if you move the starting zone on the local (leftmost) map, cycle to the Civ Selection tab (rightmost), and change Civ, the area selected on the left will default to original location and size.&lt;br /&gt;
&lt;br /&gt;
== Dwarves ignore animals killed by marksmen ==&lt;br /&gt;
When your marksmen kill animals the animals are not considered usable by the dwarves and are left on the ground until they rot.&lt;br /&gt;
:Have you tryed to change the refuse orders so that dwarfs can gather refuse from outside?&lt;br /&gt;
&lt;br /&gt;
== Squad issue == &lt;br /&gt;
&lt;br /&gt;
Making a new military squad via v + p + a not always shown with Squads &amp;quot;x&amp;quot; (no squads nearby - message)until z level is changed.&lt;br /&gt;
&lt;br /&gt;
[[User:Rylen|Rylen]]  23:21, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Theft in Adventure Mode ==&lt;br /&gt;
In the 2D version, you had to actually reach the edge of the map to lay permanent claim to your five-fingered discounts, which was fine.  In the 3D version, the area maps are seamless, but the game still seems to think you have to touch a seam before you can own your five-fingered discounts, which very obviously causes problems for would-be thieves and other sorts who would just like to enjoy their newfound treasures in peace.  Note that it is *not* a bug that you have to walk over to things you purchase in shops and pick them up yourself, despite the behavior being different in just about every other game out there (for those who know not what I mean, other games magically transport that new sword right into your backpack after your purchase, and sometimes even right into your hands). --[[User:BDR|BDR]] 08:41, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Love Conquers All ==&lt;br /&gt;
(needs testing in latest version)&lt;br /&gt;
A chained animal, when they spot their original trainer, will break free of their chains and go to greet him/her. Hence chaining animals is practically useless.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sticky Keys==&lt;br /&gt;
Sometimes when you are scrolling on the map the keys will seem to stick, and you will keep scrolling forever. This happens when you release a key out of the order in which it was pressed.&lt;br /&gt;
&lt;br /&gt;
Example: &lt;br /&gt;
*{{key|8}}&lt;br /&gt;
*{{key|Shift}}+{{key|8}}&lt;br /&gt;
*{{key|Shift}}&lt;br /&gt;
*No key pressed.&lt;br /&gt;
&lt;br /&gt;
After holding the above keys you will continue going up until you press the following or {{key|Alt}}+{{key|Tab}}.&lt;br /&gt;
&lt;br /&gt;
*{{key|Shift}}+{{key|8}}&lt;br /&gt;
*{{key|Shift}}&lt;br /&gt;
*{{key|8}}&lt;br /&gt;
&lt;br /&gt;
This will clear out the pressed key flag in the game.&lt;br /&gt;
&lt;br /&gt;
:I've found if you merely press the direction key of the scrolling on the numpad this scrolling stops.  No need to fiddle with the shift or in what order the shift key is pressed.--[[User:Mylon|Mylon]] 17:35, 13 November 2007 (EST)&lt;br /&gt;
::That won't work if you were using shift to accelerate your move speed. You have to tap the key with shift pressed to clear out the shift+key then press just key to clear it out as well.--[[User:Ikkonoishi|Ikkonoishi]] 21:38, 13 November 2007 (EST)&lt;br /&gt;
:Switch Numlock off, fixes it for me --[[User:AdaIsDead|AdaIsDead]] 18:59, 16 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Thawing stairs==&lt;br /&gt;
I have a brook that freezes in the winter. Awesome. I dug a down-stairs down into it and started diggin about in the ice. When the thaw came, the ice broke up and the flow resumed, but the stairs remained. Unfortunetly, this is on the old version .32a [[User:HeckRuler|HeckRuler]] 17:44, 15 November 2007 (EST)&lt;br /&gt;
: It persists in .33b. [[User:Crash|Crash]] 15:31, 23 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Picky Elves==&lt;br /&gt;
The elves will not trade for Orthoclase or Gabbro rock crafts because the crafts were once alive, although gabbro and orthoclase are igneous rocks that form by the cooling of magma and were never actually alive. Hence, it's a bug.&lt;br /&gt;
&lt;br /&gt;
:Are you sure that the items are not just simply decorated with bone or shell? This would cause the elves to reject them. I have traded gabbro just fine in all of the versions so far. [[User:Lightning4|Lightning4]] 22:49, 29 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Rags and Riches==&lt;br /&gt;
Clothing is completely bugged, in that as clothes wear out, dwarves will get unhappy thoughts from the fact, without ever doing anything about it.  They will occasionally claim new clothes as they become available, but will often simply wear the new clothes over the nasty rags which are giving them unhappy thoughts.  It is much better to simply never provide clothes for dwarves and let their clothes rot off once and for all.  Dwarves get no unhappy thoughts from being naked, and this stops the constant unhappiness from wearing old clothes.&lt;br /&gt;
:Thanks for the advice at the end. One nudist colony coming right up! --[[User:Jackard|Jackard]] 07:59, 22 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Destructive spring==&lt;br /&gt;
It seems either freezing water destroys floor hatches under it. This leaves the hatches (and mechanisms) next to, or to the bottom of the hole once the ice thaws and creates a waterfall.&lt;br /&gt;
[[User:Shiona|Shiona]] 26. November 2007&lt;br /&gt;
:It also destroys wells over it. Maybe not really a bug?&lt;br /&gt;
&lt;br /&gt;
==Too tired to sleep==	 &lt;br /&gt;
If a wounded dwarf continually falls unconscious due to their wounds, it will disrupt their sleep, so they eventually go mad of sleep deprivation.&lt;br /&gt;
:Should be checked. In 32a, I played with my sherif who was a wounded retired hunter. He kept falling unconscious due to brain injury which never healed, and it really looked like falling unconscious was taken as some part of sleep in itself. I noticed often that unit going to sleep, falling uncouncious, then doing 2-3 other tasks when he waked up and went to his quarter to sleep again. Of course, it made for him some very short sleep patterns, so he was often going in for sleep and hardly ever finished a sleep cycle. --[[User:Eagle of Fire|Eagle of Fire]] 01:06, 18 November 2007 (EST)&lt;br /&gt;
It is mentioned on official Reported Bugs page: &amp;quot;000360 □ [dwarf mode][jobs][healthcare]    dwarf attempting to rest cancels rest job when unconcious and bed is used by others, dwarf becomes tired and unhappy&amp;quot;. I can add that in current version it happens every time and does not correlate with other dwarves using the same bed. It looks like in versions .33a - .33c, .33f - onward you can reinstall rest job by deconstructing or forbidding the bed under the dwarf.--[[User:Another|Another]] 18:45, 1 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Robber Barons==&lt;br /&gt;
If the trade depot is destroyed after the caravan has unloaded all of their stuff becomes yours. The traders don't seem to mind this, and merely complain about not having somewhere to unload their (empty) wagons/pack beasts.&lt;br /&gt;
&lt;br /&gt;
=Fixed Bugs=&lt;br /&gt;
&lt;br /&gt;
== The Most Dangerous Game ==&lt;br /&gt;
(fixed in 0.27.169.33f)&lt;br /&gt;
If you have two or more miners digging a channel, they ''will'' try to dig it under each other's feet, sending their fellows plummeting into the hole. (If you only designate channels on un-mined squares, this won't happen, as the dwarves seem to mine both levels' tiles out at the same time)&lt;br /&gt;
&lt;br /&gt;
Even a single miner digging a channel can get into trouble.  Miners may &amp;quot;paint themselves into a corner&amp;quot; and end up surrounded by channel tiles, unable to remove the last channel tile under their own feet.&lt;br /&gt;
:Dwarves can channel underneath them. --[[User:Jackard|Jackard]] 08:04, 22 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Related but not really: If you ask a dwarf to remove a floor you've built, he will -stand on it- while removing it. Problematic if, say, it's over a hundred-yard cliff, but still a good way to get the sand down covering the floor at the magma forge 6 levels down.&lt;br /&gt;
&lt;br /&gt;
== We All Fall Down==&lt;br /&gt;
(fixed in 0.27.169.33f)&lt;br /&gt;
If a dwarf goes to remove a floor, he removes it while standing on it, and will subsequently fall down if there's no ground underneath. --[[User:Plasma|Plasma]] 20:23, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
: This also occurs when removing staircases. --[[User:JT|JT]] 20:26, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Progressive Aristocracy ==&lt;br /&gt;
(explicitly fixed in 0.27.169.33f)&lt;br /&gt;
While no other dwarf can have a same-sex consort, the King ''can'' arrive with a King Consort.&lt;br /&gt;
:Monarch's prerogative, I say. Royalty often marries for political reasons rather than love.--[[User:Trukkle|Trukkle]] 02:08, 22 November 2007 (EST)&lt;br /&gt;
:Isn't a King consort female?  Just like a Queen consort would be male.--[[User:Maximus|Maximus]] 00:51, 23 November 2007 (EST)&lt;br /&gt;
::No. A Queen Consort is female, a Queen's consort is male. -- [[User:Zaratustra|Zaratustra]] 00:57, 23 November 2007 (EST)&lt;br /&gt;
:::Shouldn't the King Consort be more properly called the Prince Consort? -- [[User:NPComplete|NPComplete]] 10:29, 27 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Outpost liason ==&lt;br /&gt;
&lt;br /&gt;
The npc dwarf that arrives the first autumn never leaves for me. He eventually gets hungry and goes rampage. Although the [[expedition leader]] has no other tasks, he seems to not be able to fully complete the meeting with the liason. I discussed this in the irc channel and it seems to be some wierd bug.&lt;br /&gt;
&lt;br /&gt;
''The liason is following the expedition leader around trying to talk to him. Atleast in my game, whenever the exp.leader has a idle moment, part of the meeting takes place until he has idled enough times to finish the meeting completely. (edit by: Uberubert)''&lt;br /&gt;
&lt;br /&gt;
''Apparently it sometimes happens even if the liason finishes the meeting. Best answer I've seen is that the liason forgets how to use stairs after the meeting, so maybe try to keep your noble's office or other meeting place on the &amp;quot;ground floor.&amp;quot; (edit by: Rabid Llama)''&lt;br /&gt;
&lt;br /&gt;
''I had a meeting place outdoors and this still happened. It doesn't matter where the meeting takes place. Assuming you can get the meeting to actually occur - which takes some work - if it doesn't properly conclude, the liason will be stuck. (edit by: Captain Failmore)''&lt;br /&gt;
&lt;br /&gt;
''Oh, also, for the meeting to even take place or properly conclude, your broker has to have ALL OTHER LABOR turned off. Leave their labors off until the meeting concludes in full. (That is, you've been 'shown the documents' twice and the liaison wishes you well before leaving.) If you let the meeting conclude in full without assigning labor to your broker (who may and probably will wander about aimlessly for some time while the meeting is taking place for reasons I don't know) the liaison WILL leave.&lt;br /&gt;
&lt;br /&gt;
==A Time To Wait==&lt;br /&gt;
(fixed in 0.27.169.33f) Sieges completely do not work, and goblins will just mill around aimlessly at the edge of the map waiting for your dwarves to come and kill them.  Toady has said something about the AI for sieges being broken.&lt;br /&gt;
&lt;br /&gt;
Sometimes you can get the goblins to approach by sacrificing a dwarf.  Send him near enough for them to notice him, then have him withdraw.  Note that if he is a soldier, you need to set the military option &amp;quot;squad stays close to station&amp;quot; for him to withdraw instead of charging the goblins.  It may be easier to remove him from the military so that he will flee, but this stands the chance that he will not notice the goblins until he is full of arrows.&lt;br /&gt;
&lt;br /&gt;
==Bottomless Waterskin==&lt;br /&gt;
(explicitly fixed in 0.27.169.33d)&lt;br /&gt;
Whenever my soldiers fill their water from the well, it is always stagnant, even though it's connected directly to the fresh-water brook. They seem to be unsatisfied with this, so they return to the well and fill it again with stagnant water. They continue to do this, and seeing as the waterskin seems to have no limit, they carry around 300+ cups of useless water, which slows them down considerably. It's possible to undraft them and have them dump the flasks, but then I don't know how I can have them carry water around.&lt;br /&gt;
&lt;br /&gt;
== You and what army? ==&lt;br /&gt;
(fixed in 0.27.169.33b by capping number of dwarves in reclaim squad)&lt;br /&gt;
Reclaiming a fortress built next-to/beneath/near a goblin or kobold colony will cause all the items in said monster colony to be counted toward your fortress wealth, and will cause a ridiculous number of dwarves to be spawned in the reclaim squad, often over 150. This would make overrunning the goblin/kobold fort much easier, at least, but is still a bug.&lt;br /&gt;
&lt;br /&gt;
== Fatal crash on embark ==&lt;br /&gt;
(partially fixed in 0.27.169.33a)&lt;br /&gt;
(fully? fixed in 0.27.169.33b)&lt;br /&gt;
The first fortress I tried to create resulted in the program's hard crash right after the disembarkment screen. I has manually selected the location (sorry I don't remember it's features) and equipment. I swapped out the anvil for a LOT of items: extra barrels, food, crossbows and bolts. I also swapped the copper pick out for a steel pick. The fortress was not created in the files. I think it also refused to save the world map, but that might be user error. The next default fortress worked fine. [[User:HeckRuler|HeckRuler]] 15:27, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Hole in a Wall ==&lt;br /&gt;
(explicitly fixed in 0.27.169.33b)&lt;br /&gt;
If a dwarf removes a floor that's on top of a wall, the dwarf will get stuck, and the Visualisation reveals that the floor tile of that wall is completely missing. --[[User:Plasma|Plasma]] 20:23, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Multiple Mayors ==&lt;br /&gt;
(explicitly fixed in 0.27.169.33b, ability to designate leader was also removed?)&lt;br /&gt;
You can end up with multiple mayors in your fortress: One from the expedition leader, and one elected later when the population gets high enough. These positions should probably be seperate jobs, or the elected one should replace the original mayor/leader, and he/she should become 'mayor emeritus' or something.&lt;br /&gt;
&lt;br /&gt;
From what I have seen there is only 'one' active Mayor (whoever is on the noble screen as having the job) but the dwarves retain the title when they are removed from office. I have 6 mayors running around but only one (the current one) does the mayor's work. It's confusing as hell --[[User:Gorfob|Gorfob]] 22:35, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Infinite [[Blood]] aka Wipe your feet==&lt;br /&gt;
(temporary? fix in 0.27.169.33b by autocleaning all tiles at end of each season)&lt;br /&gt;
For some reason, blood is constantly 'growing'. Blood from an accident in the centre of the village (wooden buildings) seems to be spreading further and further without dissapearing. --[[User:Plasma|Plasma]] 20:23, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Don't you know?  Your dwarves are building a shrine to Armok. -[[User:EarthquakeDamage|EarthquakeDamage]] 11:10, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
related:  not that mine's disappearing, but my fortress has a cleaning jobspam related to the blood - &amp;quot;such and such cancels job - can't find path x23490872340982734098273409283&amp;quot;, just like empty archer traps in old-school df.  any help?  or do I have to abuse traffic designations (and my main hut) to get rid of the damned stuff?&lt;br /&gt;
&lt;br /&gt;
::For both problems, try designating a single dwarf to cleaning jobs only. Let me know if that helps, because I had similar problems but the blood was dealt with eventually and cleaned. [[User:Schm0|Schm0]] 11:58, 11 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Related to the above issue, [[mud]] can be tracked through your fortress by dwarves stepping over it. The tracked mud is treated like fresh mud, and will thus take a very long time to dry. Dwarves stepping over this new mud will then track it elsewhere, causing the mud to eventually take over your fortress. Dwarves stepping onto a [[bridge]] will stop tracking mud around, so it may be possible to stop the spread of mud by building a bridge outside of the muddy area.&lt;br /&gt;
&lt;br /&gt;
==Sew plant fiber image crash==&lt;br /&gt;
(explicitly fixed in 0.27.169.33b)&lt;br /&gt;
Ordering plant fiber image in Clothier's Shop reliably crashes the game.&lt;br /&gt;
:Fixed, according to the dev blog.--[[User:Mylon|Mylon]] 17:36, 13 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Buff Swimmers==&lt;br /&gt;
(explicitly fixed in 0.27.169.33b)&lt;br /&gt;
All creatures get stat boosts by training up skills.  This is normal.  Aquatic creatures can train swimming simply by being on the map.  This leads to some very buff carp or lizardmen or other creatures if they've been in water for a significant amount of time.&lt;br /&gt;
:According to the dev blog, this has been fixed.&lt;br /&gt;
&lt;br /&gt;
== Ducky Go Down The Hoooole  ==	 &lt;br /&gt;
(partially fixed in 0.27.169.33a)&lt;br /&gt;
(fully? fixed in 0.27.169.33b)&lt;br /&gt;
Wells crash the game now and then.&lt;br /&gt;
&lt;br /&gt;
In 33a, I had a crash on my well the moment a dwarf hit it up for water when the stream under had frozen or reduced height, one or the other. --arr&lt;br /&gt;
&lt;br /&gt;
==Trading crash==&lt;br /&gt;
(explicitly fixed in 0.27.169.33b, had to do with seed prices)&lt;br /&gt;
Sometimes offering a trade to traders the game crashes. Sometimes looking at the inventory of traders using the view units screen crashes the game.&lt;br /&gt;
&lt;br /&gt;
== Contents Under Pressure  ==&lt;br /&gt;
(explicitly fixed in 0.27.169.33a)&lt;br /&gt;
Melting metal items produces a crapload of metal.&lt;br /&gt;
&lt;br /&gt;
Assumed to be a code error involving the repacement of a / with a * (i.e. multiplying by 30 instead of dividing, in the case of metal bolts).&lt;br /&gt;
&lt;br /&gt;
== Making Metal Bars ==&lt;br /&gt;
(explicitly fixed in 0.27.169.33a)&lt;br /&gt;
At [[Talk:Galena]] a bug is mentioned that apparently gives you fewer metal bars than you should have when producing them at a smelter. I havent confirmed it though. --[[User:Mizipzor|Mizipzor]] 17:35, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:This refers to alloys.  When making an alloy, only one bar is created, instead of the 2-4 that are supposed to show up.  Avoid alloys until the version after 0.27.169.32a is released.--[[User:McFrugal|McFrugal]] 20:08, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
=Bugs that aren't REALLY bugs=&lt;br /&gt;
&lt;br /&gt;
== Magma Flow ==&lt;br /&gt;
Magma will not flow UP stairs. It will flow DOWN them just fine.&lt;br /&gt;
Update: Toady mentioned this has to do with magma using the 'chunky' fluid flow, which does not respect pressure.&lt;br /&gt;
&lt;br /&gt;
== Perfect Swimming ==&lt;br /&gt;
&amp;quot;Brook&amp;quot; tiles are treated as floor instead of the open space they're supposed to be.  Dwarves, animals, even--that's right--wagons can travel over rivers.&lt;br /&gt;
(was this fixed on 0.27.169.33a?)&lt;br /&gt;
:This isn't a bug.  There's just no good way to represent a shallow river with the current depth system.  Think of the water tiles below the brook as being an aquifer of sorts.  Solid ground, but containing water.--[[User:McFrugal|McFrugal]] 01:37, 2 November 2007 (EDT)&lt;/div&gt;</summary>
		<author><name>Diabl0658</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Known_bugs_and_issues&amp;diff=9676</id>
		<title>40d Talk:Known bugs and issues</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Known_bugs_and_issues&amp;diff=9676"/>
		<updated>2007-12-08T22:58:39Z</updated>

		<summary type="html">&lt;p&gt;Diabl0658: /* Burning Bones */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;One of my founding 7 dwarves got a mood.  after acquiring one each of 3 of the 4 things he screamed for, he needed only &amp;quot;rough gems&amp;quot;.  He asked for crystal glass: I made it for him and he acquired it.  He got the rock and wood(?) on his own, leaving only the &amp;quot;rough gems&amp;quot;... however, he just sat there screaming for them.  I assumed he wanted gems I didn't have at this point, and In a moment of frustration decided to backup the save and abuse the reaction system to produce /all/ the gems.  however, producing 3 each of all rough gems, (and large gems, and cut gems, and gem blocks), he still just sits there screaming.  I'm wondering if there may be a bug where a dwarf wants something that doesn't actually exist, either that or he didn't notice the gems sitting in the stockpile.  Either way, it seems buggy.  I'm open to suggestions.  FWIW, the jeweler's workshop can see the rough gems to cut them. :(&lt;br /&gt;
--[[User:Vaevictus|Vae]] 08:00, 27 November 2007 (EDT)&lt;br /&gt;
:There was a temporary workaround mentioned on the forums. If you have a save before that dwarf went for the glass - forbid all your green, clear and crystal glass, get some gems, wait for that dwarf to haul all gems and then reclaim the glass. I wonder if forbidding the already hauled glass via {{K|t}}, scroll down,{{K|f}} can have any effect? (it works with built beds and wells) --[[User:Another|Another]] 08:22, 27 November 2007 (EST) &lt;br /&gt;
:: does that mean it was the fact that he couldn't find any of the remaining items that he stopped looking?  the {{K|t}} - {{K|f}} thing almost works ... it de-tasks them ... but apparently has no effect as the dwarf just immediately re-tasked them, despite being forbidden.  Perhaps a bug.  anyway... i'm gonna move back a few versions... i've kept all my saves in SVN :) --[[User:Vaevictus|Vae]] 10:20, 27 November 2007 (EDT)&lt;br /&gt;
:::There probably is a bug when raw glass counts for raw gems in some occasions and do not in others while collecting materials for mood and checking already collected to determine the next to collect. Usually {{K|f}}orbidding items that are TSK cansels their 'tasked' state along with the corresponding job. I cannot guarantee that a new bug won't be created in this process. Also try to forbid the whole workshop via {{K|d}} - {{K|f}}--[[User:Another|Another]] 10:34, 27 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Could it be that the 'floating bug' is simply one space that no channel was dug to? I had this once, but corrected it with just making the stuck dwarf miner and set the space to be made into channel.&lt;br /&gt;
&lt;br /&gt;
: When building a set of pumps I dug out a channel above the solid square of a pump.  The rock from the square and the dwarf who dug it out were then stuck in the air until I removed the pump below them.  Then the Dwarf fell and wandered off but the rock was still hovering.  I think I built a floor from that rock and then dug it out and that worked, but that doesn't make much sense because no one would've been able to get to that square to get the rock to build with.  Unless rocks on a square can be used to build something with 0 hauling (ie. you don't have to touch them at all you can just build directly) I may have misremembered that part. --[[User:Lacero|Lacero]] 04:08, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Digging: From the old version, dwarves preferred to dig from left to right, and I suspect the &amp;quot;digging from the far end&amp;quot; thing is where that comes from.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hehe, Adventure mode: &amp;quot;The sturgeon has drowned&amp;quot;. My buddies attacked it and it probably lost it's gills or something. Kinda like suffocating cause you got no lungs. Which was also funny the first time I saw it. [[User:HeckRuler|HeckRuler]] 15:33, 1 November 2007 (EDT)&lt;br /&gt;
: Could this be because when a sturgeon is taken out of water, and it basically &amp;quot;drowns&amp;quot; in the oxygen? [[User:Schm0|Schm0]] 15:35, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Also, is there anyway to clean blood/vomit/water off your gear in adventure mode? Will dwarves clean themselves in fortress mode? I was never too sharp on how the cleaning job worked. [[User:HeckRuler|HeckRuler]] 15:33, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Now with a new version released, I think this page needs cleaning or at least separating bugs in old version from the bugs left in the current version. --[[User:Mizipzor|Mizipzor]] 17:16, 1 November 2007 (EDT)&lt;br /&gt;
:I disagree. The old version is old. Any old bugs that linger are still bugs. [[User:HeckRuler|HeckRuler]] 13:18, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
I seem to be having troubles getting dwarves to work with stockpiles like they used to. They refuse to move these seeds, despite the seeds not being in a stockpile and there being a stockpile designated for seeds. My anvil has sat outside for half a month now despite there being a designated spot specifically for anvils one level down.&lt;br /&gt;
Is Z-axis messing with dwarf perception of customized stockpiles? Hmm. [[User:Kefkakrazy|Kefkakrazy]] 23:12, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I've noticed--not tried to repro--that a custom stockpile for seeds will attract other Food items until a general Food stockpile is created.  My first fort did this, plump helmets didn't get harvested until I created said Food pile, and only after they moved barrels of meat OUT of the seed stockpile.--[[User:Draco18s|Draco18s]] 23:22, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I think that blood disappearance is, as noted in Infinite Blood, buggered. I've had a few raccoons get eaten by my dogs and there's STILL blood, months later. It's possible that custom stocks got buggered too. [[User:Kefkakrazy|Kefkakrazy]] 00:18, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Seeds not going to a seed stockpile appears to have been fixed as of v 0.27.169.33a. That is, I've got seeds going to the correct stockpile now. Huzzah! --[[User:Surma|Surma]] 01:16, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I upgraded versions and I'm still having troubles with custom stockpiles. Either dwarves are just too busy to do the hauling or customized stockpiles are not being done properly.[[User:Kefkakrazy|Kefkakrazy]] 03:52, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::I had problems with stockpiles, there's a new options at the bottom for &amp;quot;Additional Options&amp;quot; which provides ''Allow Plant/Animal'' and ''Allow Non-Plant/Animal'' - if either of these are turned off, stuff doesn't get moved. Simple mistake, caused 4 of my stockpiles to be left empty for half  year. Anyone else had this problem? Have you checked for it? --[[User:Markavian|Markavian]]&lt;br /&gt;
&lt;br /&gt;
I'm not sure if this is a bug. My graveyard is outside where my hunter was laid down and rotted. He was then put in a minty fresh coffin inside. Miasma started pouring out after a while. I don't remember this happening in the previous version, but even so. It's not like they DON'T rot just because they got stuffed in a coffin in time. I also kinda assumed that coffins are sealed. Bug or no? [[User:HeckRuler|HeckRuler]] 13:18, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
I'm thinking that the humans allowing you to build a fortress inside of their cities would be considered a bug. --[[User:Ikkonoishi|Ikkonoishi]] 23:28, 3 November 2007 (EDT)&lt;br /&gt;
== Adding usernames to main page ==&lt;br /&gt;
&lt;br /&gt;
People, shall we try to keep the discussions on the discussion page and on the article page only information? I see a lot of user tags, etc on the article page. This clutters the page a bit. What do you guys think? I think we should strive for a reduction of usernames on the article pages, as that is nicer to look at. --[[User:Soyweiser|Soyweiser]] 11:20, 2 November 2007 (EDT)&lt;br /&gt;
:hmmm. Meh. It's not an encyclopedia, it's a bug report. This page at least. Theoretically, Toady could ask us about a bug we encountered. Known bugs &amp;amp; issues are things that are broken and are probably going to stay broken so people should avoid them. Which made sence when it was a year since the last release. But currently it's more dynamic. Maybe we should rename this page to &amp;quot;Bug Report&amp;quot; [[User:HeckRuler|HeckRuler]] 13:18, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Picky Elves? ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The elves will not trade for Orthoclase or Gabbro rock crafts because the crafts were once alive, although gabbro and orthoclase are igneous rocks that form by the cooling of magma and were never actually alive. Hence, it's a bug. &lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
Can someone confirm this?  Its probably just that the items in question had blood splatters. --[[User:Karlito|Karlito]] 20:14, 2 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Burning Corpses ==&lt;br /&gt;
&lt;br /&gt;
I found a bug when you burn a corpse in adventure mode. Whenever i put a corpse near a tree and light the tree on fire, the corpse eventually gets burnt to just bones, but for some reason i get 2 sets of bones. For example a human would give my skull, bones(7), skull, bones(7). [[User:Diabl0658|Diabl0658]] 17:54, 8 December 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Diabl0658</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Known_bugs_and_issues&amp;diff=9675</id>
		<title>40d Talk:Known bugs and issues</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Known_bugs_and_issues&amp;diff=9675"/>
		<updated>2007-12-08T22:54:47Z</updated>

		<summary type="html">&lt;p&gt;Diabl0658: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;One of my founding 7 dwarves got a mood.  after acquiring one each of 3 of the 4 things he screamed for, he needed only &amp;quot;rough gems&amp;quot;.  He asked for crystal glass: I made it for him and he acquired it.  He got the rock and wood(?) on his own, leaving only the &amp;quot;rough gems&amp;quot;... however, he just sat there screaming for them.  I assumed he wanted gems I didn't have at this point, and In a moment of frustration decided to backup the save and abuse the reaction system to produce /all/ the gems.  however, producing 3 each of all rough gems, (and large gems, and cut gems, and gem blocks), he still just sits there screaming.  I'm wondering if there may be a bug where a dwarf wants something that doesn't actually exist, either that or he didn't notice the gems sitting in the stockpile.  Either way, it seems buggy.  I'm open to suggestions.  FWIW, the jeweler's workshop can see the rough gems to cut them. :(&lt;br /&gt;
--[[User:Vaevictus|Vae]] 08:00, 27 November 2007 (EDT)&lt;br /&gt;
:There was a temporary workaround mentioned on the forums. If you have a save before that dwarf went for the glass - forbid all your green, clear and crystal glass, get some gems, wait for that dwarf to haul all gems and then reclaim the glass. I wonder if forbidding the already hauled glass via {{K|t}}, scroll down,{{K|f}} can have any effect? (it works with built beds and wells) --[[User:Another|Another]] 08:22, 27 November 2007 (EST) &lt;br /&gt;
:: does that mean it was the fact that he couldn't find any of the remaining items that he stopped looking?  the {{K|t}} - {{K|f}} thing almost works ... it de-tasks them ... but apparently has no effect as the dwarf just immediately re-tasked them, despite being forbidden.  Perhaps a bug.  anyway... i'm gonna move back a few versions... i've kept all my saves in SVN :) --[[User:Vaevictus|Vae]] 10:20, 27 November 2007 (EDT)&lt;br /&gt;
:::There probably is a bug when raw glass counts for raw gems in some occasions and do not in others while collecting materials for mood and checking already collected to determine the next to collect. Usually {{K|f}}orbidding items that are TSK cansels their 'tasked' state along with the corresponding job. I cannot guarantee that a new bug won't be created in this process. Also try to forbid the whole workshop via {{K|d}} - {{K|f}}--[[User:Another|Another]] 10:34, 27 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Could it be that the 'floating bug' is simply one space that no channel was dug to? I had this once, but corrected it with just making the stuck dwarf miner and set the space to be made into channel.&lt;br /&gt;
&lt;br /&gt;
: When building a set of pumps I dug out a channel above the solid square of a pump.  The rock from the square and the dwarf who dug it out were then stuck in the air until I removed the pump below them.  Then the Dwarf fell and wandered off but the rock was still hovering.  I think I built a floor from that rock and then dug it out and that worked, but that doesn't make much sense because no one would've been able to get to that square to get the rock to build with.  Unless rocks on a square can be used to build something with 0 hauling (ie. you don't have to touch them at all you can just build directly) I may have misremembered that part. --[[User:Lacero|Lacero]] 04:08, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Digging: From the old version, dwarves preferred to dig from left to right, and I suspect the &amp;quot;digging from the far end&amp;quot; thing is where that comes from.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hehe, Adventure mode: &amp;quot;The sturgeon has drowned&amp;quot;. My buddies attacked it and it probably lost it's gills or something. Kinda like suffocating cause you got no lungs. Which was also funny the first time I saw it. [[User:HeckRuler|HeckRuler]] 15:33, 1 November 2007 (EDT)&lt;br /&gt;
: Could this be because when a sturgeon is taken out of water, and it basically &amp;quot;drowns&amp;quot; in the oxygen? [[User:Schm0|Schm0]] 15:35, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Also, is there anyway to clean blood/vomit/water off your gear in adventure mode? Will dwarves clean themselves in fortress mode? I was never too sharp on how the cleaning job worked. [[User:HeckRuler|HeckRuler]] 15:33, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Now with a new version released, I think this page needs cleaning or at least separating bugs in old version from the bugs left in the current version. --[[User:Mizipzor|Mizipzor]] 17:16, 1 November 2007 (EDT)&lt;br /&gt;
:I disagree. The old version is old. Any old bugs that linger are still bugs. [[User:HeckRuler|HeckRuler]] 13:18, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
I seem to be having troubles getting dwarves to work with stockpiles like they used to. They refuse to move these seeds, despite the seeds not being in a stockpile and there being a stockpile designated for seeds. My anvil has sat outside for half a month now despite there being a designated spot specifically for anvils one level down.&lt;br /&gt;
Is Z-axis messing with dwarf perception of customized stockpiles? Hmm. [[User:Kefkakrazy|Kefkakrazy]] 23:12, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I've noticed--not tried to repro--that a custom stockpile for seeds will attract other Food items until a general Food stockpile is created.  My first fort did this, plump helmets didn't get harvested until I created said Food pile, and only after they moved barrels of meat OUT of the seed stockpile.--[[User:Draco18s|Draco18s]] 23:22, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I think that blood disappearance is, as noted in Infinite Blood, buggered. I've had a few raccoons get eaten by my dogs and there's STILL blood, months later. It's possible that custom stocks got buggered too. [[User:Kefkakrazy|Kefkakrazy]] 00:18, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Seeds not going to a seed stockpile appears to have been fixed as of v 0.27.169.33a. That is, I've got seeds going to the correct stockpile now. Huzzah! --[[User:Surma|Surma]] 01:16, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I upgraded versions and I'm still having troubles with custom stockpiles. Either dwarves are just too busy to do the hauling or customized stockpiles are not being done properly.[[User:Kefkakrazy|Kefkakrazy]] 03:52, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::I had problems with stockpiles, there's a new options at the bottom for &amp;quot;Additional Options&amp;quot; which provides ''Allow Plant/Animal'' and ''Allow Non-Plant/Animal'' - if either of these are turned off, stuff doesn't get moved. Simple mistake, caused 4 of my stockpiles to be left empty for half  year. Anyone else had this problem? Have you checked for it? --[[User:Markavian|Markavian]]&lt;br /&gt;
&lt;br /&gt;
I'm not sure if this is a bug. My graveyard is outside where my hunter was laid down and rotted. He was then put in a minty fresh coffin inside. Miasma started pouring out after a while. I don't remember this happening in the previous version, but even so. It's not like they DON'T rot just because they got stuffed in a coffin in time. I also kinda assumed that coffins are sealed. Bug or no? [[User:HeckRuler|HeckRuler]] 13:18, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
I'm thinking that the humans allowing you to build a fortress inside of their cities would be considered a bug. --[[User:Ikkonoishi|Ikkonoishi]] 23:28, 3 November 2007 (EDT)&lt;br /&gt;
== Adding usernames to main page ==&lt;br /&gt;
&lt;br /&gt;
People, shall we try to keep the discussions on the discussion page and on the article page only information? I see a lot of user tags, etc on the article page. This clutters the page a bit. What do you guys think? I think we should strive for a reduction of usernames on the article pages, as that is nicer to look at. --[[User:Soyweiser|Soyweiser]] 11:20, 2 November 2007 (EDT)&lt;br /&gt;
:hmmm. Meh. It's not an encyclopedia, it's a bug report. This page at least. Theoretically, Toady could ask us about a bug we encountered. Known bugs &amp;amp; issues are things that are broken and are probably going to stay broken so people should avoid them. Which made sence when it was a year since the last release. But currently it's more dynamic. Maybe we should rename this page to &amp;quot;Bug Report&amp;quot; [[User:HeckRuler|HeckRuler]] 13:18, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Picky Elves? ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The elves will not trade for Orthoclase or Gabbro rock crafts because the crafts were once alive, although gabbro and orthoclase are igneous rocks that form by the cooling of magma and were never actually alive. Hence, it's a bug. &lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
Can someone confirm this?  Its probably just that the items in question had blood splatters. --[[User:Karlito|Karlito]] 20:14, 2 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Burning Bones ==&lt;br /&gt;
&lt;br /&gt;
I found a bug when you burn a corpse in adventure mode. Whenever i put a corpse near a tree and light the tree on fire, the corpse eventually gets burnt to just bones, but for some reason i get 2 sets of bones. For example a human would give my skull, bones(7), skull, bones(7). [[User:Diabl0658|Diabl0658]] 17:54, 8 December 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Diabl0658</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Plump_helmet&amp;diff=30646</id>
		<title>40d Talk:Plump helmet</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Plump_helmet&amp;diff=30646"/>
		<updated>2007-12-03T06:41:11Z</updated>

		<summary type="html">&lt;p&gt;Diabl0658: New page: Do i have to have my farm underground or just inside to plant plump helmets?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Do i have to have my farm underground or just inside to plant plump helmets?&lt;/div&gt;</summary>
		<author><name>Diabl0658</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Mud&amp;diff=30379</id>
		<title>40d Talk:Mud</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Mud&amp;diff=30379"/>
		<updated>2007-12-01T20:10:04Z</updated>

		<summary type="html">&lt;p&gt;Diabl0658: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I hate mud. [[User:Schm0|Schm0]] 14:15, 1 December 2007 (EST)&lt;br /&gt;
:Me to [[User:Diabl0658|Diabl0658]] 15:10, 1 December 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Diabl0658</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Elf&amp;diff=18073</id>
		<title>40d Talk:Elf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Elf&amp;diff=18073"/>
		<updated>2007-12-01T17:09:43Z</updated>

		<summary type="html">&lt;p&gt;Diabl0658: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I have successfuly traded them Silk items in 0.27.169.32a--[[User:Draco18s|Draco18s]] 00:01, 4 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Thanks for testing it, I removed the verify tag. --[[User:Turgid Bolk|Turgid Bolk]] 20:43, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I have to wonder why elves wouldn't accept anything made out of wood, when all they want to trade me is animals in wooden cages, and alcohol in wooden barrels and bows and bolts made out of wood...you know what, almost everything they wanted to trade me was made from wood... --[[User:UltimaGecko|UltimaGecko]] 01:32, 4 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It's because the elves ask nicely when they take wood from a tree. Dwarves go out and TAKE IT!--[[User:Xazak|Xazak]] 14:38, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I accidentally tried to trade a wooden bucket with them.  The elves scolded me, but still allowed me to trade my stone mugs and scepters.  They don't leave straight away anymore.{{Verify}} --[[User:Mechturk|Mechturk]] 01:44, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Ah, I'm glad they're more forgiving now. Fixed. --[[User:Turgid Bolk|Turgid Bolk]] 02:14, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::They may rather be bugged now.  There is a bug report that offering them something they don't like will make their mood maximally happy. --[[User:Geekwad|Geekwad]] 14:14, 19 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Elfs are stupid. I traded some stone crafts for some of their wooden cages, and then i tryed to trade those same wooden cages back and they get angry at me for killing trees! [[User:Diabl0658|Diabl0658]] 12:09, 1 December 2007 (EST)&lt;br /&gt;
== Fortress in Elf Territory ==&lt;br /&gt;
&lt;br /&gt;
I set one up for fun, and so far (1st winter) there's been no effect.  The weirdest part is the large number of named trees; I've avoided cutting them down, and the elves haven't bothered me.  I've had hunters chase and kill deer right in their midst with no ill effect as well -- it remains to be seen what happens if he misses the deer and hits an elf, though.  Will report back when I find something interesting. [[User:Dolohov|Dolohov]] 10:53, 12 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Pissed-off the elves...==&lt;br /&gt;
They seem to be kinda wussy, considering that I confiscated all of their trade caravan's goods (3k in rope reed cloth of various colors and a little bit of alcohol and seeds) and I expected a siege (my fort is in a boring area, and losing is fun) but they won't attack me. I took their junk a season or two ago. When and how will they attack? --[[User:Penguinofhonor|Penguinofhonor]] 19:22, 27 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Elves are wusses now. It's not even known if non-evil races still siege, much less treehugging wusses like elves. -[[User:Kefkakrazy|Kefkakrazy]] 01:09, 28 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Diabl0658</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Raccoon&amp;diff=30307</id>
		<title>40d Talk:Raccoon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Raccoon&amp;diff=30307"/>
		<updated>2007-12-01T16:12:10Z</updated>

		<summary type="html">&lt;p&gt;Diabl0658: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ive had raccoons come into above ground buildings and steal from workshops. Stupid raccoon took my fortresses only piece of leather, was gonna make a bag for glass making. [[User:Diabl0658|Diabl0658]] 11:12, 1 December 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Diabl0658</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Raccoon&amp;diff=30306</id>
		<title>40d Talk:Raccoon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Raccoon&amp;diff=30306"/>
		<updated>2007-12-01T16:12:03Z</updated>

		<summary type="html">&lt;p&gt;Diabl0658: New page: Ive had raccoons come into above ground buildings and steal from workshops. Stupid raccoon took my fortresses only piece of leather, was gonna make a bag for glass making.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ive had raccoons come into above ground buildings and steal from workshops. Stupid raccoon took my fortresses only piece of leather, was gonna make a bag for glass making.&lt;/div&gt;</summary>
		<author><name>Diabl0658</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Legendary_artifact&amp;diff=30223</id>
		<title>40d Talk:Legendary artifact</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Legendary_artifact&amp;diff=30223"/>
		<updated>2007-12-01T16:00:49Z</updated>

		<summary type="html">&lt;p&gt;Diabl0658: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;What are some of the things that dwarfs can make into artifacts? [[User:Diabl0658|Diabl0658]] 03:59, 1 December 2007 (EST)&lt;br /&gt;
:Any item that your dwarves can craft and has a quality modifier can be made into artifacts. This includes armor, clothing, weapons, all kinds of crafts, furniture, cut gems and whatnot. Notable exceptions include coins(dunnae have quality modifiers), buildings(aint items) and babies(those rascals!). Bars, blocks, raw glass and other such base materials have no quality modifier and cannot be artifacts. I've never seen or heard about legendary meals, drinks and cloth/thread, so I think they can't be artifacts either. Though dwarves will say that they've eaten a legendary meal, when they've consumed a masterpiece meal. [[User:Noctis|Noctis]] 06:02, 1 December 2007 (EST)&lt;br /&gt;
::Ive heard of someone creating a artifact meal and almost having it rot away before getting it into the food stockpile [[User:Diabl0658|Diabl0658]] 11:00, 1 December 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Diabl0658</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Legendary_artifact&amp;diff=30221</id>
		<title>40d Talk:Legendary artifact</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Legendary_artifact&amp;diff=30221"/>
		<updated>2007-12-01T08:59:54Z</updated>

		<summary type="html">&lt;p&gt;Diabl0658: New page: What are some of the things that dwarfs can make into artifacts? ~~~~&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;What are some of the things that dwarfs can make into artifacts? [[User:Diabl0658|Diabl0658]] 03:59, 1 December 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Diabl0658</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Dwarf&amp;diff=19054</id>
		<title>40d Talk:Dwarf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Dwarf&amp;diff=19054"/>
		<updated>2007-12-01T05:08:32Z</updated>

		<summary type="html">&lt;p&gt;Diabl0658: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I don't really see the point of those pictures, but that isn't a good enough reason to remove them.&amp;lt;br&amp;gt;&lt;br /&gt;
If you have any reasons for which the picture(s) should stay or should not stay, please give them. --[[User:Savok|Savok]] 09:58, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I believe that the pictures help visualize the things talked about in this article, for instance, the dwarven stature, the artifacts dwarves are said to make, and a little joke about managers. -- [[User:Bovinepro|Bovinepro]]&lt;br /&gt;
&lt;br /&gt;
::The joke is just plain stupid and DF doesn't connect axes and dwarves at all.&lt;br /&gt;
::I suggest placing a smaller, possibly improved version of the picture directly in the article, and deleting the other two. --[[User:Savok|Savok]] 23:39, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::This entire article, barring the 3rd paragraph, has nothing to do with the game and should be tossed. --[[User:Moller|Moller]] 02:45, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::::I agree. I plan to rewrite it in the form of [[Human]] and [[Elf]]. The wiki can have some humour, but this doesn't fit the tone at all. --[[User:Turgid Bolk|Turgid Bolk]] 14:22, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::::Done, a complete revamp. I considered removing the Mythology section too and just linking to the wikipedia article, but I suppose it doesn't hurt the article any. --[[User:Turgid Bolk|Turgid Bolk]] 21:45, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Do dwarf chicks have beards?--[[User:Tarsier|Tarsier]] 21:58, 13 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Usually, no. Unless you are talking about a hardcore mythology version in a very specific locale, like the example image you get if you follow the Wiki link. For DF, I don't think there ever been a fixed description, so it would be up to [[Toady One|Toady]] to decide in the end... --[[User:Eagle of Fire|Eagle of Fire]] 23:20, 13 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Naturally. All dwarves have beards, according to Tolkien. This is a page for discussing the article, though, not for discussing dwarves in general. That kind of stuff is for the [http://www.bay12games.com/cgi-local/ultimatebb.cgi forum]. --[[User:Turgid Bolk|Turgid Bolk]] 23:27, 13 November 2007 (EST)&lt;br /&gt;
::It's not like Tolkien is an ultimate reference to anything... --[[User:Eagle of Fire|Eagle of Fire]] 03:10, 14 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Has anyone tried editing dwarves so they can fly? I'm wondering how that would work in fortress mode. Cliffside fortress, anyone?--[[User:Smoking Gnu|Smoking Gnu]] 20:33, 23 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I did some research on dwarfs and how long they can live without water. I reclaimed a fortress using 63 dwarfs and brought no alcohol with me, and at the site there was no liquid water. They all died nearly instantaneously after 2 months and 7 days [[User:Diabl0658|Diabl0658]] 00:08, 1 December 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Diabl0658</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Ice&amp;diff=26829</id>
		<title>40d Talk:Ice</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Ice&amp;diff=26829"/>
		<updated>2007-12-01T04:49:30Z</updated>

		<summary type="html">&lt;p&gt;Diabl0658: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Should probably include some information on melting the ice, as this is a common question. [[User:Sinoth|sinoth]] 10:44, 16 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Ice is listed as a fire-safe material, and fire-safe materials are listed as being usable for creation of magma-powered buildings. Does this mean one can make a magma forge out of ice stones? [[User:Rkyeun|Rkyeun]] 14:29, 24 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I tryed to get water out of ice by dropping it a floor but it did not work. What am I doing wrong? [[User:Diabl0658|Diabl0658]] 23:49, 30 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Diabl0658</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Construction&amp;diff=23588</id>
		<title>40d Talk:Construction</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Construction&amp;diff=23588"/>
		<updated>2007-12-01T04:15:31Z</updated>

		<summary type="html">&lt;p&gt;Diabl0658: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== contrast with features carved from native stone? ==&lt;br /&gt;
&lt;br /&gt;
How are constructions different from the walls and other features carved out from the designation menu?  Are they more vulnerable to being knocked over by trolls or tantruming axedwarves?&lt;br /&gt;
--[[User:Keturn|Keturn]] 00:30, 8 November 2007 (EST)&lt;br /&gt;
:They collapse into their base materials when they cave in. The method for removing them is disassembly (any dwarf can do this) instead of mining. I dont know about trolls and tantrums - instinct says no to that. [[User:VengefulDonut|VengefulDonut]] 00:40, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Dwarven Stupidity ==&lt;br /&gt;
&lt;br /&gt;
How do i get my dwarfs to not stand ontop of the floor they are deconstructing? They always fall right after they remove a floor and I always have to build a floor directly below them so they dont injure themselfs. [[User:Diabl0658|Diabl0658]] 23:15, 30 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Diabl0658</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Construction&amp;diff=23587</id>
		<title>40d Talk:Construction</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Construction&amp;diff=23587"/>
		<updated>2007-12-01T04:15:22Z</updated>

		<summary type="html">&lt;p&gt;Diabl0658: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== contrast with features carved from native stone? ==&lt;br /&gt;
&lt;br /&gt;
How are constructions different from the walls and other features carved out from the designation menu?  Are they more vulnerable to being knocked over by trolls or tantruming axedwarves?&lt;br /&gt;
--[[User:Keturn|Keturn]] 00:30, 8 November 2007 (EST)&lt;br /&gt;
:They collapse into their base materials when they cave in. The method for removing them is disassembly (any dwarf can do this) instead of mining. I dont know about trolls and tantrums - instinct says no to that. [[User:VengefulDonut|VengefulDonut]] 00:40, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Dwarven Stupidity ==&lt;br /&gt;
&lt;br /&gt;
How do i get my dwarfs to not stand ontop of the floor they are deconstructing? They always fall right after they remove a floor and I always have to build a floor directly below them so they dont injure themselfs.&lt;/div&gt;</summary>
		<author><name>Diabl0658</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Insanity&amp;diff=30174</id>
		<title>40d Talk:Insanity</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Insanity&amp;diff=30174"/>
		<updated>2007-12-01T03:39:04Z</updated>

		<summary type="html">&lt;p&gt;Diabl0658: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Actually, insanity doesnt always result in the death of the afflicted dwarf. A dwarf that goes berserk can survive if he succesfully kills all the other dwarfs in your fortress. This might be a realistic possibility for someone like a champion in full adamantium armor. [[User:Diabl0658|Diabl0658]] 21:49, 30 November 2007 (EST)&lt;br /&gt;
* wouldn't that cause a game-over?  Berserk dwarves are &amp;quot;hostile&amp;quot; like a goblin [[User:Coelocanth|Coelocanth]] 22:30, 30 November 2007 (EST)&lt;br /&gt;
:A berzerk dwarf will not eat, drink, or sleep so even if it does not cause a game over, he will eventually starve. --[[User:BurnedToast|BurnedToast]] 22:32, 30 November 2007 (EST)&lt;br /&gt;
:: What if you reclaim the fort after the he kills everyone? The berserk dwarf might still be standing around, just like sane dwarfs sometimes are if you abandon and then reclaim. [[User:Diabl0658|Diabl0658]] 22:38, 30 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Diabl0658</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Insanity&amp;diff=30173</id>
		<title>40d Talk:Insanity</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Insanity&amp;diff=30173"/>
		<updated>2007-12-01T03:38:37Z</updated>

		<summary type="html">&lt;p&gt;Diabl0658: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Actually, insanity doesnt always result in the death of the afflicted dwarf. A dwarf that goes berserk can survive if he succesfully kills all the other dwarfs in your fortress. This might be a realistic possibility for someone like a champion in full adamantium armor. [[User:Diabl0658|Diabl0658]] 21:49, 30 November 2007 (EST)&lt;br /&gt;
* wouldn't that cause a game-over?  Berserk dwarves are &amp;quot;hostile&amp;quot; like a goblin [[User:Coelocanth|Coelocanth]] 22:30, 30 November 2007 (EST)&lt;br /&gt;
:A berzerk dwarf will not eat, drink, or sleep so even if it does not cause a game over, he will eventually starve. --[[User:BurnedToast|BurnedToast]] 22:32, 30 November 2007 (EST)&lt;br /&gt;
:: What if you reclaim the fort after the he kills everyone? The berserk dwarf might still be standing around. [[User:Diabl0658|Diabl0658]] 22:38, 30 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Diabl0658</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Insanity&amp;diff=30170</id>
		<title>40d Talk:Insanity</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Insanity&amp;diff=30170"/>
		<updated>2007-12-01T02:49:37Z</updated>

		<summary type="html">&lt;p&gt;Diabl0658: New page: Actually, insanity doesnt always result in the death of the afflicted dwarf. A dwarf that goes berserk can survive if he succesfully kills all the other dwarfs in your fortress. This might...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Actually, insanity doesnt always result in the death of the afflicted dwarf. A dwarf that goes berserk can survive if he succesfully kills all the other dwarfs in your fortress. This might be a realistic possibility for someone like a champion in full adamantium armor. [[User:Diabl0658|Diabl0658]] 21:49, 30 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Diabl0658</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Seed&amp;diff=23356</id>
		<title>40d Talk:Seed</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Seed&amp;diff=23356"/>
		<updated>2007-11-08T01:54:34Z</updated>

		<summary type="html">&lt;p&gt;Diabl0658: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;====Waste?====&lt;br /&gt;
What happens to seeds that are planted, but the season changes before they're harvested? Are the seeds collected? Do they remain until the next growing season?[[User:Runspotrun|Runspotrun]] 19:42, 7 November 2007 (EST)&lt;br /&gt;
:In the old version they would not be planted if there was not enough time for them to grow. It might still be that way in the new version. [[User:Diabl0658|Diabl0658]] 20:54, 7 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Diabl0658</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Bloodline_Talk:Outpost_Ducimemal&amp;diff=9323</id>
		<title>Bloodline Talk:Outpost Ducimemal</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Bloodline_Talk:Outpost_Ducimemal&amp;diff=9323"/>
		<updated>2007-11-05T10:08:44Z</updated>

		<summary type="html">&lt;p&gt;Diabl0658: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Should this be moved into user space?  Somehow I don't think it's relevant to DF as a whole.&lt;br /&gt;
:You forgot signature and no --[[User:Nemppu|Nemppu]] 12:48, 1 November 2007 (EDT)&lt;br /&gt;
:This was discussed at length in the old wiki, and as it is a community bloodline fortress it is allowed to be put here. --[[User:Esorp|Esorp]] 03:00, 2 November 2007 (EDT)&lt;br /&gt;
: We are being a bit selfish with this one by having a pre-arranged turn format, but I think it'll serve as a good example of playing the new version of DF. --[[User:Markavian|Markavian]] 04:52, 2 November 2007 (EDT)&lt;br /&gt;
:Is it possible to have a bloodline namespace on this wiki? Just for organisation I mean :) --[[User:Shades|Shades]] 06:05, 2 November 2007 (EDT)&lt;br /&gt;
: I don't see why not, something like Bloodline:Outpost_Ducimemal ? --[[User:Markavian|Markavian]] 16:05, 2 November 2007 (EDT)&lt;br /&gt;
::I've done that then :) does that look okay? move it make if your not happy we can do soemthing else, or just leave it with the category --[[User:Shades|Shades]] 16:13, 2 November 2007 (EDT)&lt;br /&gt;
:::Still looks a little broken on the category page, it's listed under D for ducimemal but is there a way to get rid of all the bloodline: before in the list? --[[User:Shades|Shades]] 16:19, 2 November 2007 (EDT)&lt;br /&gt;
::::Setting up a name space require some server admin side work to get it created.  It is best to move this back to the normal article name now - otherwise when/if it is created, articles with that prefix become difficult to get at. --[[User:Shagie|Shagie]] 16:21, 2 November 2007 (EDT)&lt;br /&gt;
:::::Ahh okay, we'll wait then and leave as they are for now --[[User:Shades|Shades]] 16:31, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I finished my turn! Hay this page is getting kind of hyuge. Maybe we should seperate the chapters? --[[User:GauHelldragon|GauHelldragon]] 03:32, 5 November 2007 (EST)&lt;br /&gt;
:Is that a statue of a mule? [[User:Diabl0658|Diabl0658]] 05:08, 5 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Diabl0658</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Screw_pump/archive1&amp;diff=9053</id>
		<title>40d Talk:Screw pump/archive1</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Screw_pump/archive1&amp;diff=9053"/>
		<updated>2007-11-03T08:55:28Z</updated>

		<summary type="html">&lt;p&gt;Diabl0658: i forgot to sign it&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I made some mockups of east-to-west pumps using Unicode characters, but we should really get some full-fledged graphical examples. --[[User:JT|JT]] 07:47, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Is it essential that the rear of the pump be adjacent to an open square over liquid?  I need to do some tests of that, I had assumed from my testing it was sufficient to have the pump just over liquid (so for example, have the rear square on a ramp into a lake) [[User:Matryx|Matryx]] 13:50, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
The rear end doesnt need to be over an open space it can be pumped straight out onto the ground. Fixing that now.--[[User:Lucid|Lucid]] 20:43, 31 October 2007 (EDT)&lt;br /&gt;
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Uh, I found that when building a screw pump on open ground, above a mined-out section filled with 7 waters ont he floor below, nothing pumped through until I dug an 'Open Space' next to the pump handle. --[[User:Sukasa|Sukasa]] 20:52, 31 October 2007 (EDT)&lt;br /&gt;
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Is it possible to pump magma with a screw pump made of steel? [[User:Diabl0658|Diabl0658]] 04:55, 3 November 2007 (EDT)&lt;/div&gt;</summary>
		<author><name>Diabl0658</name></author>
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