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	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-05-11T20:05:20Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Underground_river&amp;diff=30963</id>
		<title>40d:Underground river</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Underground_river&amp;diff=30963"/>
		<updated>2009-01-30T15:38:44Z</updated>

		<summary type="html">&lt;p&gt;DimensionWarped: I just verified that this is true.  Underground rivers can and do in fact twist around on different Z levels.  Do I need to post a map or something to show this?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Underground rivers''' occur in every region with a [[mountain]] biome, just like [[adamantine]].&lt;br /&gt;
&lt;br /&gt;
In maps without any underground [[soil]] or aboveground herbs to harvest (so you can therefore get their seeds and begin farming aboveground) these can be a blessing, but on others it can be a hindrance.&lt;br /&gt;
&lt;br /&gt;
The underground river is commonly filled with aggressive creatures such as [[snakeman|snakemen]], [[olmman|olmmen]], [[giant olm|giant olms]] and [[cave crocodile]]s. These can interrupt the work of any [[dwarf]] within line of sight, and can thus be a real nuisance.&lt;br /&gt;
&lt;br /&gt;
The [[water]] sources for underground rivers are [[waterfall]] tiles.&lt;br /&gt;
&lt;br /&gt;
Underground rivers are 2 to 5 tiles wide and while they often flow in a straight line, they can twist and turn across the entire region tile they are in.&lt;br /&gt;
&lt;br /&gt;
[[Category:World]]&lt;/div&gt;</summary>
		<author><name>DimensionWarped</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Sturgeon&amp;diff=46306</id>
		<title>40d Talk:Sturgeon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Sturgeon&amp;diff=46306"/>
		<updated>2008-12-07T02:38:47Z</updated>

		<summary type="html">&lt;p&gt;DimensionWarped: New page: ==Damn Sturgeon!== Confirming that they can in fact kill low level dwarves, I lost one of my embark party dwarves to a sturgeon in a &amp;quot;Terrifying&amp;quot; surrounding setting.  Granted, the Sturgeo...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Damn Sturgeon!==&lt;br /&gt;
Confirming that they can in fact kill low level dwarves, I lost one of my embark party dwarves to a sturgeon in a &amp;quot;Terrifying&amp;quot; surrounding setting.  Granted, the Sturgeon appears to be called &amp;quot;Betantomus Sturgeon&amp;quot;... In any event, my poor mason never had a chance.--[[User:DimensionWarped|DimensionWarped]] 21:38, 6 December 2008 (EST)&lt;/div&gt;</summary>
		<author><name>DimensionWarped</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Metalsmith%27s_forge&amp;diff=22054</id>
		<title>40d Talk:Metalsmith's forge</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Metalsmith%27s_forge&amp;diff=22054"/>
		<updated>2008-12-02T00:12:30Z</updated>

		<summary type="html">&lt;p&gt;DimensionWarped: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I don't think pages like this need the Building template, maybe 'workshops', but is a related article on Cave-in's really necessary for a metalsmith's workshop? I think the building template is too bulky to be used on this page. --[[User:Markavian|Markavian]]&lt;br /&gt;
&lt;br /&gt;
== Crossbows ==&lt;br /&gt;
&lt;br /&gt;
*''TODO: I can't confirm that this does anything, as my metalsmith with all these skills won't make my copper crossbow --[[User:Markavian|Markavian]]''.&lt;br /&gt;
:I can confirm that crossbowmaking is the only skill required to make crossbows in this workshop.  I had a crossbowmaker make a bee-line for the shop the moment I assigned the work order.  His only other skill activated was carpentry and woodcutting.--[[User:Chthon|Chthon]] 11:56, 7 November 2007 (EST)&lt;br /&gt;
:I was tryig to make some crossbows and couldn't figure it out until I realized that they use crossbowmaking. When I turned the skill on my weaponsmith made them. [[User:Mindsnap|Mindsnap]] 15:23, 3 December 2007 (EST)&lt;br /&gt;
::In my 38c game, making crossbows at the forge requires weaponsmithing to start the job.  I'm unclear as to whether the crossbow making skill figures into this at all.  I have heard that high crossbow making skill gives a better result at the forge, but I am skeptical.  Are there any other cases where a secondary skill figures into the quality of an object produced? [[User:Tulthix|Tulthix]] 12:58, 2 April 2008 (EDT)&lt;br /&gt;
*''TODO: Provide example or grouping inplace of ??? for Blacksmith and Metalcrafting''&lt;br /&gt;
&lt;br /&gt;
::Keep hard information on the article pages and discussion on the discussion pages please. --[[User:Ikkonoishi|Ikkonoishi]] 15:14, 7 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Recommended Merger ==&lt;br /&gt;
&lt;br /&gt;
The information in this page and [[Metalsmith]] needs to be merged. That one seems to have more info in it so I recommend keeping it, and making this redirect. (''The previous unsigned comment was added by [[User:Ikkonoishi|Ikkonoishi]].'')&lt;br /&gt;
:But metalsmith's forge is the proper name for the page. Why not make Metalsmith a redirect and move its contents here? --[[User:GreyMario|GreyMario]] 21:50, 18 November 2007 (EST)&lt;br /&gt;
::This page should be mostly replaced with the information on the [[Metalsmith]] page, and Metalsmith should redirect to here since the information pulled from the Metalsmith page would contain required information relating to the metalsmithing skill. That is what I would like to see, and I will do this in a few days myself if there are no disagreements. Please offer any other suggestions that you can think of. [[User:FFLaguna|FFLaguna]] 18:37, 2 December 2007 (EST)&lt;br /&gt;
:I don't think this page should not redirect to Metalsmith because it contains information about other smithing skills that aren't directly relevant to Metalsmithing. As such, I think it logical that they should either redirect here, or the Metalsmith page be stripped down to a simple description of: 'A '''metalsmith''' is a dwarf with the '''X skill''' capable of creating items in the [[Metalsmith's forge]].' I'd argue the workshop template shouldn't be on the metalsmith's page because it isn't a workshop page. --[[User:Markavian|Markavian]] 16:51, 4 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Blacksmithing ==&lt;br /&gt;
&lt;br /&gt;
I believe that this is used to make furniture and essentially all non-weapon/militaty/craft goods at the forge. The current reference to &amp;quot;iron working&amp;quot; is misleading as they can work with materials other than iron. [[User:Mindsnap|Mindsnap]] 15:23, 3 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Fix some links ==&lt;br /&gt;
&lt;br /&gt;
I was looking at this page and it looks good, but some of the links arent correct, such as the &amp;quot;bars&amp;quot; link at the end of the furniture section, it takes you to the bars link but not the metals page. I think We should change that.&lt;br /&gt;
&lt;br /&gt;
== Metal clothing skill? ==&lt;br /&gt;
&lt;br /&gt;
Maybe I'm not reading closely enough, but I can't tell what skill is used to forge adamantine clothing. -[[User:Dolohov|Dolohov]] 21:55, 7 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== anvil information ==&lt;br /&gt;
&lt;br /&gt;
there is a big chunk of information in the lead section that really belongs in the [[anvil]] article - cost, the fact that steel anvils are no more effective than iron, etc.&lt;br /&gt;
&lt;br /&gt;
I'm removing it because, it's in the wrong article. Anvil is already linked to.[[User:GarrieIrons|GarrieIrons]] 08:24, 19 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== mini-forge? ==&lt;br /&gt;
&lt;br /&gt;
I'm noticing I have some kind of item in my stock piles called a mini-forge.  What is this?  It doesn't seem to have any kind of article.&lt;/div&gt;</summary>
		<author><name>DimensionWarped</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Cliff&amp;diff=46173</id>
		<title>40d Talk:Cliff</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Cliff&amp;diff=46173"/>
		<updated>2008-11-23T21:55:32Z</updated>

		<summary type="html">&lt;p&gt;DimensionWarped: New page: ==Artificial Cliffs== Finding cliffs is pretty hard, but they have a useful advantage in being comparatively hard to attack areas that are still outdoors.  It's pretty easy to destroy slop...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Artificial Cliffs==&lt;br /&gt;
Finding cliffs is pretty hard, but they have a useful advantage in being comparatively hard to attack areas that are still outdoors.  It's pretty easy to destroy slopes around terrain just by digging out all dirt walls that have slopes around them, so making your own cliffs seems like a more commonly accessible answer to me than just finding an area that has cliffs.--[[User:DimensionWarped|DimensionWarped]] 16:55, 23 November 2008 (EST)&lt;/div&gt;</summary>
		<author><name>DimensionWarped</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Unconscious&amp;diff=46166</id>
		<title>40d Talk:Unconscious</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Unconscious&amp;diff=46166"/>
		<updated>2008-11-23T08:39:18Z</updated>

		<summary type="html">&lt;p&gt;DimensionWarped: New page: ==Crazy Narcoleptic Dwarf== I have this one dwarf who fell unconscious a lot while hunting yet somehow never died (saw her struggle back to life while a wolf was gnawing on her face and th...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Crazy Narcoleptic Dwarf==&lt;br /&gt;
I have this one dwarf who fell unconscious a lot while hunting yet somehow never died (saw her struggle back to life while a wolf was gnawing on her face and then woke up to kill the wolf)... since then I've taken her off hunting and she is constantly falling unconscious just doing mundane stuff like hauling stone.  What gives?  --[[User:DimensionWarped|DimensionWarped]] 03:39, 23 November 2008 (EST)&lt;/div&gt;</summary>
		<author><name>DimensionWarped</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Activity_zone&amp;diff=16748</id>
		<title>40d Talk:Activity zone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Activity_zone&amp;diff=16748"/>
		<updated>2008-11-23T01:32:28Z</updated>

		<summary type="html">&lt;p&gt;DimensionWarped: /* Deadly Animal Pits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Undumpable: belongings of dead dwarves==&lt;br /&gt;
Has anyone else noticed that when a dwarf dies and leaves behind all his items on the floor of your fortress, you can designate them for dumping but the dwarves never come and dump them? Is there any way to get rid of these? I also noticed dwarves never seem to dump damaged items (items that have an x in their name). ----[[User:Hyperbox|Hyperbox]] 04:29, 21 August 2008 (EST)&lt;br /&gt;
:I don't think dwarves will dump items with ownership flags, so that's why your dwarves never seem to dump damaged items.  I think they need to replace them first. In the case of death, though, my experience has been that the items get de-owned on death and the other dwarves come strip the body. If you do {{k|o}}rders &amp;amp; choose {{k|F}}orbid, there are some settings about whether items are forbidden upon death, but I think they default to mostly-permissive, so unless your settings got changed that shouldn't be affecting you, either. --[[User:Sev|Sev]] 03:41, 27 August 2008 (EDT)&lt;br /&gt;
::I'm thinking that the [[dwarven economy]] might throw another yet wrench into this system.  Since my economy started, my dwarves have refused to dump ''any'' clothing items, including narrow clothing.  I'm wondering whether it's because dwarves won't dump anything they might be able to sell.  Bless their capitalist little hearts, but it's extremely frustrating.  --[[User:Ookpik|Ookpik]] 21:42, 13 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Proposed move==&lt;br /&gt;
should this page be moved to the singluar title &amp;quot;Activity zone&amp;quot; ?&lt;br /&gt;
(unsigned/unknown [[User:GarrieIrons|GarrieIrons]] 07:59, 4 July 2008 (EDT))&lt;br /&gt;
&lt;br /&gt;
==Force drinking location==&lt;br /&gt;
Any advice how to get dwarves really drink where I want them?&lt;br /&gt;
I have one space water supply zone at the end of channel so the zone is above the floodgate) and then I have another 12 space zone around a little pond.. still all the dwarves run all the way to the brook for drink. (..yea yea, I know, I need booze. sorry for beeing slow)&lt;br /&gt;
--Shiona&lt;br /&gt;
:under the orders menu, along with the only farmers harvest and refuse type orders, there is an option for zones, under that submenu you can say 'prefer to drink/fish at zone' 'only drink/fish at zone' which might be what you need. Also make sure you are setting the zones to a type and not just designating them. --[[User:Shades|Shades]] 05:27, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Vertigo when filling ponds?==&lt;br /&gt;
This is not really related to zones, but I have a pond my dwarves are filling, which is three levels deep. They seem to be suffering from extreme vertigo; they keep filling a bucket, dumping it in, and then staggering away stunned and nauseous. There's vomit ''all over'' my pond now.&lt;br /&gt;
- [[User:Clockwork|Clockwork]] 19:20, 18 November 2007 (EST)&lt;br /&gt;
:That sounds like cave adjustment to me. When's the last time they've been outside before that problem arose? If dwarves spend too long underground, they'll get accustomed to it, to the point that being hit by sunlight again will give them the exact symptoms you just described. The pond has nothing to do with it, aside from the fact that they're outside while filling it. --[[User:Hesitris|Hesitris]] 22:42, 18 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Inappropriate building?==&lt;br /&gt;
I have designated a pond inside my fort in an attempt to get some floors muddy for farming. However, I keep getting the message: so and so cancels Fill Pond: Inappropriate building. Any hints as to what I am doing wrong?&lt;br /&gt;
- [[User:Ehertlein|Ehertlein]] 07:03, 18 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: IIRC Dwarves will only pour water into a pit; ie. an empty space. If you want to make a floor muddy, you need to mark a pond on the z-level above it. --[[User:Raumkraut|Raumkraut]] 14:41, 18 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Garbage dump ==&lt;br /&gt;
The following sentence is self contradicting. &amp;quot;Each ground tile within that zone is considered a garbage dump tile; thus, if you want to place a single-tile zone, place the zone onto a ground tile (optionally adjacent to a cliff or pit), not onto an open space.&amp;quot; It needs correcting, one way or the other. --[[User:Aykavil|Aykavil]] 04:49, 17 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Wiki style question==&lt;br /&gt;
while reading articles in this wiki, i sometimes see keyboard keys described as being &amp;quot;pushed&amp;quot; (for example, under Construction in [[Well]]), sometimes as being &amp;quot;used&amp;quot; (link) and sometimes just Shortcut {{k|w}} (for example, [[Dump]]). can i use any of these in articles that i wish to add to the wiki? -[[User:Anachron|Anachron]]&lt;br /&gt;
:There is a lack of consistency. Fix it all! or adopt the (non)standard that already exists... the real answer is see the [[rule]]s. If it's not covered and you think it should be.... work out where it should go![[User:GarrieIrons|GarrieIrons]] 07:59, 4 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Animal pits==&lt;br /&gt;
Is this how I am meant to keep all my herd animals in the same place (I'd prefer not to cage them, I don't know why...)? Are they gonna get hurt when I drop them down a z-level?[[User:GarrieIrons|GarrieIrons]] 07:59, 4 July 2008 (EDT)&lt;br /&gt;
:Now I think I have an issue that...&lt;br /&gt;
::I have a passage leading to a channel. The channel and one floor tile before it are my pit zones.&lt;br /&gt;
::Below that is a room with a s-bend corridor with several doors marked &amp;quot;Passable&amp;quot; (ie not passable to pets).&lt;br /&gt;
:It seems that my dwarves want to drop an animal into the pit. Then go downstairs, pick it up, and do it again.&lt;br /&gt;
:I am confused![[User:GarrieIrons|GarrieIrons]] 09:04, 4 July 2008 (EDT)&lt;br /&gt;
===After a night of sleep===&lt;br /&gt;
Alright. I now have an animal pit activity zone. Below it is a room with an S-bend corridor with three doors marked '''Passable''' (for dwarves only).&lt;br /&gt;
There are &amp;quot;several&amp;quot; animals in the pit.&lt;br /&gt;
My question: When I {{k|i}} on the zone, then {{k|P}}, does it show me the animals who have already been put in the pit or not? I would have thought it would be like a cage, showing all animals but putting a special character next to the ones already in the pit.[[User:GarrieIrons|GarrieIrons]] 21:01, 4 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Unfortunately there is no way to tell if an animal has been placed in a pit. So when you assign animals to a pit, it is a one-shot thing only - a dwarf will pit the animal, then there will be no indication that the animal is there the next time you look at the list. It would be nice if we could designate areas as pits, where the areas would act as 'stockpiles' or 'cages' that track which animals are in them.[[User:Pavlov|Pavlov]] 04:46, 30 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Deadly Animal Pits==&lt;br /&gt;
I'm surprised I'm not seeing anyone talking about this, but when I saw that you could put animals in pits the first thing I thought about was filling it with snakes, lions, maybe a dragon or two, and having that be what the unlucky goblins who fall into when the get dropped down from your drawbridge trap. --[[User:DimensionWarped|DimensionWarped]] 20:31, 22 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
*Adding onto that... how about making ponds and filling them with your own fish to start some kind of fish pond or something? --[[User:DimensionWarped|DimensionWarped]] 20:32, 22 November 2008 (EST)&lt;/div&gt;</summary>
		<author><name>DimensionWarped</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Activity_zone&amp;diff=16747</id>
		<title>40d Talk:Activity zone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Activity_zone&amp;diff=16747"/>
		<updated>2008-11-23T01:31:08Z</updated>

		<summary type="html">&lt;p&gt;DimensionWarped: /* Animal pits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Undumpable: belongings of dead dwarves==&lt;br /&gt;
Has anyone else noticed that when a dwarf dies and leaves behind all his items on the floor of your fortress, you can designate them for dumping but the dwarves never come and dump them? Is there any way to get rid of these? I also noticed dwarves never seem to dump damaged items (items that have an x in their name). ----[[User:Hyperbox|Hyperbox]] 04:29, 21 August 2008 (EST)&lt;br /&gt;
:I don't think dwarves will dump items with ownership flags, so that's why your dwarves never seem to dump damaged items.  I think they need to replace them first. In the case of death, though, my experience has been that the items get de-owned on death and the other dwarves come strip the body. If you do {{k|o}}rders &amp;amp; choose {{k|F}}orbid, there are some settings about whether items are forbidden upon death, but I think they default to mostly-permissive, so unless your settings got changed that shouldn't be affecting you, either. --[[User:Sev|Sev]] 03:41, 27 August 2008 (EDT)&lt;br /&gt;
::I'm thinking that the [[dwarven economy]] might throw another yet wrench into this system.  Since my economy started, my dwarves have refused to dump ''any'' clothing items, including narrow clothing.  I'm wondering whether it's because dwarves won't dump anything they might be able to sell.  Bless their capitalist little hearts, but it's extremely frustrating.  --[[User:Ookpik|Ookpik]] 21:42, 13 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Proposed move==&lt;br /&gt;
should this page be moved to the singluar title &amp;quot;Activity zone&amp;quot; ?&lt;br /&gt;
(unsigned/unknown [[User:GarrieIrons|GarrieIrons]] 07:59, 4 July 2008 (EDT))&lt;br /&gt;
&lt;br /&gt;
==Force drinking location==&lt;br /&gt;
Any advice how to get dwarves really drink where I want them?&lt;br /&gt;
I have one space water supply zone at the end of channel so the zone is above the floodgate) and then I have another 12 space zone around a little pond.. still all the dwarves run all the way to the brook for drink. (..yea yea, I know, I need booze. sorry for beeing slow)&lt;br /&gt;
--Shiona&lt;br /&gt;
:under the orders menu, along with the only farmers harvest and refuse type orders, there is an option for zones, under that submenu you can say 'prefer to drink/fish at zone' 'only drink/fish at zone' which might be what you need. Also make sure you are setting the zones to a type and not just designating them. --[[User:Shades|Shades]] 05:27, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Vertigo when filling ponds?==&lt;br /&gt;
This is not really related to zones, but I have a pond my dwarves are filling, which is three levels deep. They seem to be suffering from extreme vertigo; they keep filling a bucket, dumping it in, and then staggering away stunned and nauseous. There's vomit ''all over'' my pond now.&lt;br /&gt;
- [[User:Clockwork|Clockwork]] 19:20, 18 November 2007 (EST)&lt;br /&gt;
:That sounds like cave adjustment to me. When's the last time they've been outside before that problem arose? If dwarves spend too long underground, they'll get accustomed to it, to the point that being hit by sunlight again will give them the exact symptoms you just described. The pond has nothing to do with it, aside from the fact that they're outside while filling it. --[[User:Hesitris|Hesitris]] 22:42, 18 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Inappropriate building?==&lt;br /&gt;
I have designated a pond inside my fort in an attempt to get some floors muddy for farming. However, I keep getting the message: so and so cancels Fill Pond: Inappropriate building. Any hints as to what I am doing wrong?&lt;br /&gt;
- [[User:Ehertlein|Ehertlein]] 07:03, 18 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: IIRC Dwarves will only pour water into a pit; ie. an empty space. If you want to make a floor muddy, you need to mark a pond on the z-level above it. --[[User:Raumkraut|Raumkraut]] 14:41, 18 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Garbage dump ==&lt;br /&gt;
The following sentence is self contradicting. &amp;quot;Each ground tile within that zone is considered a garbage dump tile; thus, if you want to place a single-tile zone, place the zone onto a ground tile (optionally adjacent to a cliff or pit), not onto an open space.&amp;quot; It needs correcting, one way or the other. --[[User:Aykavil|Aykavil]] 04:49, 17 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Wiki style question==&lt;br /&gt;
while reading articles in this wiki, i sometimes see keyboard keys described as being &amp;quot;pushed&amp;quot; (for example, under Construction in [[Well]]), sometimes as being &amp;quot;used&amp;quot; (link) and sometimes just Shortcut {{k|w}} (for example, [[Dump]]). can i use any of these in articles that i wish to add to the wiki? -[[User:Anachron|Anachron]]&lt;br /&gt;
:There is a lack of consistency. Fix it all! or adopt the (non)standard that already exists... the real answer is see the [[rule]]s. If it's not covered and you think it should be.... work out where it should go![[User:GarrieIrons|GarrieIrons]] 07:59, 4 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Animal pits==&lt;br /&gt;
Is this how I am meant to keep all my herd animals in the same place (I'd prefer not to cage them, I don't know why...)? Are they gonna get hurt when I drop them down a z-level?[[User:GarrieIrons|GarrieIrons]] 07:59, 4 July 2008 (EDT)&lt;br /&gt;
:Now I think I have an issue that...&lt;br /&gt;
::I have a passage leading to a channel. The channel and one floor tile before it are my pit zones.&lt;br /&gt;
::Below that is a room with a s-bend corridor with several doors marked &amp;quot;Passable&amp;quot; (ie not passable to pets).&lt;br /&gt;
:It seems that my dwarves want to drop an animal into the pit. Then go downstairs, pick it up, and do it again.&lt;br /&gt;
:I am confused![[User:GarrieIrons|GarrieIrons]] 09:04, 4 July 2008 (EDT)&lt;br /&gt;
===After a night of sleep===&lt;br /&gt;
Alright. I now have an animal pit activity zone. Below it is a room with an S-bend corridor with three doors marked '''Passable''' (for dwarves only).&lt;br /&gt;
There are &amp;quot;several&amp;quot; animals in the pit.&lt;br /&gt;
My question: When I {{k|i}} on the zone, then {{k|P}}, does it show me the animals who have already been put in the pit or not? I would have thought it would be like a cage, showing all animals but putting a special character next to the ones already in the pit.[[User:GarrieIrons|GarrieIrons]] 21:01, 4 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Unfortunately there is no way to tell if an animal has been placed in a pit. So when you assign animals to a pit, it is a one-shot thing only - a dwarf will pit the animal, then there will be no indication that the animal is there the next time you look at the list. It would be nice if we could designate areas as pits, where the areas would act as 'stockpiles' or 'cages' that track which animals are in them.[[User:Pavlov|Pavlov]] 04:46, 30 July 2008 (EDT)&lt;br /&gt;
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==Deadly Animal Pits==&lt;br /&gt;
I'm surprised I'm not seeing anyone talking about this, but when I saw that you could put animals in pits the first thing I thought about was filling it with snakes, lions, maybe a dragon or two, and having that be what the unlucky goblins who fall into when the get dropped down from your drawbridge trap. --[[User:DimensionWarped|DimensionWarped]] 20:31, 22 November 2008 (EST)&lt;/div&gt;</summary>
		<author><name>DimensionWarped</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:DimensionWarped&amp;diff=46145</id>
		<title>User:DimensionWarped</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:DimensionWarped&amp;diff=46145"/>
		<updated>2008-11-21T23:10:07Z</updated>

		<summary type="html">&lt;p&gt;DimensionWarped: New page: Hi.  I'm new at this game.  Pretty damn cool though.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi.  I'm new at this game.  Pretty damn cool though.&lt;/div&gt;</summary>
		<author><name>DimensionWarped</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Wall&amp;diff=19273</id>
		<title>40d Talk:Wall</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Wall&amp;diff=19273"/>
		<updated>2008-11-21T23:09:40Z</updated>

		<summary type="html">&lt;p&gt;DimensionWarped: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Is there a way to build walls on areas (like when designating a stockpile) instead of tile per tile? Very boring work when constructing long walls... --[[User:Mizipzor|Mizipzor]] 13:40, 4 November 2007 (EST)&lt;br /&gt;
:Not as of {{ver|0.27.169.33a}}. --[[User:Ikkonoishi|Ikkonoishi]] 14:11, 4 November 2007 (EST)&lt;br /&gt;
The text of the article seems to suggest that engravings and smoothing can be done on constructed walls.  In my experience, a constructed wall is described as a &amp;quot;Granite Block Wall&amp;quot; and does not accept either smoothing or engraving commands.  It also highlights with a flashing green &amp;quot;C&amp;quot; in designation mode, indicating it is constructed.  If I'm wrong, I'd love to know how to accomplish this!&lt;br /&gt;
Also, the article text indicates that a wall must be built above certain types of solid object.  In my experience, this is not true; you can build a wall over empty space provided you build ''beside'' an existing solid structure.  This is key when building spiral ramps within towers, etc.&lt;br /&gt;
I'm very new to wiki editing, so I'm not going to touch the article itself at this point.  If someone would like to verify...?--[[User:Doctorlucky|Doctorlucky]] 04:10, 12 November 2007 (EST)&lt;br /&gt;
:All right, some experimentation has determined how walls are named and how the operate.  I'll use &amp;quot;felsite&amp;quot; as my material in the examples:  A wall which is comprised of naturally-occurring rock or other material is called a &amp;quot;Rough-hewn Felsite Wall&amp;quot;.  Smoothed, it becomes a &amp;quot;Smoothed Felsite Wall&amp;quot;.  A wall constructed of mined stone using the building menu is described as a &amp;quot;Rough Felsite Block Wall&amp;quot; while one made out of stone block (prepared by a mason) is a &amp;quot;Felsite Block Wall&amp;quot;.  Neither type of constructed wall is engravable or smoothable, and both type look identical to a smoothed natural wall. [[User:Doctorlucky|Doctorlucky]] 18:40, 14 November 2007 (EST)&lt;br /&gt;
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: Any idea why constructed walls cannot be engraved? It seems somewhat counterintuitive. --[[User:Trithemius|Trithemius]] 09:15, 10 May 2008 (EDT)&lt;br /&gt;
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: I had a dwarf build an engraved wall. I think all I used was the normal build wall command and nothing more, but I wasn't really paying attention, i just needed to fill in an extra wall section. When I went back one section of the wall looked weird, and when I looked at it and pressed enter a description of the engraving came up. However it is still called a rough basalt block wall not an engraved wall.  [[User:Afu|Afu]] 05:08, 3 October 2008 (EDT)&lt;br /&gt;
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Do glass walls block LoS? [[User:Rkyeun|Rkyeun]] 20:18, 5 December 2007 (EST)&lt;br /&gt;
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Has anyone come across a bug where built walls do not produce a floor on the z level above? I was building two small towers and for some reason some constructed walls are being built without anything above them, it doesn't even show up (using looK) as Open Space but it is displaying the - symbol normally used for open space. Most frustrating is it I rip it down and built the wall again it does it again. Both towers were the same other than material used and one has this problem along one face while the other is fine.&lt;br /&gt;
[[User:Yvain|Yvain]] 05:42, 26 February 2008 (EST)&lt;br /&gt;
:yes, but it was fixed several versions ago, in 176.38a and ive not had it happen again since. from the Devlog:&lt;br /&gt;
 * fixed problem leading to floors not being placed above some constructed walls&lt;br /&gt;
:-[[User:Chariot|Chariot]] 14:40, 26 February 2008 (EST)&lt;br /&gt;
::Now I feel stupid, I downloaded 176.38a but didn't actually unzip/install it. Thanks. [[User:Yvain|Yvain]] 15:25, 26 February 2008 (EST)&lt;br /&gt;
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I've noticed it's not always necessary to have a z+0 wall supporting a z+1 wall (on top of) as long as there is an access via a floor. Thus one can achieve a &amp;quot;protuberant&amp;quot; type construction which is physically eerie. Is it a known bug or on purpose?--Annales&lt;br /&gt;
:It's just how support and cavein code works for now. You can call it &amp;quot;on purpose&amp;quot;, but i's going to change someday (and don't forget signing)--[[User:Dorten|Dorten]] 04:52, 9 April 2008 (EDT)&lt;br /&gt;
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==wall strength==&lt;br /&gt;
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does the strength of the wall change depending on the material? doors gain strength when made of iron. --[[User:Corhen|Corhen]]&lt;br /&gt;
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:AFAIK, walls are basically invulnerable still (33g), if not permanently so. So at this time, no relevant tests can be done to determine if one wall is more or less resilient than another. --[[User:N9103|Edward]] 21:55, 3 May 2008 (EDT)&lt;br /&gt;
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::Wooden walls will block magma... Ashen (from ash - burned wood, not ash - kind of tree) walls block stones fired from catapult. I think that's enough to say that strength of the wall doesn't depend on anything. --[[User:Someone-else|Someone-else]] 21:13, 4 May 2008 (EDT)&lt;br /&gt;
::: ok, tohught trolls could break through walls, if not, KOOL  --[[User:Corhen|Corhen]]&lt;br /&gt;
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== One way to make your masons behave ==&lt;br /&gt;
&lt;br /&gt;
So I've dug a tunnel that'll carry a flow of magma, and I just need to plug the access corridor I used during its excavation before unleashing the torrent. And of course, my idiot mason ''insists'' on walling himself up inside the magma tunnel. I could provide escape stairs, but really, why should I compromise my fortress' aesthetics for the sake of that suicidal dunce? So here's what I did:&lt;br /&gt;
&lt;br /&gt;
 #####&lt;br /&gt;
 ..S.. &amp;lt;- lava channel&lt;br /&gt;
 ##W##&lt;br /&gt;
 ##.## &amp;lt;- access corridor&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;W&amp;quot; is where I want to build a wall, and &amp;quot;S&amp;quot; is where the mason insisted on standing while building it. So I crafted a cheapo stone statue, placed it at S, and it forced the mason to stand on the other side of W to build it. Then when the magma came through it melted the statue away.&lt;br /&gt;
&lt;br /&gt;
I hope the statue was a self-portrait. [[User:Bryan Derksen|Bryan Derksen]] 20:58, 4 May 2008 (EDT)&lt;br /&gt;
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: You know, a simple door would've done the trick.  You place a door instead of an actual wall, make it forbidden (and tightly closed) once the idiot has returned to his other things.  It holds magma for now (and is cheaper and faster than building both a wall and a statue).  [[User:MagicGuigz|MagicGuigz]] 11:14, 3 October 2008 (EDT)&lt;br /&gt;
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== Waterproof? ==&lt;br /&gt;
Do walls hold back liquids similar to a closed door? &lt;br /&gt;
I assume water, yes. And magma only if its a steel wall?&lt;br /&gt;
-- [[User:Qwip|Qwip]] 13:05, 10 October 2008 (EDT)&lt;br /&gt;
:Yes in every possible case. A wall made of soap blocks will hold back water, and one constructed from ice will hold back lava. --[[User:GreyMario|GreyMaria]] 17:14, 10 October 2008 (EDT)&lt;br /&gt;
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== Construction on the Edges ==&lt;br /&gt;
Does anyone know of a mod or what file I should change to allow construction of walls along the edges of the map? I'm going for the &amp;quot;Border Crossing&amp;quot; challenge build and the map calls for a wall from edge to edge, yet I am prohibited from building anything within five spaces from the map's edges as well as digging one space from the edge. -- [[User:Dakira|Dakira]] 17:40 10 November 2008 (PST)&lt;br /&gt;
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:It's hard-coded into the engine. No can do. --[[User:GreyMario|GreyMaria]] 21:28, 10 November 2008 (EST)&lt;br /&gt;
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== Walls as battlements ==&lt;br /&gt;
If I have outdoor walls, are marksdwarves able to shoot enemies on lower levels from on top of the walls?  I have ramps going up my walls so that my dwarves can get on them and I'm wondering if its useful to put an archery target up there or anything. -- --[[User:DimensionWarped|DimensionWarped]] 18:09, 21 November 2008 (EST)&lt;/div&gt;</summary>
		<author><name>DimensionWarped</name></author>
	</entry>
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