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		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Military_design&amp;diff=179228</id>
		<title>v0.34:Military design</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Military_design&amp;diff=179228"/>
		<updated>2012-12-07T03:08:01Z</updated>

		<summary type="html">&lt;p&gt;Dorten: typos&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
{{Timelessness Notice}}&lt;br /&gt;
&amp;lt;!-- Editors &amp;amp; Contributors''': Please see the discussion page before posting. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:''This page is one of several inter-related articles on the broader topic of defending your fortress and your dwarves. '''Military design''' focuses on the training, organization and deployment of your military and how to prepare them for any situation. For a general overview of the threats that will challenge your fortress and things to consider when preparing a standard defence, see the '''[[defense guide]]'''. For tips on laying out your architecture to protect your military, see '''[[security design]]'''. For complex traps that are not a minor/optional part of a larger defensive plan (but might be adapted or plugged into one), see '''[[trap design]]'''.&lt;br /&gt;
&lt;br /&gt;
The role of a military force in fortress defense can be extremely varied depending on the player's overall approach and strategy; it can be central, non-existent, or anywhere in between. One of their advantages is their mobility &amp;amp;mdash; they can go where no static defenses exist, to rescue or support other dwarves, or escort a caravan through unknown or deadly threats. Only military can take the fight to the enemy (doomsday devices excepted).&lt;br /&gt;
&lt;br /&gt;
Unfortunately, they are also expensive to maintain compared to static traps, and can cost a lot of resources for the [[metal]], labor, as well as food, drink and accommodation for the military. Additionally, soldiers are almost constantly under high risk in their job defending the fortress, possibly draining the fortress of some otherwise useful dwarves. Finally, the military system can take a lot of time on the player's part to set up and get working. An efficient military design can offset some of these major issues. &lt;br /&gt;
&lt;br /&gt;
==Training==&lt;br /&gt;
One of the important parts of a military is to have dwarves with high physical [[attribute]]s and decent [[experience]] in [[combat skill]]s, and that requires training them up. See [[cross-training]] for suggestions on various attribute training plans.&lt;br /&gt;
&lt;br /&gt;
The [[danger room]] method is a quick and effective way of training [[shield user]], [[dodger]], and any [[weapon]] [[skill]]s. Another very effective way of training is sending the military to actively fight captured invaders or wildlife, especially with training weapons equipped so that the combat takes longer. Certain creatures, such as [[flesh ball]]s are more suitable for combat training than others. See [[mass pitting]].&lt;br /&gt;
&lt;br /&gt;
===Daylight training room===&lt;br /&gt;
Put a [[weapon rack]], [[armor stand]] or [[archery target]] on the surface near your entrance and make it a training room by designating it as a barracks. Training dwarves will be in position if there's trouble. A major reason for training in daylight is that it also helps prevent [[cave adaptation]] in your military.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Archery==&lt;br /&gt;
Archers are deadly, but vulnerable to melee &amp;amp;mdash; crossbows as clubs just aren't the best. Additionally, it is impractical to have archer towers every 15 tiles across the map (it is possible, but that sometimes would be tedious). Sometimes, the only option is to take it directly to the enemy. Beyond that, mixing or matching is largely up to you.&lt;br /&gt;
&lt;br /&gt;
[[Fortification]]s are crucial to any archery platform, even the tallest towers. If these are built improperly or do not exist, enemy archers will return fire, causing mammoth losses to any archery squads.&lt;br /&gt;
&lt;br /&gt;
===Marksdwarf training===&lt;br /&gt;
A couple tips/troubleshooting for training your ranged military:&lt;br /&gt;
* If you use archery targets, make sure you have one for each dwarf in the squad and assign each target to the squad.&lt;br /&gt;
* If you use live captured targets, you dwarves are most likely to shoot if they have no path to the target.&lt;br /&gt;
* Force your dwarves to stand next to fortifications (touching them). You can use burrows or walls for this.&lt;br /&gt;
* Every marksdwarf needs a quiver.&lt;br /&gt;
* Make plenty of ammunition and assign 100-200 bolts per dwarf to each squad, instead of the default 200 or so per squad.&lt;br /&gt;
&lt;br /&gt;
==== Live targets ====&lt;br /&gt;
Building a [[goblin]] shooting range where live goblins are shot at can increase the speed of ranged training. The caged prisoners, obtained from [[cage trap]]s, are dropped down a shaft 4-5 z-levels down, enough to break their legs but hopefully no more. Then have your marksdwarves shoot the stunned and immobile goblins from 14-18 steps away. The further away you place your marksdwarves, the higher probability that they might miss, thereby prolonging their target practice. Remember to add a lever and a bridge to enable retrieving the goblin corpses and items, and cleaning up the mess you just made. Sometimes, it might be necessary to send in meleedwarves to finish off a goblin. Therefore, place the lever to the bridge '''outside''' the shooting range as civilian dwarves will see the goblins and run away.  &lt;br /&gt;
  &lt;br /&gt;
 ╔═══════════╗    four z-levels up:&lt;br /&gt;
 ║···········║    ╔═╦═╦═╦═╦═╗&lt;br /&gt;
 ║·+·+·g·+·+·║    ║·║·║·║·║·║&lt;br /&gt;
 ║···········║    ║+║+║+║+║+║&lt;br /&gt;
 ║▼·········▼║    ║+++++++++║&lt;br /&gt;
 ║+++++++++++║    ║+++++++++║   &lt;br /&gt;
 ║+++++++++++║      &lt;br /&gt;
 ║+++++++++++║       ║D║&lt;br /&gt;
 ║+++++++++++║       ║+║&lt;br /&gt;
 ║+++++++++++║    Locked tunnel&lt;br /&gt;
 ║+++++++++++║     one z-level down&lt;br /&gt;
 ║+++++++++++║       ║+║&lt;br /&gt;
 ║+++++++++++║       ║+║&lt;br /&gt;
 ║+++++++++++║       ║+║&lt;br /&gt;
 ║+++++++++++║  ╔════╝D╚════╗&lt;br /&gt;
 ║···········║  ║+++++++++++║&lt;br /&gt;
 ║▼▼▼▼▼▼▼▼▼▼▼║  ║▲▲▲▲▲▲▲▲▲▲▲║&lt;br /&gt;
 ║++☺+++☺++☺+║  ╚═══════════╝&lt;br /&gt;
 ║+☺++☺++☺+++║   &lt;br /&gt;
 ║+++++++++++║   &lt;br /&gt;
 ╚════++═════╝&lt;br /&gt;
          ò   Lever to bridge&lt;br /&gt;
&lt;br /&gt;
==Squad management==&lt;br /&gt;
Ordering multiple [[squads]] around can become cumbersome after a while. It's best to set most of your dwarves to follow a good regimen of training, guarding important [[burrow]]s, and patrolling routes along the fort by programming their [[scheduling|schedules]]. By preparing a number of different alerts with different schedules, you can largely manage your military by swapping a few squads to different alerts. With the majority of your squads patrolling the fort, you're free to take one or two squads of your highest-trained soldiers out to [[thief|take]] [[snatcher|care]] [[ambush|of]] [[siege|some]] [[megabeast|business]].&lt;br /&gt;
&lt;br /&gt;
Keep in mind that dwarves are bloodthirsty fiends. If a [[creature]] crosses their path, no matter the odds or whether they've been ordered to stand down, your dwarves will open pursuit and attack until either it or they are dead. Keep an eye on your dwarves, and if they're going to be in combat it's a good idea to make sure there's a few highly-trained melee dwarves in the squad with them.&lt;br /&gt;
&lt;br /&gt;
If trained to (near-)legendary in [[dodger|dodging]], [[fighter|fighting]] and a weapon of choice, and armored up with [[steel]] or [[adamantine|better]], one lone hero can take out several squads of goblins without a scratch. But combat always has a random element &amp;amp;mdash; [[losing|Fun happens]].&lt;br /&gt;
&lt;br /&gt;
=== Uniforms ===&lt;br /&gt;
&lt;br /&gt;
:''Note that these uniforms are designed to simply &amp;quot;work&amp;quot;, but they are not the best option. See the [[armor]] article for more about this.''&lt;br /&gt;
&lt;br /&gt;
Use the starter outfits in the armor article. They are maxed out protection for their material. If you ''know'' you have full suits of armor for the recruits, use replace clothes and exact matches. This lets you wear the full set without a XXCave Spider Silk RobeXX leaving your military less protected.&lt;br /&gt;
&lt;br /&gt;
==== Starter Uniform ====&lt;br /&gt;
&lt;br /&gt;
# Leather shirts&lt;br /&gt;
# Leather trousers&lt;br /&gt;
# Leather gloves&lt;br /&gt;
# Leather caps&lt;br /&gt;
# Leather armor&lt;br /&gt;
# Leather low/high boots&lt;br /&gt;
# Bone gauntlets&lt;br /&gt;
# Bone helms&lt;br /&gt;
# Bone greaves&lt;br /&gt;
# Wooden shields&lt;br /&gt;
# Melee weapons (non-training) or Crossbows&lt;br /&gt;
&lt;br /&gt;
==== Basic Uniform ====&lt;br /&gt;
# Leather shirt&lt;br /&gt;
# Leather trousers&lt;br /&gt;
# Leather caps&lt;br /&gt;
# Leather hoods&lt;br /&gt;
# Leather gloves&lt;br /&gt;
# Leather mittens&lt;br /&gt;
# Leather shoes&lt;br /&gt;
# Cloaks (6)&lt;br /&gt;
# Socks&lt;br /&gt;
# Metal helm&lt;br /&gt;
# Metal mail armor&lt;br /&gt;
# Metal gauntlets&lt;br /&gt;
# Metal greaves&lt;br /&gt;
# Metal shield&lt;br /&gt;
# Metal melee weapon (non-training)&lt;br /&gt;
&lt;br /&gt;
You can order your dwarves to wear more than one piece of same type, typically you would want three suits of mail armor and six cloaks. The [[Armor]] article explains these possibilities in detail.&lt;br /&gt;
&lt;br /&gt;
==Strategy &amp;amp; Tactics==&lt;br /&gt;
===Roughing it===&lt;br /&gt;
Always have your soldiers carry food. They will each need a [[backpack]] to carry it. This keeps your soldiers from wandering off to eat. You can also have them carry [[alcohol]] or [[water]] in [[waterskin]]s or [[flask]]s, though water isn't recommended for the long term, as it makes your soldiers sluggish - always remember to keep the booze stockpiles full. For an around the clock guard, have them sleep on the ground while on duty. Hopefully the sounds of combat will wake them up before they get killed. Note that sleeping on the floor also causes unhappy [[thought]]s; if floor sleeping is included in a military design, be sure to add counteracting thoughts.&lt;br /&gt;
&lt;br /&gt;
===Wait for my signal...===&lt;br /&gt;
When ganging up on dangerous [[creature]]s (such as [[megabeast]]s), keep them far, far away until all your units are in position, and try to ambush the target in an area with no other creatures. If your dwarves get too close, they'll smell blood and charge in, regardless of what you do to try and stop them. Getting all your units into position, pausing the game, and then turning them loose at once, can achieve the desired advantage of numbers against formidable opponents.&lt;br /&gt;
&lt;br /&gt;
When under [[siege]] or other attack, keep the entire squad far back from the exit until they are all armed and armored, and ready to roll as a unit. Having a good lockable front gate will also avoid this.&lt;br /&gt;
&lt;br /&gt;
==Animals==&lt;br /&gt;
&lt;br /&gt;
[[Animal training|War animals]] can also be assigned to dwarves who go outside frequently, whether military or civilian.  Then, when the dwarf encounters danger, the war animal runs at the danger while the dwarf runs away from it.  Unfortunately, war animals are slower than dwarves with high [[attribute|agility]], and do not shadow the dwarf perfectly. Try to not assign more than one or two war animals to a dwarf; the loss of happiness from an assigned animal dying (assigned War/Hunting animals are pets) can lead to a [[tantrum|tantrum spiral]]. Also, war animals cannot be reassigned once they are assigned; to get around this, have the dwarf you want to be guarded train the animal themself.&lt;br /&gt;
 &lt;br /&gt;
{{Military}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Guides}}&lt;br /&gt;
{{Category|Fortress defense}}&lt;br /&gt;
{{Category|Design}}&lt;/div&gt;</summary>
		<author><name>Dorten</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Dorten&amp;diff=154687</id>
		<title>User:Dorten</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Dorten&amp;diff=154687"/>
		<updated>2011-11-11T03:44:28Z</updated>

		<summary type="html">&lt;p&gt;Dorten: Update. Yay!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Some info=&lt;br /&gt;
Came here from [http://www.old-games.ru OG.ru], playing DF since 33d. As someone would notice I'm russian - so watch out for bad grammar :)&lt;br /&gt;
&lt;br /&gt;
=Current fortress=&lt;br /&gt;
&lt;br /&gt;
None for now. But I'm thinking of possibilities.&lt;br /&gt;
&lt;br /&gt;
=Old forts=&lt;br /&gt;
MinePoint see [http://mkv25.net/dfma/browseby.php?fortressName=Minepoint here]. Was abandoned (save deleted) due to a very high impact on my work productiveness :). Next forts will evolve much more slowly...&lt;br /&gt;
&lt;br /&gt;
[http://mkv25.net/dfma/browseby.php?fortressName=CatBane CatBane] Fell to marksgoblins and stupidity. &lt;br /&gt;
&lt;br /&gt;
[http://mkv25.net/dfma/browseby.php?fortressName=Squashshoot Squashshoot]. Suspended due to hude lag (4-5 FPS on average). Anyone with decent machine is welcome to continue, since I like it so much, it hurts to think, it'll never evolve further.&lt;br /&gt;
&lt;br /&gt;
[http://mkv25.net/dfma/usermaps.php?fortressName=Pagebend Pagebend]Dwarven clear glass honeycomb. With lots of (not really)MegaProjects. I got tired of it after some time.&lt;br /&gt;
&lt;br /&gt;
[http://mkv25.net/dfma/usermaps.php?fortressName=The%20Steel-Castle%20of%20Fires The Steel-Castle Of Fires] Just as name says. Castle made entirely of Steel. With a lava moat. Abandoned due to excess epicness.&lt;br /&gt;
&lt;br /&gt;
[http://mkv25.net/dfma/usermaps.php?fortressName=The%20Spiral%20of%20Stone The Spiral of Stone] Wanted to make giant spiraling tower. Ended up making a giant spiraling well. Was destroyed by a tantrum spiral after megabeast attack&lt;br /&gt;
&lt;br /&gt;
=Most successfull adventurer=&lt;br /&gt;
He managed to knock a quest giant unconscious with a masterful throw of a troglodite hand. Then he chopped his lims off, and twisted his trusted sword in giant's chest, until it died. (Am I not nasty?)&lt;/div&gt;</summary>
		<author><name>Dorten</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Starting_build&amp;diff=83301</id>
		<title>v0.31:Starting build</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Starting_build&amp;diff=83301"/>
		<updated>2010-04-05T04:12:55Z</updated>

		<summary type="html">&lt;p&gt;Dorten: /* Skills */  for consistency&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
&lt;br /&gt;
'''''Your First Fortress?'''''&lt;br /&gt;
::''If you are a new player looking for a solid basis to survive the first couple of months or years, check out the aptly named guide on {{l|your first fortress}}. It includes a basic starting build aimed at being fail-safe.''&lt;br /&gt;
::''If you're trying to plan the future, try {{l|what should I build first}}?''&lt;br /&gt;
::''If you're looking for specific, personalized examples of starting builds, see {{l|starting build design}}''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A '''starting build''' is a personal ''strategy'' for choosing the initial supplies, equipment, and {{l|skill}}s of your initial seven dwarves when starting a new game in {{l|fortress mode}}. These skills and items which you assign to your dwarves will have a large impact on life in your new fortress, especially in its first year.&lt;br /&gt;
&lt;br /&gt;
This page attempts to give advice on some of the many gameplay elements which influence the flow of your game based on your goals. These include: choosing a ''fortress site'', the ''starting build'' itself, as well as ''challenge builds'' aimed at providing new or unusual challenges to advanced players.&lt;br /&gt;
&lt;br /&gt;
But one thing should be made clear - there is no &amp;quot;best&amp;quot; build, no &amp;quot;perfect&amp;quot; or &amp;quot;clearly superior&amp;quot; final mix of skills and items.  There are too many variables to connect, not the least of which is... you! Your play style, what you, as an individual player, consider preferable for the proper mix of fun and challenge. And then there is the environment, where your dwarfs will arrive, the creatures, the resources available, and so forth.&lt;br /&gt;
&lt;br /&gt;
Items are tied to starting skills, and starting skills are tied to the expected environment for your chosen embark, and all are tied to your preferences for playing the game - not all sites require (or invite) the same approach, and no two players would take the same approach to the same environment.&lt;br /&gt;
&lt;br /&gt;
So while suggestions can be made, and new ideas presented for your consideration, ultimately the final &amp;quot;best&amp;quot; mix for you will have to come from your experience, which will begin to grow during your first game. Without understanding &amp;quot;everything&amp;quot;, some decisions will just have to be guesswork - and even later you never know &amp;quot;everything&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== Components of a Starting Build ==&lt;br /&gt;
A starting build must be seen as a whole - the embark location affects the needed supplies, and influences what skills may be most needed or useful.  Along with this is player preferences - if you wish an economy based on {{l|prepared meal}}s, {{l|glass}}, or {{l|steel}}, each of those have very different requirements.  Likewise, if you want to play a military game, fighting off sieges with huge battles, that's a very different mix (and different site requirements) than if you want a calm location to build your perfect {{l|mega construction}}.  &lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
With only 7 dwarfs, you can't take every {{l|skill}}, so you have to balance what you do take.  At this starting phase, each dwarf can only be assigned a maximum total of 10 skill levels, with no single skill starting higher than &amp;quot;5&amp;quot;.  With 7 starting dwarfs, you could no skills at all, or take 70 skills all at level 1, or 14 skills all at level 5* (2 per dwarf), the highest allowed at embark, or (most likely) something close in between the last two, but closer to that last.  &lt;br /&gt;
&lt;br /&gt;
:''(* Note that an unskilled dwarf starts with all Skills at Level '''0'''.  Adding +5 Levels is then Level '''5'''.  This is true regardless of how many &amp;quot;points&amp;quot; a level costs when first buying skills at embark.)''&lt;br /&gt;
&lt;br /&gt;
Once play starts, dwarves can learn any and all skills - these choices only determine what sort of &amp;quot;head start&amp;quot; they have, what they are good at when they first hit the ground.  See {{l|experience}} for a discussion of increasing skills during game play.&lt;br /&gt;
&lt;br /&gt;
The considerations are several:&lt;br /&gt;
&lt;br /&gt;
:* Maximizing starting skill ranks vs. generalizing and having more skills covered at lower levels.&lt;br /&gt;
:* Balancing multiple skills for a single dwarf, so they aren't constantly needed for two different tasks at critical periods&lt;br /&gt;
:* Military vs economic needs&lt;br /&gt;
:* Your goals vs &amp;quot;basic survival needs&amp;quot; to keep your fortress healthy and happy.&lt;br /&gt;
:* Speed that a skill can be trained in game&lt;br /&gt;
:* Demand for a skill during a game&lt;br /&gt;
:* Whether quality or speed are significant considerations for tasks/final product&lt;br /&gt;
:* Balancing the desire to create {{l|wealth}} ''(with high-value products)'' with the need to maintain {{l|thought|morale}} ''(with low-value but commonly used products, like {{l|bed}}s, which normally are made from {{l|wood}})''.&lt;br /&gt;
:* &amp;amp; most importantly - ''your playstyle'' - what '''you''' think is &amp;quot;fun&amp;quot;!&lt;br /&gt;
&lt;br /&gt;
While there are some arguable &amp;quot;no-brainer&amp;quot; choices (or are for each player, according to their playstyle), the final few selections are often a coin toss, or close to.  And there is often more than one way to skin a cat - in fact, while many players recommend ''never'' starting with more than one cat, starting with many cats (breeding them for leather, bones and meat) and a skilled {{l|leatherworker}} and/or {{l|bonecarver}} is one way to go with (part of) a starting build.  Until you have some personal experience, the various suggestions and advice may mean little, but will have more meaning after your first fortress inevitably fails - {{l|Losing|losing is fun}}.&lt;br /&gt;
&lt;br /&gt;
So don't over-think it at first - you'll make a good guess, dive in, and learn far more than we can explain here.&lt;br /&gt;
&lt;br /&gt;
=====Matching skills to a dwarf's personal profile=====&lt;br /&gt;
Taking the time to {{k|v}}iew each of your individual dwarves and matching skills to their {{l|preference}}s can be very advantageous; if you have a dwarf who likes {{l|steel}}, {{l|clear glass}}, {{l|crossbow}}s, {{l|siege engine}} parts, or something else equally interesting, they're an ideal candidate for matching skills (specifically for these examples, {{l|armorsmith}}, {{l|glassmaker}}, {{l|bowyer}}, or {{l|siege engineer}}).&lt;br /&gt;
&lt;br /&gt;
Likewise, if they have any obviously relevant {{l|personality}} strengths or weaknesses, those should be factored in. Some are obscure or ambiguous, but some (&amp;quot;Is constantly active and energetic&amp;quot;) are a clear sign.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
The starting items are what is needed for your dwarfs to survive until they are self-sufficient, or at least until the first yearly {{l|caravan}}s will keep them afloat. The first won't show up until Autumn, so that's more than 2 seasons your dwarves are on their own.&lt;br /&gt;
&lt;br /&gt;
A dwarf eats about 2 meals a season, and drinks about 4 drinks in that same time.  For 7, that's about 30 meals (7 dwarfs x 2 seasons x 2 meals) and about twice that in alcohol. You can bring all of that, or your {{l|hunter}}s, {{l|Plant gathering|plant gatherers}}, {{l|fisherdwarf}}s, {{l|grower}}s and {{l|brewer}}s can provide some or most of it.  It's always safer to bring enough, and see how things go - losing a fortress to starvation before the first caravan is a painful process.&lt;br /&gt;
&lt;br /&gt;
Most of the finished products are expensive to buy pre-embark, and so a minimum is recommended - maybe a pick or two for immediate mining and basic defense, maybe a (cheap?) axe or two for better defense and cutting wood, thread, cloth or a rope for a {{l|well}}, maybe a few leather to make bags, and call it good.&lt;br /&gt;
&lt;br /&gt;
But you can make any and all of those from scratch if you are willing to wait - and your {{l|surroundings}} don't kill you first.  Raw materials are much cheaper, in the form of {{l|ore}}s, {{l|wood}}, {{l|leather}} and so forth. &lt;br /&gt;
&lt;br /&gt;
====Your civilization====&lt;br /&gt;
On the map menu, if you hit {{k|Tab}} twice, you will see a list of possible {{l |Civilization}}s that your dwarfs can start from, if there is more than one. Each can have access to different starting equipment and material to offer you - some will be significantly better or worse supplied, and some may be lacking one key item you desire, while another will lack something else equally as critical to your plan. Unfortunately you will only find out when selecting your items, after selecting a {{l|location}}. To chose another Civilization requires a start-over. Another important difference is whether your civilization is at {{l|war}} with one of the neighbours; This results in early attacks on your fort and, obviously, no trade {{l|caravan}}s from them.&lt;br /&gt;
&lt;br /&gt;
If you don't like the civilization you chose, or wish to compare what each has to offer, you must either finish the embark, &amp;quot;abandon&amp;quot; the fortress and then re-embark in the same location (using a '''saved''' copy of the game world!), or use {{k|Ctl}}+{{k|Alt}}+{{k|Del}} (or the equiv for your OS), shut down the game and restart it from scratch, then Start again, reload the game world, and find the same embark site - this is not difficult if you made careful notes, but is still a pain, no doubt.  &lt;br /&gt;
&lt;br /&gt;
Every such re-start gives you a different mix of dwarfs with different names, {{L |attributes}}, {{L |personalities}} and {{L |preference}}s, but the civilizations are part of the map and stay constant. The default civilization chosen for you will vary, however.&lt;br /&gt;
&lt;br /&gt;
===Saving a starting mix===&lt;br /&gt;
Once you have the mix of items and skills that you like, you can hit {{k|s}} and save it to a template with a custom name.  In a later game, you can pick that profile when you embark.  If your selected civilization does not have some of the desired items in your template, this is announced clearly, and a different civilization can be tried as described above, or you can continue and change your mix.&lt;br /&gt;
&lt;br /&gt;
If you match skills to the {{l|preference}}s and {{L |personalities}} of your dwarfs, it may be an idea not to include any skills in such a template, as they will simply be applied in the original order to the current dwarves as they appear on the list.&lt;br /&gt;
&lt;br /&gt;
If you find additional items that you wish to add (perhaps another type of cheap meat, or an ore not previously available), you can edit those in by hitting {{k|s}}, overwriting your old template.  &lt;br /&gt;
&lt;br /&gt;
:''(You can also go into the .txt file, located at data/init/embark_profiles, and edit in the SKILLS or ITEMS as you want - the syntax is fairly straightforward.)''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= &amp;quot;Play Now!&amp;quot; =&lt;br /&gt;
This option gives you an automatic, low-powered and generalized starting mix with no thinking involved.  If you select this option, you are ''immediately'' advanced to the game map with no chance to alter your starting skills or items.  &lt;br /&gt;
&lt;br /&gt;
When you pick this option, you currently{{version|0.31.01}} start with:&lt;br /&gt;
&lt;br /&gt;
'''Dwarfs:'''&lt;br /&gt;
:* one Adequate&amp;quot; {{l|Miner}} (+2 {{l|Experience|skill levels}}) &lt;br /&gt;
&amp;amp; six dwarfs with Novice (+1 skill level) in each of the following skills...&lt;br /&gt;
:* {{l|Carpenter}}/ {{l|Bowyer}}&lt;br /&gt;
:* {{l|Engraver}}/ {{l|Mason}}/ {{l|Mechanic}}/ {{l|Building designer|Building Designer}}&lt;br /&gt;
:* {{l|Gem cutter|Gem Cutter}}/ {{l|Gem setter|Gem Setter}}/ {{l|Woodcrafter}}/ {{l|Stonecrafter}}/ {{l|Bone carver|Bone Carver}}&lt;br /&gt;
:* {{l|Fisherdwarf}}&lt;br /&gt;
:* {{l|Fish cleaner|Fish Cleaner}}/ {{l|Butcher}}/ {{l|Tanner}}/ {{l|Weaver}}/ {{l|Clothier}}/ {{l|Leatherworker}}&lt;br /&gt;
&lt;br /&gt;
:And one &amp;quot;Leader&amp;quot;, with Novice in:&lt;br /&gt;
:* {{l|Wood Cutter}}/ {{l|Brewer}}/ {{l|Cook}}/ {{l|Grower}}/ {{l|Herbalist}}/ {{l|Wood burner|Wood Burner}}/ {{l|Furnace operator|Furnace Operator}}/ {{l|Lye maker|Lye Maker}}/ {{l|Potash maker|Potash Maker}}&lt;br /&gt;
::''plus'' Adequate in:&lt;br /&gt;
:: {{l|Wound Dresser}}, {{l|Diagnostician}}, {{l|Surgeon}}, {{l|Bone Doctor}}, {{l|Suterer}}.&lt;br /&gt;
&lt;br /&gt;
:''(Note that that last dwarf has far more &amp;quot;levels&amp;quot; in starting skills (by twice!) for a single dwarf than are allowed by &amp;quot;Planning Carefully&amp;quot;, below!)''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Items'''&lt;br /&gt;
:* 2 Copper [[pick]]s &lt;br /&gt;
:* 2 Copper battle [[axe]]s&lt;br /&gt;
:* 1 Iron [[anvil]] &lt;br /&gt;
:* 60 units alcohol (20 each of 3 random types&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;, 12 free barrels)&lt;br /&gt;
:* 5 ''each'' {{l|seed}}s&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; (&amp;amp; 6 bags)&lt;br /&gt;
:* 15 units of meat (one random type, 10 + 5 units in 2 barrels&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;)&lt;br /&gt;
:* 15 units of fish (one random type, 10 + 5 units in 2 barrels&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;)&lt;br /&gt;
:* 15 units of plump helmets (10 + 5 units in 2 barrels&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;)&lt;br /&gt;
:* 5 pig tail fiber thread &lt;br /&gt;
:* 5 pig tail fiber cloth &lt;br /&gt;
:* 5 pig tail fiber bag &lt;br /&gt;
:* 3 pig tail fiber ropes &lt;br /&gt;
:* 3 wooden&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; buckets &lt;br /&gt;
:* 3 wooden&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; splints &lt;br /&gt;
:* 3 wooden&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; crutch &lt;br /&gt;
:* 2 dogs (random sex)&lt;br /&gt;
:* 2 cats (random sex)&lt;br /&gt;
:* 1 random cow/ox/mule/horse (random sex)&lt;br /&gt;
&lt;br /&gt;
::''Notes:''&lt;br /&gt;
:::1. ''There are only 4 different {{L |alcohol}}s possible at this stage, so if two or three of the same are randomly chosen, it's quite possible to start with 40 or 60 of the same type.  (A wider variety is usually better.)''&lt;br /&gt;
:::2. ''The six underground crops are: dimple cup, cave wheat, plump helmet, sweet pods, pig tail, quarry bush.''&lt;br /&gt;
:::3. ''A barrel can hold up to 10 dry items (or 5 wet).  One of these barrels is only half full. ''&lt;br /&gt;
:::4. ''All wooden items will be of 1 type of wood.''&lt;br /&gt;
&lt;br /&gt;
As a challenge for an experienced player, this is not an uncommon choice.  But even as a starting player you can do much better if you choose the &amp;quot;'''Prepare for the journey carefully'''&amp;quot; option and do just that - prepare carefully, as described below...&lt;br /&gt;
&lt;br /&gt;
=&amp;quot;Prepare for the Journey Carefully&amp;quot;=&lt;br /&gt;
Good advice.  This option allows you complete control over your starting mix of skills and beginning items.  By default, your dwarves start with no skills, and you are offered the following items, which are very similar to the &amp;quot;Play Now&amp;quot; mix, but all are optional and can be sold back and changed according to your preferences.   Each item costs a number of &amp;quot;points&amp;quot; - you will buy ''both'' your starting items ''and'' the starting {{L |skills}} for your dwarfs with one pool of combined points, 1274 total.  &lt;br /&gt;
&lt;br /&gt;
(This choice also allows you to select/create the {{l|Fortress name}} yourself, rather than have it randomly generated.)&lt;br /&gt;
&lt;br /&gt;
The point costs for the default items are listed below.&lt;br /&gt;
&lt;br /&gt;
::{|cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Default Items !! Cost&amp;lt;br /&amp;gt;(in &amp;quot;points&amp;quot;) !! Comments&lt;br /&gt;
|-&lt;br /&gt;
| 2 Copper [[pick]]s  || 88 (44 each) || for [[mining]]&lt;br /&gt;
|-&lt;br /&gt;
| 2 Copper battle [[axe]]s || 136 (68 each) || weapons and [[woodcutting]]&lt;br /&gt;
|-&lt;br /&gt;
|  1 Iron [[anvil]]  || 100 || required for any&amp;lt;br /&amp;gt; metal working&lt;br /&gt;
|-&lt;br /&gt;
|  20 alcohol, random&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 40 (2 each) || 4 free barrels&lt;br /&gt;
|-&lt;br /&gt;
|  20 alcohol, random&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 40 (2 each) || 4 free barrels&lt;br /&gt;
|-&lt;br /&gt;
|  20 alcohol, random&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 40 (2 each) || 4 free barrels&lt;br /&gt;
|-&lt;br /&gt;
|  5 of each underground seed&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || | 30 6*5 (1 each) || 6 free bags&lt;br /&gt;
|-&lt;br /&gt;
|  15 meat of one random (cheap) type || 30 (2 each) || 2 free barrels&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|  15 fish of one random (cheap) type || 30 (2 each) || 2 free barrels&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|  15 [[Plump helmet]]s || 60 (4 each) || 2 free barrels&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|  5 pig tail fiber thread || 60 (12 each) || &lt;br /&gt;
|-&lt;br /&gt;
|  5 pig tail fiber cloth || 70 (14 each) || &lt;br /&gt;
|-&lt;br /&gt;
|  5 pig tail fiber bag || 100 (20 each) || &lt;br /&gt;
|-&lt;br /&gt;
|  3 pig tail fiber ropes || 60 (20 each) || &lt;br /&gt;
|-&lt;br /&gt;
|  3 wooden&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; buckets || 30 (10 each) || medical&lt;br /&gt;
|-&lt;br /&gt;
|  3 wooden&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; splints || 30 (10 each) || medical&lt;br /&gt;
|-&lt;br /&gt;
|  3 wooden&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; crutch || 30 (10 each) || medical&lt;br /&gt;
|-&lt;br /&gt;
|  No dogs, no cats || || &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
:1. There are only 4 different {{L|alcohol}}s possible at this stage, so if two or three of the same are randomly chosen, it's quite possible to start with 40 or 60 of the same type.  (A wider variety is usually better.)&lt;br /&gt;
:2. The six underground crops are: dimple cup, cave wheat, plump helmet, sweet pods, pig tail, and quarry bush.&lt;br /&gt;
:3. A barrel can hold up to 10 dry items (or 5 wet).  One of these barrels is only half full. &lt;br /&gt;
:4. All wooden items will be of 1 type of wood.&lt;br /&gt;
&lt;br /&gt;
With the above items, your point pool starts at '''300''' (visible in the lower right corner).  This is not ''close'' to enough points to buy full skills for all your dwarfs, but you can sell back any or all of the above items that you choose and recover the points, spending them as you prefer.  There is no quick and easy solution to this, but the possible options are infinite*.  Returning all equipment is worth 1274 points total, but unused points are of no use after embark, once the actual gameplay starts, so spend now or waste them.&lt;br /&gt;
&lt;br /&gt;
:''(* Note that an anvil is needed to do any metalworking, and in turn cannot be created without another anvil. Selling your anvil back means you will not do any metalworking at least until the Autumn {{L |caravan}}, and then only if they bring one - which they 'usually' do, but not always. Next dwarven caravan is a year after that, and so on.)''&lt;br /&gt;
&lt;br /&gt;
=====Using the menu=====&lt;br /&gt;
Use {{k|Tab}} to switch between selecting Skills and Items. Use the 4 directional keys or number pad to navigate to highlight the different choices/columns, and {{k|+}} or {{k|-}} to choose more or less of the highlighted item or skill.  When viewing items, hit {{k|n}} to go to a menu for any &amp;quot;new&amp;quot; items, that are not currently listed, including any you removed by reducing the number to 0; select the item, hit {{k|Enter}}, then increase the number desired as above ({{k|+}} or {{k|-}}) in the main menu.&lt;br /&gt;
&lt;br /&gt;
If you cannot buy additional skill levels, you are out of points and must return some items for additional points.  Higher-priced items will automatically be removed from viewable new items if you do not have enough points for those selections, showing only what you can afford with your current points.&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
At this stage, pre-embark, skills cost a number of starting points, equaling monetary value. Later, during fortress mode, all skills will be trained by practice, and &amp;quot;cost&amp;quot; is no longer a concern. All dwarves start with &amp;quot;No Skill&amp;quot; and the first additional skill level (Novice) costs 5 points.  To buy the next level would cost 6, and so on.  To buy up Proficient (the max allowed to start with), costs 5+6+7+8+9, or 35 points.  &lt;br /&gt;
&lt;br /&gt;
A dwarf can start with up to 10 additional levels, regardless whether that's 10 skills at Novice, or 2 skills at Proficient. So, if you are going to buy the maximum skills allowed (highly recommended), that can cost from between 50 to 70 points each, but is usually around 400-450+ for all 7 dwarves.&lt;br /&gt;
&lt;br /&gt;
Each {{l|dwarf}} can (over time) learn any or all {{l|skills}}.  Dwarves with little experience in a skill will work slowly and ineffectively, while dwarves with higher skill work faster and/or produce a significantly higher quality product.  Some skills are not used often, and/or produce no &amp;quot;quality&amp;quot; in the final product, or produce qualities that have little impact on the game - for these it's questionable whether investing in high starting levels is worthwhile, but that's often a judgment call.&lt;br /&gt;
&lt;br /&gt;
* For example inexperienced {{l|herbalist|herbalists}} will gather stacks of only one or two {{l|plants}}, and often nothing at all, and inexperienced {{l|farming|farmers}} will often plant stacks of only one or two plants.  This results in a small overall output which takes many {{l|container#container|containers}} to store in, less effective {{l|food}} preparation in the {{l|kitchen}}, and more space needed for {{l|stockpiles}}.&lt;br /&gt;
* Inexperienced {{l|Miner|miners}} work very slowly and are less likely to recover mined gems or valuable ores. Mining can be leveled up quite quickly by mining {{l|soil#soil|soil}}, but taking two dwarves with at least some points in mining is recommended in many cases.&lt;br /&gt;
* In nearly all {{l|workshop}}s, inexperienced dwarves who create items will only rarely produce high-quality goods, and take a long time doing so. Skilled dwarves work quickly and produce high-quality items far more reliably.&lt;br /&gt;
** [[Quality]] is a central concept in the game - it affects [[food]], [[alcohol]], and almost anything you will have your dwarves create in the game: {{l|trading}} goods, {{l|barrel|barrels}}, {{l|clothing}}, {{l|armor}}, {{l|furniture}}, {{l|weapons}}, and so on. Quality also has a large effect on the worth of an item while {{l|trading}}.&lt;br /&gt;
&lt;br /&gt;
Dwarves improve their skills on a learning-by-doing-basis. Dwarves who have specific labors will attain Dabbling status as soon as they complete one job of that type.  (Certain jobs, such as building workshops, won't make your dwarves more experienced.  But most will.)  As the number of jobs they do increases, their skill will increase as well.  Overall, &amp;quot;leveling up&amp;quot; the dwarves' skills quickly is a good game goal to set.  Doing so may result in your dwarves efficiently creating a magnificent fortress filled to the brim with valuable items and {{l|furniture}}.  (Or it might {{l|losing|not}}.)&lt;br /&gt;
&lt;br /&gt;
Using and seeing high-quality items gives dwarves happy {{l|thought}}s. This tends to decrease the incidences of {{l|tantrum}}s, increasing a fortress's longevity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Which skills do I need, really? ====&lt;br /&gt;
&lt;br /&gt;
The only thing that you absolutely must do in the first year is get your food supplies into a food stockpile, preferably inside, otherwise your food will rot on the ground and your dwarves will starve.  Anything else you want to do can be accommodated by sufficient investment in initial food supplies and/or skills.  This means the options for possible starting builds are vast because virtually any set of starting skills for your dwarves is viable (and that's before you even think about equipment, which adds more variables).&lt;br /&gt;
&lt;br /&gt;
In the longer term a few other constraints may influence your choices of skills:&lt;br /&gt;
&lt;br /&gt;
#Some skills are harder to gain experience in than others - requiring valuable resources or taking an extended period of time, and thus inconvenient to train from the ground up.  Investing in some of these extensively in your initial dwarves can make those industries much less painful to start.  For example, metal-related skills generally eat metal bars, and thus the less time you spend training metal workers up to a decent level, the faster they'll be churning out high-quality items for you, and the fewer bars they'll waste becoming skilled.  On the other hand, despite its importance, skills like mining train relatively quickly and barring extenuating circumstances (expected need to accomplish particular digging projects in the first month or you'll get mauled by a Giant for example) there's little need to actually invest your starting skills in it - they can learn on the job.  &lt;br /&gt;
#Keep in mind that some skills are used to make {{l|legendary artifact}}s, and successfully making an artifact will give the dwarf a lot of experience in the used skill.  It can be worth investing in some skills solely to bias your artifact skill pool in the hopes of getting a legendary dwarf in an industry you want to really get working on a year or two in. (See {{l|Strange mood}}s for more info.)&lt;br /&gt;
#While its possible to feed your fortress on nothing but caravan goods, you'll never come by enough alcohol that way, so you'll eventually need to grow crops for brewing, and dwarfs will literally go crazy if forced to drink nothing but water for long periods.  Thus you'll want to plan for farming eventually - not that you need to bring a highly skilled {{l|Grower}}, but it'll certainly be ''very'' helpful.  Likewise, a skilled {{l|brewer}} produces higher quality {{l|alcohol}} (''though the quality is hidden!)'', which improves your dwarves' mood, as does a skilled {{l|cook}} with the foods they prepare.  However, most food can be eaten raw, and so long as they are not starving there is life.&lt;br /&gt;
#If you plan on settling in a dangerous area, consider including at least some military skills, if not a dedicated {{l|soldier}}, or several.  The nature of the environment should dictate the military skills chosen (for example, marksdwarves will be an ineffective counter to expected roving hordes of {{l|skeletal}} wildlife).&lt;br /&gt;
&lt;br /&gt;
The following skills will be &amp;quot;used&amp;quot;, to one extent or another, by virtually every fortress - but that doesn't mean you &amp;quot;need&amp;quot; to have them to start.  You could manipulate the fortress (see [[challenge]]) to completely avoid one or more, but these are the usual &amp;quot;no brainers&amp;quot; that form the foundation of your typical fortress:&lt;br /&gt;
:{{l|Mining}} - to dig your fortress, and gain stone for projects&lt;br /&gt;
:{{l|Carpentry}} - {{l|bed}}s can only be produced from {{l|wood}} (rare {{l|mood}}s aside)&lt;br /&gt;
:{{l|Masonry}} - to build walls and stairs, and fashion dwarven furniture from stone &lt;br /&gt;
:{{l|Grower|Growing}} - your farmers' work echoes throughout so many other tasks, it's stunning&lt;br /&gt;
:{{l|Brewing}} - all dwarves &amp;quot;need alcohol to get through the working day&amp;quot;&lt;br /&gt;
:{{l|Cooking}} - it is ''not'' absolutely necessary, but its benefits are so vast that it's hard to ignore&lt;br /&gt;
:{{l|Mechanics}} - if you want traps, and most people will.  Also needed for most machinery&lt;br /&gt;
:{{l|Metalsmith|Metalworking skill(s)}} - if you want anything from metal (there are 4 to choose from)&lt;br /&gt;
:{{l|Architecture|Building Designer}} - mandatory for some buildings and constructions, but skill only improves speed a tad and increases structure {{l|value}} &lt;br /&gt;
:{{l|Broker skills}} - most importantly {{l|appraiser}} - for {{l|trade|trading}}&lt;br /&gt;
:{{l|Military}} skills - hard not to have combat at some point, but whether sooner or later is the question.  Many to choose from.&lt;br /&gt;
:{{L |Doctor}} skills - exactly how these work is not clear at this time, but they're included here now &amp;quot;just in case&amp;quot;. ''(Level 2 of each of the 5 medical skills are included in the &amp;quot;Play Now&amp;quot; option, so that's something.)''&lt;br /&gt;
&lt;br /&gt;
''Note! - Some new skills in 01.30.01 are unclear as to their use/need - Observer, Fighter, Leader and so on.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Many other skills will certainly be used, but not often enough (or critical enough) to spend (many? any?) points on for your beginning 7 dwarves - remember, '''any skill can be used untrained, and/or get trained on the job''' - it just means a slower process and/or average lower quality product than if done by a dwarf with a higher {{l|experience|skill level}}.&lt;br /&gt;
&lt;br /&gt;
Every other skill is only useful if you want it to be.  Skills have to be balanced against your play-style, the environment (danger, ores, other resources), the relative value of the final product, and what you must give up to gain those skills.  &lt;br /&gt;
&lt;br /&gt;
Of the above, Masonry, Growing, Brewing, Cooking, and Mechanics are generally worth considering as &amp;quot;highly desirable&amp;quot; starting skills for your dwarves.  Carpentry is used, but opinions differ - on one hand, wood items are just not worth that much {{l|value}}-wise ''(10's of dwarfbucks vs 100's for stone furniture or 1000's for armor or prepared foods, for instance)'', so the difference in monetary value between high-quality and no-quality is minor for wood products. However, high-quality {{l|bed}}s are one of the easiest ways to help make and keep your dwarves {{l|thought|happy}} (since every dwarf will encounter a bed regularly), so some players swear by it.  Mining is important but also fast to train, so one or two (semi-)skilled miners is usually ample. Once you have some seeds, your Grower can produce any above-ground plant better than in the wild, so {{l|Herbalism}} is often used only early in the game to gather some sample plants and never again, so &amp;quot;unskilled&amp;quot; covers many players' needs there.  You will almost certainly have animals to butcher, but skill in {{l|butchery}} produces nothing of &amp;quot;quality&amp;quot; (meat is meat) and speed is usually not a consideration for the typical demand (butchering unwanted offspring, like kittens), and you'll be able to easily train a bonecarver (or end up with {{l|legendary}} skill from a {{l|mood}}) and tanner off a {{l|migrant}}, so these three are less critical to start with.  A minimum of Leadership skills are highly recommended to start with at the Novice (1 pt) level - it'll make your life much easier (especially Novice level of {{l|Appraiser}}, at least).&lt;br /&gt;
&lt;br /&gt;
Of course, even near-certainty that you will use these skills doesn't mean you have to start with dwarves already skilled in them.  Ultimately the answer to &amp;quot;What skills do I need?&amp;quot; is &amp;quot;Whichever ''you'' want&amp;quot;.  Choosing a mixture of these commonly used skills and your desired specialized skills will make starting up your fortress easier and more efficient.&lt;br /&gt;
&lt;br /&gt;
====Generalist vs Specialist====&lt;br /&gt;
Any dwarf can have any labor designated, and they will perform that task and learn or improve that skill, even if they have no skill related to that labor when they start.  So you don't need an example of every skill.  A skilled dwarf will produce a better {{l|quality}} product, and/or do it faster, but if that's rarely used, &amp;quot;faster&amp;quot; doesn't mean as much.  Many jobs have no real &amp;quot;product&amp;quot;, and so no quality modifiers - plant gathering, wood cutting, wood burning, smelting, animal trainer, etc. etc. merely produce &amp;quot;stuff&amp;quot;, not &amp;quot;quality stuff&amp;quot;, or may not be used very often, and/or not be used much after the first year of the fortress.  There are as many opinions about balancing generalists with specialists as there are players.&lt;br /&gt;
&lt;br /&gt;
Some skills are also trained up fairly quickly or cheaply, especially where the task consumes no (valuable) materials, or doesn't matter in the final product - mining, furnace operator, wood cutting, butcher, tanner, glass making and (especially) {{l|administrator}} skills being only a few examples.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
NEEDS REWRITING ONCE WE HAVE THE NEW DATA&lt;br /&gt;
&lt;br /&gt;
Another consideration are {{l|attributes}} - a dwarf with 10 skills at Novice each has 5000 {{l|Experience#Increasing skills|experience}}, or just over 2 {{l|attribute}}s, while a dwarf with 2 skills at Proficient has 7000 experience, or almost 3 attributes.  One extra Agility can make a big difference in tasks, one extra Strength or Toughness make the difference in an unexpected combat, etc. etc.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Combining Skills ====&lt;br /&gt;
Some {{l|skills}} are highly time-consuming, and working at different jobs levels up specific {{l|attribute}}s. One could level up a miner until he becomes mighty and ultra-tough - and then turn him into a soldier, or retire him to haul stone.  If you plan on doing so, it may not be a good idea to give this guy a second critical job that will demand a lot of time away from their focus.  There are many parts to a suit of armour, so armoursmithing will take more time than weaponsmithing - once you have one weapon per soldier, he's done.  Masons, miners, growers, and any craft that your fortress will base their economy off of (glass, stonecrafts, armour, etc) will take a lot of time.&lt;br /&gt;
&lt;br /&gt;
Since tasks will take place in specific areas, another approach is to combine tasks into dwarves who will take care of a specific industry, or spend all their time in one generally narrow part of the fortress - the forges, or the kitchens, or outdoors, for instance.  So combining Farming with cooking, rather than mining, for example, and turn on only Haul Food, not Haul Stone.  Woodcutter/Herbalist/Mason/Axedwarf (for outdoor walls/projects) might be another combination - the possibilities are endless.&lt;br /&gt;
&lt;br /&gt;
Some combinations follow naturally in sequence to each other, but also can conflict with each other. One animal is butchered, then the leather is tanned, and the meat is cooked. But if you have 5 animals, several will rot before one dwarf can process all of those.  A highly skilled craftsdwarf is often better suited at sitting in their {{l|workshop}} and having others deliver raw materials to them, than going out and obtaining their own raw materials themselves.&lt;br /&gt;
&lt;br /&gt;
Many builds recommend combinations such as:&lt;br /&gt;
&lt;br /&gt;
* '''Outdoors''': Woodcutter/Plant Gatherer. Add {{l|axeman|Axedwarf}} for added security. &lt;br /&gt;
* '''Mason+____''' : In many fortresses, the Mason is a very busy dwarf. He could be a spare miner, have abilities that are only rarely needed, or do tasks that can be accomplished quickly like {{l|building designer}}.&lt;br /&gt;
* '''Farmer/Cook, Farmer/Brewer'''. Basic two-person food team.&lt;br /&gt;
* '''Farmer/Herbalist, Farmer/Brewer/Cook'''. One bold dwarf to farm and venture outside looking for wild plants, the other to keep busy in the {{l|still}}, kitchen, and indoor farms.&lt;br /&gt;
* '''Boss''': Novice {{l|Negotiator}}/Novice {{l|Judge of intent}}/Novice {{l|Appraiser}}. This guy will be your {{l|Leader}} and {{l|Trader}}; you can make him {{l|record keeper}} too (the default), at least to start with.  Combine this with a single time-intensive task such as {{l|Masonry}} and optionally turn off all hauling tasks right at the start of the game.  Or keep him a generalist, or combine with one of the other options.&lt;br /&gt;
* '''Weaponsmith/Leatherworker''': If they're not arming your military, they're making leather armor for them.&lt;br /&gt;
* '''{{l|Craftsdwarf}}''', depending on your strategy - e.g. {{l|glass}} maker, {{l|weaponsmith}} or {{l|armorsmith}}, sometimes combined with related tasks from that industry ({{l|furnace operating}}, {{l|wood burner|wood burning}}). Typically an item hauler in the initial months of your fortress, this dwarf may become one of your most valuable dwarves later.&lt;br /&gt;
&lt;br /&gt;
Not all combinations have to &amp;quot;look right&amp;quot; together.  A weaponsmith will most probably not spend nearly 100% of their time creating weapons - what they do with the other part of their time may have nothing at all to do with forges or smithing.  &lt;br /&gt;
&lt;br /&gt;
* '''Grower/GemCutter''' (or Grower/x-Craft): When gems are found, he's there, otherwise he's outstanding in his fields.&lt;br /&gt;
* '''Mechanic/Brewer''': usually produces the mechanized defenses, but does moonshining when it's called for.&lt;br /&gt;
* '''Miner/______''': This dwarf will quickly become legendary in mining, and then retire to pursue something else full time. On call for important veins of high-value ore. &lt;br /&gt;
* '''Brewer/Appraiser/Leatherworker''': several typically low-demand skills&lt;br /&gt;
* '''StoneCrafter/Herbalist''' - after quickly finding above-ground plants for seeds for the first season, they never go back unless something goes wrong.&lt;br /&gt;
* '''(x-Craft)/Armor User''': Plan for the future - armor using is slow to train in if this dwarf is ever going to join the military.&lt;br /&gt;
&lt;br /&gt;
You can max out one skill and have several lower-level skills additionally, or just several skills that are not maxed out - the combinations are (almost) infinite.&lt;br /&gt;
&lt;br /&gt;
Combinations like these often have one {{l|moodable}} skill and one non-moodable (or a less desired moodable skill at lower level), so any mood will improve the desired one.&lt;br /&gt;
&lt;br /&gt;
==== Combining Skills for Moods ====&lt;br /&gt;
&lt;br /&gt;
{{l|Strange mood}}s will create a Legendary skill of the &amp;quot;moodable&amp;quot; skill with the highest level, and moods take hold of dwarfs with different professions at different rates.  Some skills are &amp;quot;moodable&amp;quot; where others are not. Another consideration is to place desired moodable skills with non-moodable, to ensure that both the professions and highest skills stay as preferred.  Usually this involves one &amp;quot;craft&amp;quot; skill and one &amp;quot;farmer&amp;quot; type skill, such as Armor/Cook, or Weapon/Brewer.  This can take some manipulation, and is not of primary concern to many players.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
&lt;br /&gt;
An experienced player can start out with no skills for their starting dwarves, 2 copper nuggets and an anvil - and nothing else - and have {{l|Make_your_own_weapons#Minimalist_challenge_build|everything they need}}.  So what is &amp;quot;needed&amp;quot; is up to what you think is &amp;quot;fun&amp;quot; vs. &amp;quot;too hard&amp;quot; etc. etc. etc.&lt;br /&gt;
&lt;br /&gt;
Some basics are recommended for all builds. Unless you plan to {{l|DIY}}, you definitely need to bring one {{l|pick}} for each {{l|miner}}, and if you plan to gather wood, you need an {{l|axe}}, which will become a weapon in wartime.  Also a minimum of about 25-30* {{l|food}} and about 55-60* {{l|alcohol}}, which should get 7 dwarfs through to the first {{l|caravan}} in Fall.  Everything else depends on your strategy and on how tough or leisurely a challenge you want the game to be.&lt;br /&gt;
&lt;br /&gt;
::''(* A single dwarf eats about 2x/season, and drinks about 4x/season.  With 7 dwarfs that's ~approximately~ 14 meals per season and 28 alcohol per season, or ~28 meals and ~56 alcohol until the end of Summer.  The Caravan is due sometime in Autumn, usually early Autumn, in the second week or so, but the first won't have enough to keep you going until whenever the next one arrives.  Hopefully you'll have some food and brewing industry going by the first, or soon after.)''&lt;br /&gt;
&lt;br /&gt;
Note: Many builds recommend that you bring many different cheap foods, in quantities ending in a &amp;quot;1&amp;quot; (1, 11, 21, etc.), and alcohols in amounts ending in a &amp;quot;1&amp;quot; or &amp;quot;6&amp;quot;.  This is to maximize the number of free {{l|barrels}} you start with; dry foodstuffs fit 10/barrel, and (pre-embark) alcohol fits 5/barrel.  More barrels will let you build a larger stockpile for your first winter and conserves the {{l|wood}} you need to cut and shape in the early game for beds and other necessities.  (Seeds are 100/bag, and you don't need near that many of any one type, so 6 bags max with this approach. Even if you don't plan on growing much {{l|cave wheat}}, starting with 1 seed and getting the free bag, and planting that one see later and dumping the result could be worth it.)&lt;br /&gt;
&lt;br /&gt;
===== Items for moods =====&lt;br /&gt;
When a dwarf is taken by a {{l|strange mood}}, they often need obscure material or they will go insane and die, possibly with severe consequences to an entire fortress.  Bringing along some of the harder to find ores ({{l|cassiterite}}, {{l|sphalerite}}, {{l|bismuthinite}}, {{l|garnierite}}) and shells ({{l|cave lobster}}, {{l|turtle}}), and putting those aside, forbidding their use &amp;quot;just in case&amp;quot;, is spending a few points on an insurance policy. Bringing along a few bits of cloth thread is a good idea.  Just in case.&lt;br /&gt;
&lt;br /&gt;
===== Free Equipment =====&lt;br /&gt;
&lt;br /&gt;
Dwarves who start with the ambusher skill may get some leather {{l|armor}}, a crossbow and some bolts for free.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--ANOTHER POINT THAT NEEDS MORE RESEARCH&lt;br /&gt;
: As of 27.176.40, this appears to only be true if they have no civilian trade skills - military and social skills are fine, and administrator skills so long as they are not higher than Ambusher.  Replace any of those skills with something civilian and they show up in street clothes.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Different starting cultures====&lt;br /&gt;
Before actually hitting &amp;quot;embark&amp;quot;, you often have the option to choose one of several starting dwarven cultures (one of the options shown when you {{k|Tab}} through the various sub-screens). Different cultures will have different meats, fish, stones and etc to offer, and occasionally even different types of armour.  The only way to know which is &amp;quot;best&amp;quot; is to remember ''exactly'' where on the 3 maps your embark site is, select one culture, embark and see what they have to offer, then hit {{k|Esc}} and  &amp;quot;abandon game&amp;quot;, and try it again with a different culture and compare. A real pain, sometimes. (Make a note about your exact starting location, don't trust it to memory.)&lt;br /&gt;
&lt;br /&gt;
= Site considerations =&lt;br /&gt;
Each fortress {{l|location}} offers particular challenges and opportunities, and can make different demands on your starting build. The starting builds below should be adjusted depending on the {{l|region}} your fort occupies, the specific vision you have of your fortress, and what it will take to {{l|losing|stay alive}} where you're going!&lt;br /&gt;
&lt;br /&gt;
The differences include what {{l|biome}}s, {{l|region}}s and stone {{l|layer}}s are present in your chosen embark site, as viewable on the starting menu.&lt;br /&gt;
&lt;br /&gt;
=== General Surroundings ===&lt;br /&gt;
Simply put, if your {{l|surroundings}} are {{l|evil}} or {{l|savage}}, your dwarfs have a higher risk of suddenly facing personal combat before they are safely behind their defenses.  Consider bringing extra weaponry, in the form of axes, picks or crossbows (see {{l|Starting_builds#Free_Equipment|free equipment}}).  Hand in hand with those, consider skill mixes that include {{l|axedwarf}}, {{l|mining}} (the skill used to wield a pick), {{l|marksdwarf}}, or {{l|wrestling}} (a solid unarmed-combat skill).&lt;br /&gt;
&lt;br /&gt;
The same is true if you are embarking near an exposed magma vent or an open chasm - these features can be seen on the embark map, but it's impossible to tell if they are &amp;quot;open&amp;quot; to the surface or not, until you are there in person.&lt;br /&gt;
&lt;br /&gt;
Be sure to include some source of {{l|water}} on the map, preferably running {{l|water}}.  Water is (almost) essential for any fortress.  In Cold and Freezing climates  streams and {{l|lake}}s will often be frozen year-round and your dwarves may quickly die of exposure, in Hot climates {{l|murky pool}}s will dry up, and in Dry ones rain will only rarely re-fill them, if ever.  Choose Temperate or tropical zones for an easier game.&lt;br /&gt;
&lt;br /&gt;
===Aquifers===&lt;br /&gt;
If an {{l|aquifer}} is present in the first soil or stone layers (visible on the pre-embark menu), it may bar all access to {{l|stone}} and {{l|ore}} until you find a way through the water barrier.  Consider bringing some stone for building, and ore for your first basic needs, may be critical.&lt;br /&gt;
&lt;br /&gt;
=== Mountains ===&lt;br /&gt;
Mountains often have abundant {{l|ore}}s, but at the loss of trees and plants. {{l|Magma}} and rare {{l|metal}}s lure settlers here, but {{l|giant eagle}}s and {{l|chasm}} dwellers are potent threats.  You'll want to include a sufficient amount non-mountainous areas in your embark area to obtain lumber and food - or, failing this, to pack a lot of extra food and logs.&lt;br /&gt;
&lt;br /&gt;
Depending on the exact layers, it's common to find exposed {{l|vein}}s of useful {{l|ore}}s that can be immediately mined for {{l|DIY}} weapons and tools.&lt;br /&gt;
&lt;br /&gt;
=== Wooded/Plains ===&lt;br /&gt;
Flatlands with at least some trees and gatherable plants can also make for highly successful fortresses.  Advantages over mountain zones include abundant trees and plants, guaranteed agriculture both on the surface and underground, and (unless frozen) more abundant water.  There are even (rare) magma vents. More water also means a high likelyhood of an {{l|aquifier}} being present. Make sure to check on embark.&lt;br /&gt;
&lt;br /&gt;
The greatest disadvantage is the potential lack of exposed {{l|stone}} to mine.  Fewer elevations means fewer exploitable z-levels.  The first level(s) below the surface is often {{l|soil}} of some type, which offers no building materials or ores.  However, soil is mined much more quickly than stone (x3-x4 faster), and expansive accommodations (rooms) can be achieved quickly even by untrained miners.  You will find stone, you just have to go down a bit for it - but that's what dwarves do, isn't it?&lt;br /&gt;
&lt;br /&gt;
{{l|Experience|Training}} a {{l|Miner}} from No Skill to Proficient takes &amp;lt;NEED NEW TIME&amp;gt; in soil, and to Legendary in less than &amp;lt;DITTO&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Oceanside ===&lt;br /&gt;
With many features in common with some of the above locations, {{l|beach}}es are often a mix of ease intermingled with bouts of extreme difficulty. Minerals and trees are often abundant, as well as farmland and sand, but there is often no drinking water unless the biome has a flowing {{l|water}} of some sort. &lt;br /&gt;
&lt;br /&gt;
By definition, the settlement will fall between (at least) two {{l|biome}}s (one land, one water), potentially hazardous if the player expects a peaceful oceanside meadow, without realizing the {{l|terrifying}} ocean is full of amphibious zombie {{l|whale}}s.&lt;br /&gt;
&lt;br /&gt;
=== Desert, Glaciers, and Barren ===&lt;br /&gt;
Treeless (or near-treeless) [[biome]]s are challenging sites for a fortress: you get most of the disadvantages of a flatland site without having access to nearly as many trees and plants.  However, near-lifeless zones such as {{l|glacier}}s are wonderful for those with slower machines, as there's little to burden the CPU but your dwarves and livestock.  {{l|Desert}}s and barren areas often have sand; with a sufficient source of energy (preferably magma), you can build almost anything out of unlimited glass.&lt;br /&gt;
&lt;br /&gt;
Hunters should be replaced with fisherdwarfs and a fish cleaner (although the latter can be easily trained).  Depending how much water vs. land, more starting wood and ores might be helpful.  Swimming is rarely useful in Fortress mode, even at the beach, and can be trained.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sample starting builds==&lt;br /&gt;
See {{l|starting build design}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Starting FAQ}}&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Dorten</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Fire_snake&amp;diff=48088</id>
		<title>40d Talk:Fire snake</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Fire_snake&amp;diff=48088"/>
		<updated>2009-08-17T09:06:46Z</updated>

		<summary type="html">&lt;p&gt;Dorten: /* Extraction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Fire snakes and cats ==&lt;br /&gt;
&lt;br /&gt;
My cats seem to ignore the fire snakes. This makes me kind of scared.&lt;br /&gt;
Are they just busy doing other things, or are fire snakes cat-immune? [[User:Tardface|Tardface]] 13:19, 21 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Cats ignore fire snakes.  Probably because they're too hot to bite, what with being filled with liquid fire and all. -Dkarrde&lt;br /&gt;
&lt;br /&gt;
::Some people declare otherwise.  I, personally, am of no help here. Never had areas frequented by cats also frequented by fire snakes.&lt;br /&gt;
::It seems that cats are usually busy around fire snakes.  Not that they are immune.  Vaguely recall dead fire snake. --[[User:Zchris13|Zchris13]] 17:51, 21 April 2009 (UTC)&lt;br /&gt;
:::In my game, at least, they go completely ignored.  I have at least thirty cats and constantly find dead vermin of every kind around my booze and food piles, ''except'' fire snakes, which populate the area because my fort is built around a magma pipe.  The fire snakes rampage through my stuff unhindered while cats blither about.  I've had to employ dedicated trappers to try to limit the barrel/bin destruction.  -Dkarrde&lt;br /&gt;
&lt;br /&gt;
== moved from Liquid Fire discussion page ==&lt;br /&gt;
&lt;br /&gt;
Okay, well I've just seen some fire snakes on the map, so I'll give a whirl at trying to catch them and extract some Liquid Fire from them, but if anybody has any info on this process already, this page is conspicuously absent. --[[User:RomeoFalling|RomeoFalling]] 23:00, 4 November 2008 (EST)&lt;br /&gt;
: It worked for me - build an [[animal trap]], leave in animal/cage stockpile, assign &amp;quot;Capture animal&amp;quot; as a task in the [[Kennels]] menu, and dwarves with Trapping enabled should set to work. Either that or build the trap on the edge of the magma vent and bait it with meat. With a [[fire snake]] trapped, set task &amp;quot;Extract from a small dead animal&amp;quot; in the [[Butcher]]y menu. I think you need a vial or [[flask]] available to catch the squeezed snake drippings. We can still only speculate whether Liquid Fire is a potent venom for dipping arrowheads, or suitable for mixing into cocktails, because it's only a trade good for now. Also, I think [[vermin]]ious fire snakes were finding ways to burn their way out of wooden cages, and burning sandbags(!) leaving piles of sand. --[[User:Jellyfishgreen|Jellyfishgreen]] 13:01, 5 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:: One of my kittens mysteriously caught on fire, so I'm assuming fire snakes can burn things. I've built an iron trap and am placing it next to the only path from the magma into my fortress. If fire snakes can set things on fire, that should go in the wiki somewhere. Any suggestions as to where? --[[User:RomeoFalling|RomeoFalling]] 18:58, 5 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::OMG!  [http://www.urbandictionary.com/define.php?term=NEDM NEDM]!  Dwarf Fortress just blows my mind sometimes.&lt;br /&gt;
&lt;br /&gt;
:::Looking at the raws again, fire snakes have a FIXED_TEMP of 14000.  According to [[temperature scale]], this means they have a body temperature of 4000 degrees Fahrenheit.  That's actually higher even than bauxite's melting temperature.  I am suddenly ''damn'' glad I didn't put my booze stockpile right next to the magma pipe.  Though the explosion would have been awesome.  Confusing, but awesome.  &lt;br /&gt;
&lt;br /&gt;
:::I do have an ore stockpile there, and I've seen fire snakes darting around it.  I guess it takes a while before the heat transfer causes melting, 'cause I've never seen melted ore there.  Yet.--[[User:Maximus|Maximus]] 00:01, 6 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Oh, and they are also the only creatures with [IMMOLATE].  The fun never stops.--[[User:Maximus|Maximus]] 00:12, 6 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
I think it would be a fantastic inclusion if liquid fire could be loaded a unit at a time into traps that exploded and caught victims on fire when triggered. --[[User:SquidDNA|SquidDNA]] 14:51, 27 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Value of Liquid Fire==&lt;br /&gt;
My extraction seems always to produce 5 units at 100☼ each per snake/vial, for a value of 500, not 1000.  Can anyone else explain the 1000 price?  Older version, maybe?  The only way I get 1000 is if you include a vial worth 500.  --[[User:Oddrune|Oddrune]] 06:39, 26 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Extraction==&lt;br /&gt;
After being extracted, my liquid fire seems to stay in the vials and never gets transferred into barrels (for storage in an appropriate food stockpile). Do I need suitably fireproof barrels, or is the storage of extracts within barrels something that only other civilizations are capable of doing (similar to milking large animals)? --[[User:Quietust|Quietust]] 01:10, 17 August 2009 (UTC)q&lt;br /&gt;
:It's not meant to be stored in barrels. It will stay in vials, which can be placed in bins.--[[User:Dorten|Dorten]] 09:06, 17 August 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Dorten</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Glass&amp;diff=28354</id>
		<title>40d Talk:Glass</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Glass&amp;diff=28354"/>
		<updated>2009-06-08T10:35:15Z</updated>

		<summary type="html">&lt;p&gt;Dorten: /* Green glass as gems */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Quantities Required==&lt;br /&gt;
Do some items require more sand than others? Or can you really make furniture from one bag each? --[[User:Strangething|Strangething]] 17:33, 21 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:From my glass-tower fort days, I'm inclined to say 'yes'. Every glass item, from a gem to a floodgate, only requires one bag of sand. I certainly don't remember having any problems with running out of sand, once I started using the manager screen to order an equal amount of sand collection before each glass item order. Probably a good idea to test in the latest version though. --[[User:Raumkraut|Raumkraut]] 03:40, 22 July 2008 (EDT)&lt;br /&gt;
:Just tested in 0.28.181.39c: A raw green glass (gem) and a green glass floodgate both used a single bag of sand (plus a unit of fuel). --[[User:Raumkraut|Raumkraut]] 05:35, 22 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Glass Traps==&lt;br /&gt;
With v 33b, I have successfully made trap components without difficulty, so I've deleted the reference to bars being required.  This raises the issue, however, of what damage rating the various sorts of glass get.  As far as I can tell, glass doesn't appear in the mat glosses, so I'm not sure how to determine what the actual value is.  Anyone have a suggestion? [[User:Doctorlucky|Doctorlucky]] 01:46, 22 November 2007 (EST)&lt;br /&gt;
:I can't answer your question of getting the data from the files, but apparently someone has confirmed glass as having 50% damage, so I removed your verify tag and pointed to my source. [[User:Runspotrun|Runspotrun]] 04:31, 22 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Products==&lt;br /&gt;
:&amp;quot;Raw glass is essentially a low-value gem, a frequent request of dwarves undergoing a strange mood. Given its abundance, raw green glass makes an excellent training material for practicing the gem cutting skill.&amp;quot;&lt;br /&gt;
::In 33g, I'm having trouble making raw glass show up for cutting in the Jeweler's Workshop. GreyMario on #bay12games @ WorldIRC.net suggests that raw glass is not able to be cut to train the gem cutting skill. If it is possible to cut raw glass, is there something special that needs to be done, or some reason why it wouldn't show up in the screen? If it isn't possible, the above line needs to be removed from Products. [[User:Rkyeun|Rkyeun]] 00:19, 26 February 2008 (EST)&lt;br /&gt;
:::I believe there currently is a bug where raw and cut clear and crystal glass does not shop up on the jeweler's workshop screen.  You can get around it with the manager.  [[User:Bouchart|Bouchart]] 00:30, 26 February 2008 (EST)&lt;br /&gt;
::::Confirmed (33g). The manager can queue glass cutting jobs, which are then processed normally. I will make a note of this in the article. [[User:Rkyeun|Rkyeun]] 00:37, 26 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==The Raw Glass==&lt;br /&gt;
:I am having trouble making raw glass i think its some kind of bug but when they go get the sand then they will bring it to the furnace only to stop making it and it will go off my que even if its on repeat, they do how ever use the sand so can my swarfs fail at making raw glass. i have this problem   alot with my magma forges and furnaces [[User:Rock n rat|Rock n rat]&lt;br /&gt;
::Are you sure they didn't make raw glass and then run out of sand (Check your gem bins)?  If you've got Collect Sand and Make Raw Glass both on repeat, when they run out of sand they'll switch to gather sand and when they run out of bags they'll switch to make raw glass.  Occasionally they'll cancel one of them, but most of the time they'll just move the active job to the top. --[[User:Squirrelloid|Squirrelloid]] 19:26, 24 April 2008 (EDT)&lt;br /&gt;
:::And you do have fuel for the furnace, right? Also, other than green glass needs additional materials. --[[User:Karpatius|Karp]] 17:59, 4 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Glass furniture made by a Mason? ==&lt;br /&gt;
&lt;br /&gt;
According to [[gem]], it's possible to use glass (presumably they're talking about raw glass) as a stone for making tables and doors.  If this is the case, there's no real point in having a skilled glassmaker, as you could just make raw glass for your highly-skilled masons.  Thoughts?  [[User:Gairabad|Gairabad]] 22:15, 7 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:It's not like you're going to run out of stone.  You can run out of gems, though, so if you want to train a gem cutter/setter, use raw glass.  Aside from that, glass is most useful for making the things you can't make out of stone: trap weapons, terrariums, tubes, windows, vials... I think that's it.  High-quality glass trap weapons (and terraria) are really quite good.  Pity Toady still doesn't let us make glass [http://en.wikipedia.org/wiki/Carboy demijohns].--[[User:Maximus|Maximus]] 23:16, 7 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::The only ores with value &amp;gt;3 are the iron ores, native silver, native gold, native platinum, native aluminum, and raw adamantine.  It seems unlikely that you'll have enough of those to build all your fortress's furniture, but you might have enough clear glass.  So clear glass furniture makes sense for a classy fortress.  [[User:Gairabad|Gairabad]] 00:58, 8 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I don't think raw glass is usable in a mason's workshop (although it has been a long while since I last tried it). To get tables and chairs of glass you need to make them directly at the furnace. [[User:VengefulDonut|VengefulDonut]] 09:25, 8 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Clear glass is a pain to make.  Woodcutting, ashery, kiln, glass furnace, plus sand collection and hauling for everything.  In fact, it may be the single most complicated material to make in all of DF, short of crystal glass, which adds one more ingredient.  Clear glass is fancy, certainly, but best left to challenge builds.  And as far as I know, dwarves ignore item [[value]] -- a masterpiece basalt chair is a thing of beauty while a no-quality platinum table is ho-hum.  (Item value contributes to overall bedroom value, but expensive ones are off-limits to non-legendary dwarves.  Good food and drink is a much easier way to keep dwarves ecstatic.)--[[User:Maximus|Maximus]] 22:55, 8 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Hmmm...  You may be right about the quality thing.  Looking at the thoughts page, we have one thought following the template &amp;quot;admired {a/own} {quality} {building} lately&amp;quot; and another following the template &amp;quot;admired (own?) very fine/splendid/wonderful/completely sublime/tastefully arranged ___ lately&amp;quot;.  So my guess is that the first thought depends only on quality, while the second thought depends on value.  The second thought might only be for statues.  As for clear glass, please do not doubt my mastery of efficient fortress design and operation.  :-P  [[User:Gairabad|Gairabad]] 23:58, 8 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:You can't make furniture from raw glass in the way you describe. Masons only use stones made of stone for their tasks (stones made of green glass are invalid, stones made of clear diamond are valid). Raw glass is a rough gem made of glass (rough gems made of granite are invalid). [[User:Rkyeun|Rkyeun]] 08:51, 25 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== raw glass cannot be cut by Jewelers to make glass gems ==&lt;br /&gt;
&lt;br /&gt;
According to this article, raw glass can be cut by a gem cutter just like other rough gems.&lt;br /&gt;
I have produced raw glass.  It has been placed in my gem stockpile (just like a rough or cut gem) but it does not appear in the workshop menu to be cut or encrusted.  I repeat:  raw glass does not appear as an option for cut or encrust.  What am I missing here?  Is this a bug in 40d?  What the heck else is raw glass good for?!--[[User:Jpwrunyan|Jpwrunyan]] 02:08, 16 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:As I recall, raw _green_ glass shows up just fine, but clear glass does not for some reason.  Use the manager's screen to order clear glass to be cut. --[[User:Squirrelloid|Squirrelloid]] 05:10, 16 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::Ah, thank you very much!  Indeed I have been making ''clear glass'' (I have never tried using the manager screen before either...)--[[User:Jpwrunyan|Jpwrunyan]] 08:13, 16 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Glass is Magma-Proof? ==&lt;br /&gt;
I have some glass items that have been submerged in magma for an awful long time. Is glass somehow magma proof? Has anyone got molten glass or made glass buildings deconstruct under magma assault? --[[User:Rkyeun|Rkyeun]] 19:12, 1 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:The [[magma-safe materials]] page says that glass ''furniture'' won't melt when dumped in magma.  It seems like a good thing to add to this article. --[[User:LegacyCWAL|LegacyCWAL]] 13:13, 2 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I have noticed the same thing for dumped iron weapons: They get dumped in magma and they didn't melt. Also, I had a floodgate that wasn't magma safe, but it didn't melt either.  Is that a random chance thing or does it take time (it was only exposed for ~1 season)?--[[User:Kwieland|Kwieland]] 14:40, 2 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Limestone?==&lt;br /&gt;
Why was a comparison to the value of limestone added?  I don't see the reason?--[[User:Mithra|Mithra]] 20:49, 22 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==The cake is a lie==&lt;br /&gt;
&amp;quot;Behind a green glass door, there is cinnamon grossular and yellow spessartine, but no pink garnet or purple spinel.&amp;quot;  Is this an in-joke or something?  If so, I don't get it.  (I've played Portal.)  If it's not, then what is going on with this sentence?  I'd recommend either explaining it or taking it out.&lt;br /&gt;
&lt;br /&gt;
== Green glass as gems ==&lt;br /&gt;
i had a dwarf in a strange mood ignore my Raw Green glass, till i got some gems proper.. why was this (he did want uncut gems) [[User:Corhen|Corhen]] 04:50, 8 June 2009 (UTC)&lt;br /&gt;
:That's because when he wants glass, he'll ask for glass. This time he wanted gems. Glass is not a  gem, you know--[[User:Dorten|Dorten]] 10:35, 8 June 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Dorten</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Fisher_berry&amp;diff=16094</id>
		<title>40d Talk:Fisher berry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Fisher_berry&amp;diff=16094"/>
		<updated>2009-05-28T04:46:12Z</updated>

		<summary type="html">&lt;p&gt;Dorten: /* cook */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;taken from [http://forums.somethingawful.com/showthread.php?threadid=2669677&amp;amp;userid=0&amp;amp;perpage=40&amp;amp;pagenumber=47]&lt;br /&gt;
&lt;br /&gt;
== discrepancy ==&lt;br /&gt;
&lt;br /&gt;
This article contradicts the value shown in the [[List of crops]] page.   Which is correct?&lt;br /&gt;
:Fixed.--[[User:Ikkonoishi|Ikkonoishi]] 23:14, 9 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==cook==&lt;br /&gt;
Odd. Fisher berries can be marked for cooking in z - Kitchen, but in fact can't be cooked. Does this happen with other plants/food items too? --[[User:Höhlenschreck|Höhlenschreck]] 00:18, 28 May 2009 (UTC)&lt;br /&gt;
:[http://i40.tinypic.com/2nm2804.png OH RLY?]--[[User:Dorten|Dorten]] 04:46, 28 May 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Dorten</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Fisher_berry&amp;diff=15979</id>
		<title>40d:Fisher berry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Fisher_berry&amp;diff=15979"/>
		<updated>2009-05-28T04:43:32Z</updated>

		<summary type="html">&lt;p&gt;Dorten: Undo revision 41277974 by Höhlenschreck (Talk) Oh, RLY?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Crop|color=#999|seed_color=#999|character=:|name=Fisher berry|seed=Fisher berry Seed|edible=Yes|cookable=Yes|alcohol=[[Fisher berry wine]]|rarity=Common|spring=1|summer=1|autumn=1|winter=1|habitat=Aboveground wet not freezing|uses=&lt;br /&gt;
* [[Food]]&lt;br /&gt;
* [[Alcohol]]&lt;br /&gt;
|other_products=&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center&amp;quot;&amp;gt;''None''&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Fisher berries''' are a outdoor [[crop]] that can be eaten raw or [[brew]]ed to make [[fisher berry wine]].&lt;br /&gt;
&lt;br /&gt;
* Grow time: 500&lt;br /&gt;
* Plant value: 4&lt;br /&gt;
* Drink value: 2&lt;br /&gt;
* Seasons: All&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[List of crops]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Crops]]&lt;br /&gt;
[[Category:Spring crops]]&lt;br /&gt;
[[Category:Summer crops]]&lt;br /&gt;
[[Category:Autumn crops]]&lt;br /&gt;
[[Category:Winter crops]]&lt;/div&gt;</summary>
		<author><name>Dorten</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Clothing_industry&amp;diff=45650</id>
		<title>40d:Clothing industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Clothing_industry&amp;diff=45650"/>
		<updated>2009-05-28T04:33:16Z</updated>

		<summary type="html">&lt;p&gt;Dorten: /* Clothes */ Only adamantine backpacks can be made at clothier's. No place for it in a basic article.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This article is a quick guide to running a self-sufficient '''clothing industry'''.&lt;br /&gt;
&lt;br /&gt;
==Plants or Silk==&lt;br /&gt;
''Requires: A [[farm]], a [[farmer]], and the appropriate [[seeds]]''&amp;lt;br /&amp;gt;&lt;br /&gt;
and/or: ''A [[weaver]], a [[loom]], and spider webs''&lt;br /&gt;
&lt;br /&gt;
There are six [[crops]] that you can [[Farming|grow]] that are used in the clothing industry, and three types of raw silk that can be harvested with varying degrees of difficulty.  Above-ground crops can be [[herbalist|gathered]] rather than farmed, if you don't mind having an unpredictable harvest.  If you are lucky enough to have spiders on your map, or unlucky enough to have [[giant cave spider]]s on your map, you can produce silk cloth in addition to plant fiber cloth.  If you would prefer not to worry about creating the raw materials, you can usually [[Trading|trade]] for thread and dyes.&lt;br /&gt;
&lt;br /&gt;
=====Under ground crops=====&lt;br /&gt;
*[[Pig tail]]s are used to make [[#Thread|thread]], and can be grown in Summer and Autumn.&lt;br /&gt;
*[[Dimple cup]]s are used to make [[#Dyeing|dye]], and can be grown all year round.&lt;br /&gt;
&lt;br /&gt;
=====Above ground crops=====&lt;br /&gt;
*[[Rope reed]] is used to make [[#Thread|thread]], and can be grown all year round.&lt;br /&gt;
*[[Hide root]], [[Sliver barb]] and [[Blade weed]] can be used to make [[#Dyeing|dye]], and can be grown all year round.&lt;br /&gt;
&lt;br /&gt;
=====Silk=====&lt;br /&gt;
*Raw [[silk]] is harvested from spider webs created by [[phantom spider]]s, [[cave spider]]s, and [[giant cave spider]]s.&lt;br /&gt;
&lt;br /&gt;
==Thread==&lt;br /&gt;
''Requires: A [[farmer's workshop]], a [[thresher]], and the appropriate [[#plants|plant]]''&amp;lt;br /&amp;gt;&lt;br /&gt;
and/or: ''A [[weaver]], a [[loom]], and spider webs''&lt;br /&gt;
&lt;br /&gt;
To create thread from harvested plants, you must {{k|q}}uery the [[farmer's workshop]] and order it to {{k|p}}rocess the pig tails and/or rope reed.  Creating thread from silk is somewhat easier: if there are spider [[web]]s available on your map, dwarves with the [[weaving]] labor enabled will gather the webs and automatically spin them into [[silk]] thread.  You may want to make sure that your dwarves are not trying to gather webs from a [[giant cave spider]] without a military escort -- check the {{k|u}}nits list to see if any non-[[vermin]] spiders are listed.&lt;br /&gt;
&lt;br /&gt;
==Cloth==&lt;br /&gt;
''Requires: A [[loom]], a [[weaver]], and spider [[web]]s or plant fiber [[#Thread|thread]]''&lt;br /&gt;
&lt;br /&gt;
By default any thread produced will be automatically woven at the [[loom]].  Plant fibers will be queued for weaving into cloth as soon as they are processed at the [[farmer's workshop]].  Dwarves will automatically gather [[giant cave spider|spider]] silk if it's available, spin it into [[silk]] thread, and this thread will also be automatically woven into silk [[cloth]].  If you prefer to create dyed cloth by dyeing the thread beforehand, you may want to Set Workshop [[Orders]] so that dwarves only weave [[#Dyeing|dyed]] thread.  Cloth can still be dyed after weaving.&lt;br /&gt;
&lt;br /&gt;
==Clothes==&lt;br /&gt;
''Requires: A [[clothier's shop]], a [[clothier]], and some [[#Cloth|cloth]]''&lt;br /&gt;
&lt;br /&gt;
Once the cloth is ready you can sew it into [[clothes]], either for [[trading]] or for your own [[dwarves]] to wear.  The clothier's shop is also where you can [[decorate]] cloth items with a sewn image.  Decorating an imported item (e.g. [[narrow]] goblin clothing) makes it local for purposes of trade offerings, and depending on the quality of the decoration can add significant value to an item.  Quivers, ropes, and bags are all also produced at the clothier's shop.  Bags are critical to establishing a [[glass industry]].&lt;br /&gt;
&lt;br /&gt;
==Dyeing==&lt;br /&gt;
Dyeing is very useful because it adds to the [[value]] of the finished clothes. You can dye either thread or cloth to increase its value. Cloth created from dyed thread cannot be dyed.&lt;br /&gt;
=====Creating dye=====&lt;br /&gt;
''Requires: A [[mill]] or [[quern]], a [[miller]], an empty [[bag]], and the appropriate [[#Plants|plant]]''&lt;br /&gt;
&lt;br /&gt;
Once you have harvested or bought the plants, you can mill them into dye.&lt;br /&gt;
&lt;br /&gt;
=====Using dye=====&lt;br /&gt;
''Requires: A [[dyer's shop]], a [[dyer]], and some dye''&lt;br /&gt;
&lt;br /&gt;
Having the dye, you can dip the clothes or thread into it to increase its value.&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
=====Required worker / labor=====&lt;br /&gt;
*[[Grower]] / Field working&lt;br /&gt;
*[[Thresher]] / Plant processor&lt;br /&gt;
*[[Weaver]] / Weaving&lt;br /&gt;
*[[Clothier]] / Clothes making&lt;br /&gt;
*[[Miller]] / [[Milling]]&lt;br /&gt;
*[[Dyer]] / Dyeing&lt;br /&gt;
&lt;br /&gt;
=====Required buildings=====&lt;br /&gt;
*[[Farm]]&lt;br /&gt;
*[[Farmer's workshop]]&lt;br /&gt;
*[[Loom]]&lt;br /&gt;
*[[Clothier's shop]]&lt;br /&gt;
*Either a [[Millstone]] or a [[Quern]]&lt;br /&gt;
**A Millstone requires a millstone item and a power connection. A Quern only requires a quern item.&lt;br /&gt;
*[[Dyer's shop]] which also requires&lt;br /&gt;
**[[Barrel]]&lt;br /&gt;
**[[Bucket]]&lt;br /&gt;
&lt;br /&gt;
==Sample Industry Plan==&lt;br /&gt;
&lt;br /&gt;
If your intent is to produce equal volumes of thread and dye (so that all of your thread can be dyed) then you could establish a year-round growing cycle with two equally-sized plots above and below ground as follows:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
! Spring&lt;br /&gt;
! Summer&lt;br /&gt;
! Autumn&lt;br /&gt;
! Winter&lt;br /&gt;
|-&lt;br /&gt;
| '''Underground'''&lt;br /&gt;
| [[Dimple cup]]&lt;br /&gt;
| [[Pig tail]]&lt;br /&gt;
| [[Pig tail]]&lt;br /&gt;
| [[Dimple cup]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Above ground'''&lt;br /&gt;
| [[Rope reed]]&lt;br /&gt;
| [[Sliver barb]]&lt;br /&gt;
| [[Blade weed]]&lt;br /&gt;
| [[Rope reed]]&lt;br /&gt;
|}&lt;br /&gt;
This will give you one cloth crop and one dye crop each harvest.  This is not the only way to do it, but it is an example of a growing plan that will keep a [[miller]], a [[thresher]], a [[dyer]], a [[weaver]], and some [[grower]]s employed evenly year-round and provide high-value materials for any tailors in your fort.  If you have access to [[silk]] on your map, you may prefer to substitute a food crop for one of the fiber crops, or brew the excess [[pig tail]] into [[dwarven ale]].&lt;br /&gt;
&lt;br /&gt;
Large fields, [[fertilizer]], and skilled [[grower]]s will produce more raw materials; skilled craftsdwarves will use up the materials faster.  Choose the largest plot size you can sustainably plant and harvest, because eventually your craftsdwarves will be able to go through materials faster than you can grow them and you'll find yourself queueing up new orders each season.  To boost profits, set your workshop [[orders]] to use only dyed thread, leave out [[hide root]] from your growing plan because of its lower [[item value]], and keep the supply channels full of plant products so that you've always got materials to support standing (repeat) work orders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''See Also'''&lt;br /&gt;
*[[Clothing]]&lt;br /&gt;
*[[Leather industry]]&lt;br /&gt;
*[[Farming]]&lt;br /&gt;
*[[Industry]]&lt;br /&gt;
&lt;br /&gt;
{{Farming FAQ}}&lt;br /&gt;
{{Workshops FAQ}}&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Materials]]&lt;br /&gt;
[[Category:Industry]]&lt;/div&gt;</summary>
		<author><name>Dorten</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Soil&amp;diff=2876</id>
		<title>40d:Soil</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Soil&amp;diff=2876"/>
		<updated>2009-05-07T11:37:10Z</updated>

		<summary type="html">&lt;p&gt;Dorten: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Soil is the name for the various kinds of ground that can be [[farming|planted]] on without [[irrigation]] using [[water]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! Tile&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Clay||{{Raw Tile|▓|#800000|#808000}}&lt;br /&gt;
|-&lt;br /&gt;
|Silty Clay||{{Raw Tile|▓|#800000|#c0c0c0}}&lt;br /&gt;
|-&lt;br /&gt;
|Sandy Clay||{{Raw Tile|▒|#800000|#808000}}&lt;br /&gt;
|-&lt;br /&gt;
|Clay Loam||{{Raw Tile|▒|#800000|#c0c0c0}}&lt;br /&gt;
|-&lt;br /&gt;
|Sandy Clay Loam||{{Raw Tile|░|#800000|#808000}}&lt;br /&gt;
|-&lt;br /&gt;
|Silty Clay Loam||{{Raw Tile|░|#800000|#c0c0c0}}&lt;br /&gt;
|-&lt;br /&gt;
|Loam||{{Raw Tile|░|#808000|#c0c0c0}}&lt;br /&gt;
|-&lt;br /&gt;
|Sandy Loam||{{Raw Tile|░|#ffff00|#808000}}&lt;br /&gt;
|-&lt;br /&gt;
|Silt Loam||{{Raw Tile|▒|#808000|#c0c0c0}}&lt;br /&gt;
|-&lt;br /&gt;
|Loamy Sand||{{Raw Tile|▒|#ffff00|#808000}}&lt;br /&gt;
|-&lt;br /&gt;
|Silt||{{Raw Tile|▓|#808000|#c0c0c0}}&lt;br /&gt;
|-&lt;br /&gt;
|Tan Sand||{{Raw Tile|≈|#ffff00|#800000}}&lt;br /&gt;
|-&lt;br /&gt;
|Yellow Sand||{{Raw Tile|≈|#ffff00|#808000}}&lt;br /&gt;
|-&lt;br /&gt;
|White Sand||{{Raw Tile|≈|#ffffff|#808000}}&lt;br /&gt;
|-&lt;br /&gt;
|Black Sand||{{Raw Tile|≈|#808080|#808000}}&lt;br /&gt;
|-&lt;br /&gt;
|Red Sand||{{Raw Tile|≈|#ff0000|#800000}}&lt;br /&gt;
|-&lt;br /&gt;
|Peat||{{Raw Tile|≈|#808080|#808000}}&lt;br /&gt;
|-&lt;br /&gt;
|Pelagic Clay||{{Raw Tile|░|#800000|#808000}}&lt;br /&gt;
|-&lt;br /&gt;
|Calcareous Ooze||{{Raw Tile|▒|#800000|#c0c0c0}}&lt;br /&gt;
|-&lt;br /&gt;
|Siliceous Ooze||{{Raw Tile|▒|#800000|#c0c0c0}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When starting a new fortress, types and quantities of available soils are listed at the bottom right of the fortress location selection screen. In contrast to [[rock]] types, soil type names appear in the same shade of brown as farm plots, and are usually closest to the top of the list, and thus, closest to the surface of the ground. &amp;lt;!-- belongs in fortress-starting article --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note, however, that you may only [[farming|plant]] cave [[plant|flora]] if the tile is marked &amp;quot;[[Subterranean]].&amp;quot; To check this, go to the tile in {{k|k}} mode. &amp;lt;!-- belongs in a farming article --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Digging into soil does not generate any byproduct materials, unlike digging in [[rock]], and also is a much faster process which makes it much easier to create storerooms and other large areas of empty space, and to train miners.&lt;br /&gt;
&lt;br /&gt;
Soil cannot be [[smooth]]ed, so it can be difficult to make high value rooms, or pierce [[aquifer]]s.  Also, since soil cannot be [[smooth]]ed, soil cannot be used to make [[fortification]]s.&lt;br /&gt;
&lt;br /&gt;
The only minerals that can be found in soil are [[gold nuggets|gold]], [[cassiterite]], and [[platinum nuggets|platinum]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Map tiles]]&lt;/div&gt;</summary>
		<author><name>Dorten</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Grate&amp;diff=7948</id>
		<title>40d:Grate</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Grate&amp;diff=7948"/>
		<updated>2009-04-29T12:04:57Z</updated>

		<summary type="html">&lt;p&gt;Dorten: typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Grates can be placed on a floor or a wall. They allow the passage of [[water]], [[magma]], and [[ammo|projectiles]]. Dwarves treat grates as floors that can be walked on. To effectively use a floor grate a [[channel]] must be dug under it before placement. Grates can be constructed of rock, wood and metals. Grates can also be fished through by Fisherdwarves.  Like with a [[floor]], grates prevent the tiles beneath them from being considered [[outside]].&lt;br /&gt;
&lt;br /&gt;
They are represented in game by a: #&lt;br /&gt;
&lt;br /&gt;
They currently cannot be used to cover a large area - grates must be attached to firm ground, not only grates.&lt;br /&gt;
&lt;br /&gt;
Grates can be linked to a [[lever]] to temporarily make the grate disappear. Liquids can pass through grates in either state, so this is only useful for solid objects (E.g. dwarves).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Compared to Bars ==&lt;br /&gt;
&lt;br /&gt;
Floor grates and wall grates are much like floor [[bars]] and vertical bars.  Are they different?  [http://www.bay12games.com/forum/index.php?topic=12967.msg120313#msg120313 Toady writes]:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
I don't think there's a meaningful distinction at this time [10/31/2007] (perhaps the grate does have that extra step to make the item). Later, I imagine larger items will fall through bars, and only small items will go through grates. Grates might also stop most vermin. Perhaps even small units could go through bars.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;br /&gt;
[[Category:Furniture]]&lt;/div&gt;</summary>
		<author><name>Dorten</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Dragon&amp;diff=20586</id>
		<title>40d:Dragon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Dragon&amp;diff=20586"/>
		<updated>2009-04-07T06:13:00Z</updated>

		<summary type="html">&lt;p&gt;Dorten: /* Dragon Irregularities, Bugs, and Planned Features */  No need to place this here&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Dragon|symbol=D|color=rgb(0, 128, 0)|&lt;br /&gt;
bones=20|chunks=20|meat=20|fat=10|modvalue=50|skulls=1|skin=Yes|&lt;br /&gt;
biome=&lt;br /&gt;
* Any land&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Dragons''' are ferocious predatory [[:Category:Megabeasts|Megabeasts]] which are extremely hostile, larger than elephants, and quite resistant to damage. In addition to bite and claw attacks, they can breathe [[fire]] over a considerable area, which can cause things such as grass, equipment and people to ignite. This fire is apparently magical in nature, and can hurt many creatures who are otherwise comfortable in the fire.&lt;br /&gt;
&lt;br /&gt;
When a dragon enters your area, the game will announce its presence and its name.  It will then attempt to eat you.  Quickly.&lt;br /&gt;
&lt;br /&gt;
==Dealing with Dragons==&lt;br /&gt;
&lt;br /&gt;
It takes from 3 to 10 stone-fall traps to kill a dragon. This is probably the safest way to manage this creature&lt;br /&gt;
&lt;br /&gt;
Despite all its advantages, it is possible for relatively small groups of [[dwarves]] (even as few as 8) to take down dragons, especially if there are high proportions of relatively well trained [[marksdwarf|marksdwarves]] available.&lt;br /&gt;
&lt;br /&gt;
Additionally, dragons can be caught in cage traps and then tamed or sold to traders. ('''Beware''': When transferring a Dragon cage to a trade depot the dragon, like all [[captured creatures]], may escape, wreaking havoc on all your dwarves who are bringing other trade items.)&lt;br /&gt;
&lt;br /&gt;
While the dragon itself is usually fairly easy to deal with, if you are not quick in doing so, it will likely set a large number of objects (and dwarves) on fire.  Given that dwarven AI doesn't understand being on fire very well, this can quickly lead to dwarves inadvertantly spreading the fire throughout your fortress.  Be sure to quickly forbid burning objects that dwarves might want to pick up, and also draft burning dwarves so you can order them to take a bath before spreading the burning horror around.&lt;br /&gt;
&lt;br /&gt;
Timing can make the difference between black and white.  One strategy is to pile a large squad of melee dwarves and marksdwarves on the dragon while its crossing a bridge / floor-path over a river.  If you're lucky, the barrage of bolts will send the dragon falling off of the bridge stunned and you can have your way with it.  This is possible to pull-off without a single casualty (war dogs being an exception).&lt;br /&gt;
&lt;br /&gt;
==Dragon Irregularities, Bugs, and Planned Features==&lt;br /&gt;
&lt;br /&gt;
Note that, as of the current version, Dragons cannot actually fly, which contributes towards the ease of killing them.  Certain dev_notes indicate that in eventual future releases, dragons will not only be able to fly, but will use their flight to a terrifying level of efficiency, strafing your troops with fire from above, as well as picking them up and dropping them from a great height.  Unfortunately (fortunately?) these enhancements may not show up in the game for many months.&lt;br /&gt;
&lt;br /&gt;
Dragons are apparently immune to dragonfire, but not immune to any other kind of fire.  Unfortunately, the dragon AI (like the dwarf AI) seems to believe that it is in fact immune to all fire, and so they will gleefully go swimming in lava-- and hence get burned to a crisp.  Their dragonfire can also ignite many objects on the ground, and if the dragon then walks over these objects, they will sometimes ignite themselves in the process.  These factors are all likely bugs, and are liable to be fixed at some time in the future.&lt;br /&gt;
&lt;br /&gt;
Not necessarily a bug, but sometimes when a dragon appears in the middle of an ambush or siege, the goblins will attack the dragon, either wounding it greatly or killing it in the process.&lt;br /&gt;
&lt;br /&gt;
==Taming dragons with a dungeon master==&lt;br /&gt;
Dragons can be tamed only with the help of the [[Dungeon master|dungeon Master]] [[noble]].  Any dragon that has already tasted dwarven blood and received a title for doing so will never be ''truly'' tamed.  Dwarves will ''believe'' the dragon to be tame, and will not run away in fear from it, but the dragon will continue to happily devour them. This bug/feature exists for all creatures that have killed your dwarves, not just dragons.&lt;br /&gt;
&lt;br /&gt;
Even in the case of taming a dragon that has not killed any of your dwarves, beware that dragonfire does not discriminate between friend or foe.&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:DRAGON]&lt;br /&gt;
	[NAME:dragon:dragons:draconic]&lt;br /&gt;
	[TILE:'D'][COLOR:2:0:0]&lt;br /&gt;
	[MODVALUE:50]&lt;br /&gt;
	[DRAGONFIREBREATH][FIREIMMUNE_SUPER]&lt;br /&gt;
	[FANCIFUL]&lt;br /&gt;
	[MEGABEAST]&lt;br /&gt;
	[GENPOWER:5]&lt;br /&gt;
	[FREQUENCY:5]&lt;br /&gt;
	[PETVALUE:10000]&lt;br /&gt;
	[GRASSTRAMPLE:50]&lt;br /&gt;
	[BONECARN][PET_EXOTIC]&lt;br /&gt;
	[BUILDINGDESTROYER:2]&lt;br /&gt;
	[NOFEAR]&lt;br /&gt;
	[LIKES_FIGHTING]&lt;br /&gt;
	[PREFSTRING:terrible majesty]&lt;br /&gt;
	[BODY:QUADRUPED:TAIL:2EYES:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH]&lt;br /&gt;
	[BODYGLOSS:CLAW_FOOT]&lt;br /&gt;
	[SIZE:20]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
	[FAT:10]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[BIOME_ANY_LAND]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
	[HOMEOTHERM:10040]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Megabeasts]]&lt;/div&gt;</summary>
		<author><name>Dorten</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Crop&amp;diff=4763</id>
		<title>40d Talk:Crop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Crop&amp;diff=4763"/>
		<updated>2009-03-19T05:42:08Z</updated>

		<summary type="html">&lt;p&gt;Dorten: /* Can't grow blade weed */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Winter crops ==&lt;br /&gt;
Delving into the raws, it seems some plants can grow in winter.  Muck Roots, for instance.  We'll need to update the chart to allow this.  The chart will, in general, need some work.  For instance, Quarry Bushes can only be cooked after they've been processed; how should that be put on the chart? This page can easily be filled in from the raws, but only after the chart is made more comprehensive... [[User:Fieari|Fieari]] 03:24, 30 October 2007 (EDT)&lt;br /&gt;
*Stuff like Quarry Bush Leaves can just go in the &amp;quot;Other Uses&amp;quot; column.&lt;br /&gt;
&lt;br /&gt;
== Standardization of individual crop pages ==&lt;br /&gt;
&lt;br /&gt;
I thought the previous wiki had great entries for the individual crops. How can we get the sidebar to appear just like the last wiki?&lt;br /&gt;
&lt;br /&gt;
We should standardize the arrangement of information for the individual crops so that readers can easily obtain information as it is presented in a consistent manner. I think we should also include the basic value of each crop and how it can be multiplied.&lt;br /&gt;
--[[User:Rockjianrock|Rockjianrock]] 11:02, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Categorized Crops ==&lt;br /&gt;
&lt;br /&gt;
How useful would it be to have a list of crop sorted by standard usage? From all the plants in game, we can easily figure out a few subgroups:&lt;br /&gt;
&lt;br /&gt;
Edible raw (fruits/vegetables? can also be cooked unprocessed)&lt;br /&gt;
*Plump helmet &lt;br /&gt;
*Muck root &lt;br /&gt;
*Bloated tuber &lt;br /&gt;
*Prickle berry &lt;br /&gt;
*Wild strawberry &lt;br /&gt;
*Rat weed &lt;br /&gt;
*Fisher berry &lt;br /&gt;
*Sun berry&lt;br /&gt;
&lt;br /&gt;
Clothing&lt;br /&gt;
*Pig tail &lt;br /&gt;
*Rope reed &lt;br /&gt;
&lt;br /&gt;
Flour/Sugars&lt;br /&gt;
*Cave wheat &lt;br /&gt;
*Longland grass &lt;br /&gt;
*Whip vine &lt;br /&gt;
*Sweet pod (a special case, has its own workshop action to make syrup)&lt;br /&gt;
&lt;br /&gt;
Leaves (not brewable)&lt;br /&gt;
*Quarry bush &lt;br /&gt;
&lt;br /&gt;
Dyes (generally not brewable)&lt;br /&gt;
*Dimple cup &lt;br /&gt;
*Blade weed &lt;br /&gt;
*Hide root &lt;br /&gt;
*Sliver barb (also a special case, as it can be brewed. otherwise the same)&lt;br /&gt;
&lt;br /&gt;
Alchemy? (not brewable)&lt;br /&gt;
*Kobold bulb &lt;br /&gt;
*Valley herb (can be cooked raw?)&lt;br /&gt;
&lt;br /&gt;
I find this list more useful for making complex stockpiles or workflows.. Whether you care if the seeds must be planted underground or above ground, it's a property of the seed stockpile anyway. Note that &amp;quot;cookable&amp;quot; or &amp;quot;brewable&amp;quot; is not a group itself but a simple yes/no flag, but usually a common property of an entire group. Too bad we can't make template stockpiles ;)--[[User:Sergius|Sergius]] 13:35, 12 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:The easiest way to do that is by having an article for each crop with (say) [[:Category:Dye crops]] included in the relevant articles.[[User:GarrieIrons|GarrieIrons]] 21:39, 12 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Values==&lt;br /&gt;
Plump helmets have a value of 4, no? 2 (for being a plant) * 2 (plump helmet value)&lt;br /&gt;
&lt;br /&gt;
Since the brew column uses the value of a single plant, brewed, it would make sense to show the total value of a single plant before brewing, rather than the material multiplier from the raws.&lt;br /&gt;
&lt;br /&gt;
Also, since 5 units of syrup is produced from one sweet pod, shouldn't the value of syrup be listed as 100 instead of 20?&lt;br /&gt;
&lt;br /&gt;
--[[User:Hussell|Hussell]] 16:04, 27 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Bloated Tubers grow in ''what?'' ==&lt;br /&gt;
&lt;br /&gt;
How is a dry wetland possible? Are the wet/dry designations referring to whether or not the plant grows next to bodies of water? Might want to clarify that. If so, do aquifers directly below the surface make tiles &amp;quot;wet?&amp;quot; &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Xonara|Xonara]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Almost makes one wonder if that table came from DF2D. Research will have to be done on that &amp;lt;_&amp;lt; (PS: remember to sign your edits) --[[User:GreyMario|GreyMaria]] 21:05, 19 November 2008 (EST)&lt;br /&gt;
::Well, the matgloss ''does'' say [DRY][BIOME:ANY_WETLAND]. We do need to know what exactly [DRY] means. [[User:Random832|Random832]] 21:40, 19 November 2008 (EST)&lt;br /&gt;
:::Oh, here we go: [[Plant tokens]] --[[User:Xonara|Xonara]] 01:11, 20 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Crops Table ==&lt;br /&gt;
&lt;br /&gt;
Quick question regarding the nice and shiny table - is the heading row meant to be blacked out or is it some settign on my pc? --[[User:Ustio|Ustio]] 06:29, 20 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
What browser are you using? It's a simple bgcolor attribute on the row; that should work fine but I can replace it with a style if not - what does it do now? [[User:Random832|Random832]] 08:36, 20 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Internet Explorer 6 (at work shhhhhhh) - whatever chnage you made worked a treat (I'd have made a change but my wikifu is sub-par--[[User:Ustio|Ustio]] 11:08, 20 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Can't grow blade weed ==&lt;br /&gt;
&lt;br /&gt;
For some reason I seem unable to grow it.  Is there something I'm missing?  I have seeds and an above-ground plot which is capable of growing the following: &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Rpglover64|Rpglover64]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Whip Vines&lt;br /&gt;
*Hide root&lt;br /&gt;
*Rope reeds&lt;br /&gt;
*Fisher berries&lt;br /&gt;
*Rat weed&lt;br /&gt;
*Longland grass&lt;br /&gt;
*Wild strawberries&lt;br /&gt;
*Prickle berries&lt;br /&gt;
:Check the season. &amp;quot;a&amp;quot;, &amp;quot;b&amp;quot;, &amp;quot;c&amp;quot;, &amp;quot;d&amp;quot;. [[User:Zchris13|Zchris13]] 20:48, 18 February 2009 (EST) ▲ Sign your posts!  You also may not have any of it! Check for it. 20:54, 18 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
Checked each season; the list doesn't change.  Checked stocks; I have 20 blade weed seeds.&lt;br /&gt;
&lt;br /&gt;
Shouldn't neither of these two matter, as according to this wiki, blade weed is a season round crop, and you still have the option to plant something even though you don't have the seeds?&lt;br /&gt;
&lt;br /&gt;
:[[User:Rpglover64|Rpglover64]] 01:26, 19 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
I had the same problem as you, but my fort files got corrupted and I had to start a new one. I'll check and see if I can plant it.--[[User:Stinhad Limarezum|Stinhad Limarezum]] 05:33, 19 March 2009 (UTC)&lt;br /&gt;
::Have you tried pressing {{k|+}} to scroll list of crops down? They might not squeese in one page. Happens sometimes--[[User:Dorten|Dorten]] 05:42, 19 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Why does the page look so bad?? ==&lt;br /&gt;
&lt;br /&gt;
There seems to be a problem with the stuff on the page, and all the pictures are chunks of words. Some plants also seem to be missing.--[[User:Stinhad Limarezum|Stinhad Limarezum]] 05:36, 19 March 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Dorten</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Building&amp;diff=3208</id>
		<title>40d:Building</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Building&amp;diff=3208"/>
		<updated>2009-03-18T07:13:13Z</updated>

		<summary type="html">&lt;p&gt;Dorten: /* Building Technicalities */ Cause, that's nonsense (yes, I checked, just in case)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''building''' is a structure that can be placed from the {{k|b}}uild menu. Some buildings are made with [[furniture]] from a [[workshop]], which can then be made into [[room]]s. Building tasks and preferences are changed with the building tasks/prefs command {{k|q}}.&lt;br /&gt;
&lt;br /&gt;
==Building Technicalities==&lt;br /&gt;
:''This section is valid as of version '''40d.'''''&lt;br /&gt;
&lt;br /&gt;
The current system works something like this: Tiles can have one of three states, wall, floor, and empty space, along with some attributes, like what items, buildings and constructions are in them, as well as their material. Toady hasn't implemented constructions that actually act as terrain, they are merely part of a &amp;quot;construction&amp;quot; attribute.{{verify}} When you build a down stair over a terrain down stair, for example, the down stair is added as a &amp;quot;construction&amp;quot; attribute. Tiles with a construction attribute of a tile type (as in wall/floor/empty space) identical to their terrain counterpart will hide the terrain counterpart, both in the view tile screen and when building something like a workshop over it, otherwise the construction simply imitates it's terrain counterpart.&lt;br /&gt;
&lt;br /&gt;
The reason you can't build a wall on a constructed floor is that though the constructed floor is supposed to only overlap it's terrain counterpart, DF doesn't allow for having more than one construction in a tile, hence there's a conflict. Walls are a special case, you simply can't build anything in them, and you can only build floors, walls, and a few other buildings like wells in empty space. Constructed walls have some kind of floor on top of them which is linked to the wall, it seems that the wall-floors ARE constructions, but they don't overlap anything and don't conflict with other structures. It was likely a quick hack by Toady.{{verify}} Up/Down Stairs are identical to Down Stairs, as far as what can be built on them is concerned.&lt;br /&gt;
&lt;br /&gt;
The table below details which building and constructions will prevent the construction of certain other buildings and constructions, since the system isn't always consistent. This table isn't necessarily complete, there's probably more buildings which are inconsistent.&lt;br /&gt;
&lt;br /&gt;
Legend&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|Yes||Constructions can coexist&lt;br /&gt;
|-&lt;br /&gt;
|No||Constructions conflict&lt;br /&gt;
|-&lt;br /&gt;
|!!||Construction conflict, building in the tile will completely overwrite it&lt;br /&gt;
|-&lt;br /&gt;
|X||Not vertically supported by construction/terrain&lt;br /&gt;
|-&lt;br /&gt;
|Z||Not horizontally supported by construction/terrain&lt;br /&gt;
|-&lt;br /&gt;
|?||Untested, undetermined, or not applicable&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
! rowspan=2 |&lt;br /&gt;
! rowspan=2 | Workshop&lt;br /&gt;
! rowspan=2 | Other buildings&lt;br /&gt;
! colspan=5 | Natural&lt;br /&gt;
! colspan=5 | Constructed&lt;br /&gt;
! rowspan=2 | Open Space&lt;br /&gt;
|-&lt;br /&gt;
! Floor&lt;br /&gt;
! Up Stair&lt;br /&gt;
! Down Stair&lt;br /&gt;
! Up Slope&lt;br /&gt;
! Down Slope&lt;br /&gt;
! Floor&lt;br /&gt;
! Up Stair&lt;br /&gt;
! Down Stair&lt;br /&gt;
! Up Ramp&lt;br /&gt;
! Down Ramp&lt;br /&gt;
|-&lt;br /&gt;
! Workshop&lt;br /&gt;
|{{No}}(XZ)||{{No}}(XZ)||{{Yes}}(X?)||{{No}}(XZ)||{{No}}(??)||{{No}}(??)||{{No}}(??)||{{Yes}}(??)||{{No}}(??)||{{No}}(??)||{{No}}(??)||{{No}}(??)||{{No}}(??)&lt;br /&gt;
|-&lt;br /&gt;
!Other Buildings&lt;br /&gt;
|{{No}}(??)||{{No}}(??)||{{Yes}}(??)||{{No}}(??)||{{No}}(??)||{{No}}(??)||{{No}}(??)||{{Yes}}(??)||{{No}}(??)||{{No}}(??)||{{No}}(??)||{{No}}(??)||{{No}}(??)&lt;br /&gt;
|-&lt;br /&gt;
!Constructed Floor&lt;br /&gt;
|{{No}}(??)||{{No}}(??)||{{Yes}}(??)||{{Yes}}(??)||{{Yes}}(??)||{{Yes}}(??)||{{Yes}}(??)||{{No}}(??)||{{No}}(??)||{{No}}(??)||{{No}}(??)||{{Yes}}(XZ)||{{Yes}}(??)&lt;br /&gt;
|-&lt;br /&gt;
!Constructed Wall&lt;br /&gt;
|{{No}}(??)||{{Yes}}(??)||{{Yes}}(??)||!!(??)||{{Yes}}(??)||{{Yes}}(??)||{{Yes}}(??)||{{No}}(??)||{{No}}(??)||{{No}}(??)||{{No}}(??)||{{Yes}}(XZ)||{{Yes}}(??)&lt;br /&gt;
|-&lt;br /&gt;
!Constructed Up Stair&lt;br /&gt;
|{{No}}(??)||{{No}}(??)||{{Yes}}(??)||{{Yes}}(??)||{{Yes}}(??)||{{Yes}}(??)||{{Yes}}(??)||{{No}}(??)||{{No}}(??)||{{No}}(??)||{{No}}(??)||{{Yes}}(XZ)||{{Yes}}(??)&lt;br /&gt;
|-&lt;br /&gt;
!Constructed Down Stair&lt;br /&gt;
|{{No}}(??)||{{No}}(??)||{{Yes}}(Z)||{{No}}(??)||{{Yes}}(??)||{{No}}(??)||{{No}}(??)||{{No}}(??)||{{No}}(??)||{{No}}(??)||{{No}}(??)||{{No}}(??)||{{Yes}}(??)*&lt;br /&gt;
|-&lt;br /&gt;
!Up/Down Stair&lt;br /&gt;
|{{No}}(??)||{{No}}(??)||{{Yes}}(??)||{{No}}(??)||{{Yes}}(??)||{{No}}(??)||{{No}}(??)||{{No}}(??)||{{No}}(??)||{{No}}(??)||{{No}}(??)||{{No}}(??)||{{Yes}}(??)*&lt;br /&gt;
|-&lt;br /&gt;
!Ramp&lt;br /&gt;
|{{No}}(??)||{{No}}(??)||{{Yes}}(??)||{{Yes}}(??)||{{Yes}}(??)||{{Yes}}(??)||{{Yes}}(??)||{{No}}(??)||{{No}}(??)||{{No}}(??)||{{No}}(??)||{{Yes}}(XZ)||{{Yes}}(??)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*note that constructed down and up/down stairs must be constructed 1 z-level above an existing up stair if you wish to build them in open space.&lt;br /&gt;
&lt;br /&gt;
== List of buildings ==&lt;br /&gt;
&amp;lt;!-- This big list isn't needed with that template there.&lt;br /&gt;
* [[Armor stand]]&lt;br /&gt;
* [[Bed]]&lt;br /&gt;
* [[Seat]]&lt;br /&gt;
* [[Burial receptacle]]&lt;br /&gt;
* [[Door]]&lt;br /&gt;
* [[Floodgate]]&lt;br /&gt;
* [[Floor hatch]]&lt;br /&gt;
* Wall [[grate]]&lt;br /&gt;
* Floor [[grate]]&lt;br /&gt;
* Vertical [[bars]]&lt;br /&gt;
* Floor [[bars]]&lt;br /&gt;
* [[Cabinet]]&lt;br /&gt;
* [[Container]]&lt;br /&gt;
* [[Kennel]]&lt;br /&gt;
* [[Farm plot]]&lt;br /&gt;
* [[Weapon rack]]&lt;br /&gt;
* [[Statue]]&lt;br /&gt;
* [[Table]]&lt;br /&gt;
* Paved [[road]]&lt;br /&gt;
* Dirt [[road]]&lt;br /&gt;
* [[Bridge]]&lt;br /&gt;
* [[Well]]&lt;br /&gt;
* [[Siege engine]]&lt;br /&gt;
* [[Workshop]]&lt;br /&gt;
* [[Furnace]]&lt;br /&gt;
* Glass [[window]]&lt;br /&gt;
* Gem [[window]]&lt;br /&gt;
* [[Construction|Wall/floor/stairs]]&lt;br /&gt;
* [[Trade depot]]&lt;br /&gt;
* [[Trap]]&lt;br /&gt;
* [[Lever]]&lt;br /&gt;
* [[Machine component]]s&lt;br /&gt;
* [[Support]]&lt;br /&gt;
* [[Animal trap]]&lt;br /&gt;
* [[Restraint]]&lt;br /&gt;
* [[Cage]]&lt;br /&gt;
* [[Archery target]] --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Buildings]]&lt;/div&gt;</summary>
		<author><name>Dorten</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Water_pressure&amp;diff=34072</id>
		<title>40d Talk:Water pressure</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Water_pressure&amp;diff=34072"/>
		<updated>2009-03-18T07:07:01Z</updated>

		<summary type="html">&lt;p&gt;Dorten: /* To clear out */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Verification of U-bend bug. [http://mkv25.net/dfma/movie-207-infinitewaternopumps] [[User:VengefulDonut|VengefulDonut]] 12:37, 7 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
: Do you happen to have a save file so I can poke it a bit? --[[User:SL|SL]] 11:06, 15 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::I don't, but it has been reliably reproducible. [[User:VengefulDonut|VengefulDonut]] 23:37, 15 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Deep water pressure bug? ==&lt;br /&gt;
&lt;br /&gt;
I just had an odd experience. I lucked into a map with a brook high up on a mountain slope, a deep ravine next to it with an extremely narrow mouth I could easily wall off, and goblin buildings down at the bottom of the slope. So I made a huge five-level-deep reservoir and dug a floodgate-controlled tunnel from the lowest level right into the basement of one of the goblin forts. The reservoir was filling slowly so I had the opportunity to test-fire the flood in some disposable save games while the reservoir was still only partly full; it gave the wonderful drowned-goblin corpse-fountain effect I was hoping for. But once the reservoir had finished filling up to 7 on the highest level, even with the brook that was feeding it, opening the floodgate produced only a disappointing unpressurized trickle. It wasn't until I dug a single channel square at the edge of the reservoir, introducing a single non-7 square to the uppermost water layer, that the torrent instantly let loose with all its pressurized might. A known issue? Some of this page is a bit too arcane for me to follow right now so I'm not sure if it's mentioned. [[User:Bryan Derksen|Bryan Derksen]] 01:59, 28 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:That's almost certainly because it's being treated as part of the brook, since brooks and rivers don't produce (and even neutralize) water pressure. --[[User:N9103|Edward]] 14:49, 28 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Ah, so if I closed the floodgates feeding the reservoir to sever the connection with the brook it'd pressurize? Interesting physics in DF world. :) [[User:Bryan Derksen|Bryan Derksen]] 03:09, 30 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Are aquifers treated the same way?  I have a pond fed by digging stairs up into an aquifer, and dug out the wrong tiles around my pump.  My entire fort should be submerged, but all I got was a pond at permanent 7/7.&lt;br /&gt;
::Aquifers don't generate water pressure, and don't fill z-levels higher than the one on which they were originally found. [[User:Aosher|Aosher]] 18:29, 12 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==To clear out==&lt;br /&gt;
 Water sources attempt to generate water in tiles adjacent to pressurized tiles. They will not generate water in tiles above&lt;br /&gt;
 pressurized tiles unless the water source has nowhere else to generate any water, and they will never generate water above &lt;br /&gt;
 the water source's z-level. &lt;br /&gt;
What exactly does this mean? If I understand right, then it's a lie--[[User:Dorten|Dorten]]&lt;br /&gt;
&lt;br /&gt;
:What do you think conflicts with the model? [[User:VengefulDonut|VengefulDonut]] 02:43, 9 February 2009 (EST)&lt;br /&gt;
::Things like this (side view)&lt;br /&gt;
&lt;br /&gt;
 ≈≈≈≈≈≈≈# &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;≈≈≈&amp;lt;/font&amp;gt;&lt;br /&gt;
 ≈≈≈≈≈≈≈#≈≈≈≈≈≈++&lt;br /&gt;
 ≈≈≈≈≈≈≈###≈#####&lt;br /&gt;
 ≈≈≈≈≈≈≈≈≈≈≈#&lt;br /&gt;
 ############&lt;br /&gt;
The blue water tiles should not be filled before the plus marked ones (empty). But this situation can easily be made ingame--[[User:Dorten|Dorten]] 07:07, 18 March 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Dorten</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Water_pressure&amp;diff=34071</id>
		<title>40d Talk:Water pressure</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Water_pressure&amp;diff=34071"/>
		<updated>2009-03-18T07:05:36Z</updated>

		<summary type="html">&lt;p&gt;Dorten: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Verification of U-bend bug. [http://mkv25.net/dfma/movie-207-infinitewaternopumps] [[User:VengefulDonut|VengefulDonut]] 12:37, 7 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
: Do you happen to have a save file so I can poke it a bit? --[[User:SL|SL]] 11:06, 15 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::I don't, but it has been reliably reproducible. [[User:VengefulDonut|VengefulDonut]] 23:37, 15 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Deep water pressure bug? ==&lt;br /&gt;
&lt;br /&gt;
I just had an odd experience. I lucked into a map with a brook high up on a mountain slope, a deep ravine next to it with an extremely narrow mouth I could easily wall off, and goblin buildings down at the bottom of the slope. So I made a huge five-level-deep reservoir and dug a floodgate-controlled tunnel from the lowest level right into the basement of one of the goblin forts. The reservoir was filling slowly so I had the opportunity to test-fire the flood in some disposable save games while the reservoir was still only partly full; it gave the wonderful drowned-goblin corpse-fountain effect I was hoping for. But once the reservoir had finished filling up to 7 on the highest level, even with the brook that was feeding it, opening the floodgate produced only a disappointing unpressurized trickle. It wasn't until I dug a single channel square at the edge of the reservoir, introducing a single non-7 square to the uppermost water layer, that the torrent instantly let loose with all its pressurized might. A known issue? Some of this page is a bit too arcane for me to follow right now so I'm not sure if it's mentioned. [[User:Bryan Derksen|Bryan Derksen]] 01:59, 28 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:That's almost certainly because it's being treated as part of the brook, since brooks and rivers don't produce (and even neutralize) water pressure. --[[User:N9103|Edward]] 14:49, 28 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Ah, so if I closed the floodgates feeding the reservoir to sever the connection with the brook it'd pressurize? Interesting physics in DF world. :) [[User:Bryan Derksen|Bryan Derksen]] 03:09, 30 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Are aquifers treated the same way?  I have a pond fed by digging stairs up into an aquifer, and dug out the wrong tiles around my pump.  My entire fort should be submerged, but all I got was a pond at permanent 7/7.&lt;br /&gt;
::Aquifers don't generate water pressure, and don't fill z-levels higher than the one on which they were originally found. [[User:Aosher|Aosher]] 18:29, 12 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==To clear out==&lt;br /&gt;
 Water sources attempt to generate water in tiles adjacent to pressurized tiles. They will not generate water in tiles above&lt;br /&gt;
 pressurized tiles unless the water source has nowhere else to generate any water, and they will never generate water above &lt;br /&gt;
 the water source's z-level. &lt;br /&gt;
What exactly does this mean? If I understand right, then it's a lie--[[User:Dorten|Dorten]]&lt;br /&gt;
&lt;br /&gt;
:What do you think conflicts with the model? [[User:VengefulDonut|VengefulDonut]] 02:43, 9 February 2009 (EST)&lt;br /&gt;
::Things like this (side view)&lt;br /&gt;
&lt;br /&gt;
 ≈≈≈≈≈≈≈# ≈≈≈&lt;br /&gt;
 ≈≈≈≈≈≈≈#≈≈≈≈≈≈&lt;br /&gt;
 ≈≈≈≈≈≈≈###≈#####&lt;br /&gt;
 ≈≈≈≈≈≈≈≈≈≈≈#&lt;br /&gt;
 ############&lt;/div&gt;</summary>
		<author><name>Dorten</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Water_pressure&amp;diff=34070</id>
		<title>40d Talk:Water pressure</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Water_pressure&amp;diff=34070"/>
		<updated>2009-03-18T07:03:39Z</updated>

		<summary type="html">&lt;p&gt;Dorten: /* To clear out */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Verification of U-bend bug. [http://mkv25.net/dfma/movie-207-infinitewaternopumps] [[User:VengefulDonut|VengefulDonut]] 12:37, 7 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
: Do you happen to have a save file so I can poke it a bit? --[[User:SL|SL]] 11:06, 15 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::I don't, but it has been reliably reproducible. [[User:VengefulDonut|VengefulDonut]] 23:37, 15 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Deep water pressure bug? ==&lt;br /&gt;
&lt;br /&gt;
I just had an odd experience. I lucked into a map with a brook high up on a mountain slope, a deep ravine next to it with an extremely narrow mouth I could easily wall off, and goblin buildings down at the bottom of the slope. So I made a huge five-level-deep reservoir and dug a floodgate-controlled tunnel from the lowest level right into the basement of one of the goblin forts. The reservoir was filling slowly so I had the opportunity to test-fire the flood in some disposable save games while the reservoir was still only partly full; it gave the wonderful drowned-goblin corpse-fountain effect I was hoping for. But once the reservoir had finished filling up to 7 on the highest level, even with the brook that was feeding it, opening the floodgate produced only a disappointing unpressurized trickle. It wasn't until I dug a single channel square at the edge of the reservoir, introducing a single non-7 square to the uppermost water layer, that the torrent instantly let loose with all its pressurized might. A known issue? Some of this page is a bit too arcane for me to follow right now so I'm not sure if it's mentioned. [[User:Bryan Derksen|Bryan Derksen]] 01:59, 28 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:That's almost certainly because it's being treated as part of the brook, since brooks and rivers don't produce (and even neutralize) water pressure. --[[User:N9103|Edward]] 14:49, 28 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Ah, so if I closed the floodgates feeding the reservoir to sever the connection with the brook it'd pressurize? Interesting physics in DF world. :) [[User:Bryan Derksen|Bryan Derksen]] 03:09, 30 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Are aquifers treated the same way?  I have a pond fed by digging stairs up into an aquifer, and dug out the wrong tiles around my pump.  My entire fort should be submerged, but all I got was a pond at permanent 7/7.&lt;br /&gt;
::Aquifers don't generate water pressure, and don't fill z-levels higher than the one on which they were originally found. [[User:Aosher|Aosher]] 18:29, 12 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==To clear out==&lt;br /&gt;
 Water sources attempt to generate water in tiles adjacent to pressurized tiles. They will not generate water in tiles above&lt;br /&gt;
 pressurized tiles unless the water source has nowhere else to generate any water, and they will never generate water above &lt;br /&gt;
 the water source's z-level. &lt;br /&gt;
What exactly does this mean? If I understand right, then it's a lie--[[User:Dorten|Dorten]]&lt;br /&gt;
&lt;br /&gt;
:What do you think conflicts with the model? [[User:VengefulDonut|VengefulDonut]] 02:43, 9 February 2009 (EST)&lt;br /&gt;
::Things like this (side view)&lt;br /&gt;
&lt;br /&gt;
 07:03, 18 March 2009 (UTC)~~# [[User:Dorten|Dorten]]&lt;br /&gt;
 07:03, 18 March 2009 (UTC)~~#07:03, 18 March 2009 (UTC)~&lt;br /&gt;
 07:03, 18 March 2009 (UTC)~~###~#####&lt;br /&gt;
 07:03, 18 March 2009 (UTC)07:03, 18 March 2009 (UTC)~#&lt;br /&gt;
 ############&lt;/div&gt;</summary>
		<author><name>Dorten</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File_talk:720x225_SmoothWalls.PNG&amp;diff=47362</id>
		<title>File talk:720x225 SmoothWalls.PNG</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File_talk:720x225_SmoothWalls.PNG&amp;diff=47362"/>
		<updated>2009-02-13T05:46:56Z</updated>

		<summary type="html">&lt;p&gt;Dorten: Help please&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I don't know how to update the image... It loads new version, but shows the old one... Then I upload it again and it shows the first old one in current and first versions, and new in second version, I tell revert and.... ARGH!--[[User:Dorten|Dorten]] 00:46, 13 February 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Dorten</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Catsplosion&amp;diff=45971</id>
		<title>40d Talk:Catsplosion</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Catsplosion&amp;diff=45971"/>
		<updated>2009-02-11T04:13:11Z</updated>

		<summary type="html">&lt;p&gt;Dorten: /* Cat Farm */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Modding solution without unhappiness ==&lt;br /&gt;
If you remove the [VERMINHUNTER] tag from the raw file of the cat and then load your game, all of the cats who chose their owner (not ones who came with immigrants) will be owner free again and you can butcher them without causing unhappy thoughts.  They won't catch vermin anymore, but you can butcher as many as you like and then put the [VERMINHUNTER] tag back if you want to.  This has worked for me in the 40d version.&lt;br /&gt;
[[User:Bobokapi|Bobokapi]] 21:39, 12 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Sounds really useful. Add it to the article, but you might want to mention it's a bug (or more likely, because all cats are now re-created as a new type of creature w/o owners, or verminhunter has something to do with the &amp;quot;cats adopt dwarves&amp;quot; thing). &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Milskidasith|Milskidasith]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:::It does. Someone put VERMINHUNTER on their dogs and found that they adopted owners. Apparently, you need to be of an appropriately independent mindset to go off and hunt rats. -[[User:Fuzzy|Fuzzy]] 08:59, 13 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Cat Farm==&lt;br /&gt;
Why don't you try making a 'cat farm'? Dig a small pit (1 by 1 to 3 by 3) then dig a tunnel to the side. Build floodgates at the entrance, since the little buggers are able to get past tightly closed doors. The tunnel should lead to a room full of butcher's shops. Then designate the channel as a pit and dump all the cats in. Since its a small pit, the fps wouldn't reduce as much. The cats will breed, and breed, and breed. When you want to 'harvest' the cats get them ready to be slaughtered. Open the gate, then once the ones to be slaughtered are removed, close it. Enjoy the cat farm!--[[User:Stinhad Limarezum|Stinhad Limarezum]] 05:52, 10 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:They'll still pick owners down there. And then you can't slaughter them. --[[User:GreyMario|GreyMaria]] 15:48, 10 February 2009 (EST)&lt;br /&gt;
::They shouldn't pick owners if they don't see dwarves. Are you sure?--[[User:Dorten|Dorten]] 23:12, 10 February 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Dorten</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Catsplosion&amp;diff=45970</id>
		<title>40d Talk:Catsplosion</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Catsplosion&amp;diff=45970"/>
		<updated>2009-02-11T04:12:56Z</updated>

		<summary type="html">&lt;p&gt;Dorten: /* Cat Farm */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Modding solution without unhappiness ==&lt;br /&gt;
If you remove the [VERMINHUNTER] tag from the raw file of the cat and then load your game, all of the cats who chose their owner (not ones who came with immigrants) will be owner free again and you can butcher them without causing unhappy thoughts.  They won't catch vermin anymore, but you can butcher as many as you like and then put the [VERMINHUNTER] tag back if you want to.  This has worked for me in the 40d version.&lt;br /&gt;
[[User:Bobokapi|Bobokapi]] 21:39, 12 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Sounds really useful. Add it to the article, but you might want to mention it's a bug (or more likely, because all cats are now re-created as a new type of creature w/o owners, or verminhunter has something to do with the &amp;quot;cats adopt dwarves&amp;quot; thing). &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Milskidasith|Milskidasith]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:::It does. Someone put VERMINHUNTER on their dogs and found that they adopted owners. Apparently, you need to be of an appropriately independent mindset to go off and hunt rats. -[[User:Fuzzy|Fuzzy]] 08:59, 13 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Cat Farm==&lt;br /&gt;
Why don't you try making a 'cat farm'? Dig a small pit (1 by 1 to 3 by 3) then dig a tunnel to the side. Build floodgates at the entrance, since the little buggers are able to get past tightly closed doors. The tunnel should lead to a room full of butcher's shops. Then designate the channel as a pit and dump all the cats in. Since its a small pit, the fps wouldn't reduce as much. The cats will breed, and breed, and breed. When you want to 'harvest' the cats get them ready to be slaughtered. Open the gate, then once the ones to be slaughtered are removed, close it. Enjoy the cat farm!--[[User:Stinhad Limarezum|Stinhad Limarezum]] 05:52, 10 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:They'll still pick owners down there. And then you can't slaughter them. --[[User:GreyMario|GreyMaria]] 15:48, 10 February 2009 (EST)&lt;br /&gt;
::They shouldn't pick owners if they don't see dwarves. Are you shure?--[[User:Dorten|Dorten]] 23:12, 10 February 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Dorten</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Dorten&amp;diff=35040</id>
		<title>User:Dorten</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Dorten&amp;diff=35040"/>
		<updated>2009-02-10T12:45:04Z</updated>

		<summary type="html">&lt;p&gt;Dorten: /* Current fortress */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Some info=&lt;br /&gt;
Came here from [http://www.old-games.ru OG.ru], playing DF since 33d. As someone would notice I'm russian - so watch out for bad grammar :)&lt;br /&gt;
&lt;br /&gt;
=Current fortress=&lt;br /&gt;
&lt;br /&gt;
[http://mkv25.net/dfma/usermaps.php?fortressName=Pagebend Pagebend] Soon to be Dwarven clear glass honeycomb.&lt;br /&gt;
&lt;br /&gt;
=Old forts=&lt;br /&gt;
MinePoint see [http://mkv25.net/dfma/browseby.php?fortressName=Minepoint here]. Was abandoned (save deleted) due to a very high impact on my work productiveness :). Next forts will evolve much more slowly...&lt;br /&gt;
&lt;br /&gt;
[http://mkv25.net/dfma/browseby.php?fortressName=CatBane CatBane] Fell to marksgoblins and stupidity. &lt;br /&gt;
&lt;br /&gt;
[http://mkv25.net/dfma/browseby.php?fortressName=Squashshoot Squashshoot]. Suspended due to hude lag (4-5 FPS on average). Anyone with decent machine is welcome to continue, since I like it so much, it hurts to think, it'll never evolve further.&lt;br /&gt;
&lt;br /&gt;
=Most successfull adventurer=&lt;br /&gt;
He managed to knock a quest giant unconscious with a masterful throw of a troglodite hand. Then he chopped his lims off, and twisted his trusted sword in giant's chest, until it died. (Am I not nasty?)&lt;/div&gt;</summary>
		<author><name>Dorten</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Clothing_industry&amp;diff=45743</id>
		<title>40d Talk:Clothing industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Clothing_industry&amp;diff=45743"/>
		<updated>2009-02-10T12:17:03Z</updated>

		<summary type="html">&lt;p&gt;Dorten: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Page name==&lt;br /&gt;
This page should be called &amp;quot;Clothing industry,&amp;quot; not &amp;quot;the clothing industry.&amp;quot; I'd fix it myself, but don't know how to. --[[User:RomeoFalling|RomeoFalling]] 19:49, 5 November 2008 (EST)&lt;br /&gt;
:You press the &amp;quot;move&amp;quot; button next to the &amp;quot;edit&amp;quot; button. --[[User:Juckto|Juckto]] 22:48, 5 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:: *shaves his beard in shame* --[[User:RomeoFalling|RomeoFalling]] 23:12, 5 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Dye both the thread and the cloth?==&lt;br /&gt;
&lt;br /&gt;
It has been reported on the forums that you cannot do this. By this, I mean dying thread and then weaving it into cloth and dying the cloth to make it higher value. Can anyone verify this? If this can no longer be done, we should remove that sentence as its misleading and has confused some people. --[[User:Forsaken1111|Forsaken1111]] 23:04, 11 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Silk?==&lt;br /&gt;
And what about silk? You can do silk gathering on a very reliable basis if you have spiders--[[User:Dorten|Dorten]] 07:17, 10 February 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Dorten</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Tower-cap&amp;diff=25194</id>
		<title>40d Talk:Tower-cap</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Tower-cap&amp;diff=25194"/>
		<updated>2009-02-10T10:39:58Z</updated>

		<summary type="html">&lt;p&gt;Dorten: /* Muddied soil */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;this is hard to do? my girlfriend has several ponds just inside the ground of her diggings in various locations...&lt;br /&gt;
:Luck dependent. Not reliable.&lt;br /&gt;
Regarding the three-year thing:  I dug a couple of tree farm chambers (each 21x21) on the bottom level of my fort.  It took about 8 months to set up the irrigation system, after which I flooded most of each chamber.  One year later, I have my first mature tower-cap; there are about 50 more juvenile tower-caps, so we'll see how much of an outlier this is.  But three years is almost certainly wrong; it was solid rock 20 months ago. [[User:Doctorlucky|Doctorlucky]] 18:47, 28 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Conjecture: The reason you can't bring tower-cap spawn nor plant them is because trees and shrubs are coded differently; you can plant the latter but not the former. And tower-caps are a variety of tree. Therefore, we will not be able to plant tower-caps until Toady unifies plants like he did for ore and stone. Just as we can now smooth and engrave ore veins. --[[User:Alfador|Alfador]] 12:01, 10 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
You have a GirlFriend?--[[User:Hoborobo|Hoborobo]] 13:07, 4 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Natural vs carved-out ponds ==&lt;br /&gt;
&lt;br /&gt;
Is it essential that the pond is already there?&amp;lt;br&amp;gt;&lt;br /&gt;
What if I do what I'm doing at the moment and drain a surface pond (well a few actually...) into a subterrenean pond...?&amp;lt;br&amp;gt;&lt;br /&gt;
[[User:GarrieIrons|GarrieIrons]] 06:37, 2 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Huh? You're talking about where the article said you had to discover an underground pond, right? It isn't true - the author meant &amp;quot;lake.&amp;quot; You'll get a pop-up message if you discover an underground lake or river.&lt;br /&gt;
:IMO, tower-cap growing isn't useful unless you want a large metalsmithing/glass industry and didn't settle with magma - traders will, if asked, bring quite a lot of wood. --[[User:Savok|Savok]] 08:47, 2 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Some people will most certainly argue about the cost of wood by trading but atleast you get some exported/imported wealth figures and thus work towards nobles.&amp;lt;br&amp;gt;But the feature is nice to have, even if we still don't have the seeds. And for regions without trees it goes without saying that tree farms would be a gift from the gods.&amp;lt;br&amp;gt;&lt;br /&gt;
::--[[User:Karpatius|Karp]] 02:47, 4 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Cost of wood? What? It's 3☼ each! And why are tree farms needed if I don't have trees? I build in a desert. No trees there, and I have about a hundred unused wood. Granted, I haven't started the clear glass industry or the siege industry, but wood is only needed for beds, clear/crystal glass, and siege engine parts. --[[User:Savok|Savok]] 11:08, 4 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Personally I always choose to live near a forest, but it's quite acceptable to buy wood from traders. Though you may run into dry-spells if the caravans don't come for a year. I'd recommend having at least 100 logs at any time. Just in case you need to build lots of beds. You can build most other things from stone instead. --[[User:AlexFili|AlexFili]] 11:13, 4 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::I presume you're living next to a volcano in that desert, since 3 metal bars per bin or barrel is 4 bars more than I'm willing to use, and 3 bars plus fuel is just nuts. [[User:Anydwarf|Anydwarf]] 14:03, 4 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::Aye. Why live in a desert if not for massive glass industries?&lt;br /&gt;
:::::Oh, and I don't make bins or barrels with anything &amp;amp;ndash; they aren't needed and are in fact annoying if you have OCD management. --[[User:Savok|Savok]] 14:35, 4 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::::Hm.. I suppose that would work if you don't make [[Dwarven syrup]]... --[[User:Anydwarf|Anydwarf]] 16:39, 4 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::::I don't &amp;amp;ndash; I find it as cheaty as boozecooking, which is easier, and almost identical to boozecooking. However, I do boozecook, which does use a lot of barrels for alcohol. If you buy barreled stuff from caravans and ask for it in the trade agreement, you can easily get a lot of barrels.&lt;br /&gt;
:::::::Worst case, you'll use up all your barrels. Then, all you have to do is put more labor sooner into cooking the stuff. --[[User:Savok|Savok]] 22:49, 4 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::::::Was just saying, that some might complain about it.&amp;lt;br /&amp;gt;I myself seem to never have enough barrels for alcohol after I get a population over 30. I just like to have an &amp;quot;emergency&amp;quot; warehouse of booze, which takes barrels upon barrels... And syrup is always handy to have around.&amp;lt;br /&amp;gt;Also, in my personal opinion, all space-saving is good.&amp;lt;br /&amp;gt;--[[User:Karpatius|Karp]] 04:30, 9 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::::::Hmmm, you must have some gigantic storerooms then savok! &amp;lt;!--Yes I know theres no indent, but any more indentations and we'll be running vertically across the page!--&amp;gt; --[[User:AlexFili|AlexFili]] 06:25, 10 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::::::::Not really. I quickly get rid of everything except prepared meals and booze, and I trade away prepared meals under ten food units. &amp;lt;!-- On the old wiki, the record for number of indents was, I believe, twenty-one. It displayed fine on 1024x768. The point of these super-long threads is to have fun with record-setting! --&amp;gt; --[[User:Savok|Savok]] 09:21, 10 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Spontaneous generation and rocks ==&lt;br /&gt;
I have had tower-caps spawn in underground soil, far from my irrigated area and without any muddiness or exposure to the outside. (Though not many). Also, I assume you have to clear rocks in order for them to spawn on muddy cavern tiles?&lt;br /&gt;
[[User:Pavlov|Pavlov]] 21:39, 28 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Prospecting in version 0.28.181.39+ ==&lt;br /&gt;
&lt;br /&gt;
Does the newer prospecting feature reveal underground rivers and lakes?  I haven't used DF for more than world generation in the new version...  If so, the article mentions &amp;quot;currently very difficult to do&amp;quot;, which can be changed. --[[User:JT|JT]] 19:08, 29 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It does, so I have. :) --[[User:Raumkraut|Raumkraut]] 06:47, 30 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== The tower cap farm part is pretty much useless... ==&lt;br /&gt;
&lt;br /&gt;
Do we need that tower cap farm part?&lt;br /&gt;
It takes more space than the main article and doesn't add much info.&lt;br /&gt;
Also, it has incorrect information (tower cap farm should be flooded with more water than just to cover all tiles with '1's, because some of them will dry while flooding).&lt;br /&gt;
Just link to article about farming and irrigation. It explains it well enough. --[[User:Someone-else|Someone-else]] 20:04, 3 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Muddied soil ==&lt;br /&gt;
&lt;br /&gt;
I have had mined-out peat sit barren for several seasons with an exposed cave river. After I muddied some of it, vegetation started growing (on the muddy part) before all the water was dry. [[User:VengefulDonut|VengefulDonut]] 02:24, 9 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:OK, how do you explain green towercaps '''growing in my not muddied corridors'''? If you don't know, don't post: tower caps grow on: muddied underground anything, OR '''not muddied underground soil, if there is a solid soil wall on the level below'''. Just as every other tree it will not grow on not buddied soil, if there is no soil wall underneath. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:dorten|dorten]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::You're leaving out too much info. What is the source of this information? Did you test it, or is it second hand? If you tested it, what kind of test did you do? If it's second hand, where is it from? Have you ruled out different behaviors for different soils? Also, if you're confident enough about this to write in such an arrogant tone, why have you not edited any of this information into the article? [[User:VengefulDonut|VengefulDonut]] 00:44, 10 February 2009 (EST)&lt;br /&gt;
:::Sorry for arrogant tone, keeping emotions low isn't one of my skills :). Anyway, The sourceof this information is my experience. Especially in my latest forts, where I needed wood on a regular basis. My tests: &lt;br /&gt;
 normal soil with trees, aboveground =&amp;gt; all ok&lt;br /&gt;
 dig out the room underneath =&amp;gt; trees and bushes stop to grow above. &lt;br /&gt;
 dig channels, so, that there's a stone under soil =&amp;gt; only grass grows.&lt;br /&gt;
 belowground muddied stone =&amp;gt; bushes and towercaps&lt;br /&gt;
 belowground multilevel soil =&amp;gt; bushes and towercaps (green ones, yay!)&lt;br /&gt;
 remove soil beneath =&amp;gt; they stop growing&lt;br /&gt;
 only soil floor =&amp;gt; they do not grow&lt;br /&gt;
 muddying in last two cases =&amp;gt; yay! they grow again.&lt;br /&gt;
The tests I did not finished yet (working on them now) - &lt;br /&gt;
 remove soil layer from below of natural aboveground forest (no new trees), and muddy it after that&lt;br /&gt;
 muddy channeled to abovegroundness areas in suitable biomes.&lt;br /&gt;
 do it with or without cave river/pond&lt;br /&gt;
Regards. (And I really am sorry for my tone)--[[User:Dorten|Dorten]] 05:39, 10 February 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Dorten</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:VengefulDonut&amp;diff=16893</id>
		<title>User talk:VengefulDonut</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:VengefulDonut&amp;diff=16893"/>
		<updated>2009-02-10T05:16:07Z</updated>

		<summary type="html">&lt;p&gt;Dorten: Replacing page with 'Now, please check the tower-cap talk page. I thought, it's a well known fact...--~~~~'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Now, please check the tower-cap talk page. I thought, it's a well known fact...--[[User:Dorten|Dorten]] 00:16, 10 February 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Dorten</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Tower-cap&amp;diff=8216</id>
		<title>40d:Tower-cap</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Tower-cap&amp;diff=8216"/>
		<updated>2009-02-10T05:14:21Z</updated>

		<summary type="html">&lt;p&gt;Dorten: /* Tree Farms */ OK, if you insist... I will write it explicitly, though it's a known fact&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Tower caps''' are a type of mushroom-like, subterranean [[tree]]. Once fully grown, they can be designated for [[wood cutting]] and produce Tower Cap [[log]]s.&lt;br /&gt;
&lt;br /&gt;
== Tree Farms ==&lt;br /&gt;
&lt;br /&gt;
It is possible for tower caps to spontaneously grow in muddied subterranean areas (rock or soil) or not muddied subterranean soil with a solid soil layer underneath &amp;lt;b&amp;gt;only if&amp;lt;/b&amp;gt; you have discovered an [[underground]] [[river]] or underground pond. Such features can be located using the [[site finder]] and on the local view during embarkation, if the relevant [[init]] and [[world generation]] parameters are set.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On the subject of spawning Tower Caps, [[Toady]] said:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;''Right now, you can't plant tower-caps or bring spawn along, so you need to find a cave river or cave pool, in which case they will start growing underground if it's all working. It's trickier to find such things, so it's mostly impossible to do. Later, you should be able to plant them. There are no arbitrary vegetation caps now.''&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;arbitrary vegetation caps&amp;quot; comment is referring to the old limit of 200 tower caps growing by the [[cave river]] in the [[mud]].&lt;br /&gt;
&lt;br /&gt;
To design a tower-cap [[farm]], refer to [[Irrigation#Reservoir_irrigation|reservoir irrigation]], which can be used for a variety of purposes.&lt;br /&gt;
&lt;br /&gt;
Beware that young tower caps will be killed if repeatedly walked upon.&lt;br /&gt;
&lt;br /&gt;
{{Wood FAQ}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Trees]]&lt;/div&gt;</summary>
		<author><name>Dorten</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Tower-cap&amp;diff=25192</id>
		<title>40d Talk:Tower-cap</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Tower-cap&amp;diff=25192"/>
		<updated>2009-02-10T05:11:18Z</updated>

		<summary type="html">&lt;p&gt;Dorten: /* Muddied soil */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;this is hard to do? my girlfriend has several ponds just inside the ground of her diggings in various locations...&lt;br /&gt;
:Luck dependent. Not reliable.&lt;br /&gt;
Regarding the three-year thing:  I dug a couple of tree farm chambers (each 21x21) on the bottom level of my fort.  It took about 8 months to set up the irrigation system, after which I flooded most of each chamber.  One year later, I have my first mature tower-cap; there are about 50 more juvenile tower-caps, so we'll see how much of an outlier this is.  But three years is almost certainly wrong; it was solid rock 20 months ago. [[User:Doctorlucky|Doctorlucky]] 18:47, 28 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Conjecture: The reason you can't bring tower-cap spawn nor plant them is because trees and shrubs are coded differently; you can plant the latter but not the former. And tower-caps are a variety of tree. Therefore, we will not be able to plant tower-caps until Toady unifies plants like he did for ore and stone. Just as we can now smooth and engrave ore veins. --[[User:Alfador|Alfador]] 12:01, 10 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
You have a GirlFriend?--[[User:Hoborobo|Hoborobo]] 13:07, 4 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Natural vs carved-out ponds ==&lt;br /&gt;
&lt;br /&gt;
Is it essential that the pond is already there?&amp;lt;br&amp;gt;&lt;br /&gt;
What if I do what I'm doing at the moment and drain a surface pond (well a few actually...) into a subterrenean pond...?&amp;lt;br&amp;gt;&lt;br /&gt;
[[User:GarrieIrons|GarrieIrons]] 06:37, 2 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Huh? You're talking about where the article said you had to discover an underground pond, right? It isn't true - the author meant &amp;quot;lake.&amp;quot; You'll get a pop-up message if you discover an underground lake or river.&lt;br /&gt;
:IMO, tower-cap growing isn't useful unless you want a large metalsmithing/glass industry and didn't settle with magma - traders will, if asked, bring quite a lot of wood. --[[User:Savok|Savok]] 08:47, 2 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Some people will most certainly argue about the cost of wood by trading but atleast you get some exported/imported wealth figures and thus work towards nobles.&amp;lt;br&amp;gt;But the feature is nice to have, even if we still don't have the seeds. And for regions without trees it goes without saying that tree farms would be a gift from the gods.&amp;lt;br&amp;gt;&lt;br /&gt;
::--[[User:Karpatius|Karp]] 02:47, 4 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Cost of wood? What? It's 3☼ each! And why are tree farms needed if I don't have trees? I build in a desert. No trees there, and I have about a hundred unused wood. Granted, I haven't started the clear glass industry or the siege industry, but wood is only needed for beds, clear/crystal glass, and siege engine parts. --[[User:Savok|Savok]] 11:08, 4 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Personally I always choose to live near a forest, but it's quite acceptable to buy wood from traders. Though you may run into dry-spells if the caravans don't come for a year. I'd recommend having at least 100 logs at any time. Just in case you need to build lots of beds. You can build most other things from stone instead. --[[User:AlexFili|AlexFili]] 11:13, 4 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::I presume you're living next to a volcano in that desert, since 3 metal bars per bin or barrel is 4 bars more than I'm willing to use, and 3 bars plus fuel is just nuts. [[User:Anydwarf|Anydwarf]] 14:03, 4 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::Aye. Why live in a desert if not for massive glass industries?&lt;br /&gt;
:::::Oh, and I don't make bins or barrels with anything &amp;amp;ndash; they aren't needed and are in fact annoying if you have OCD management. --[[User:Savok|Savok]] 14:35, 4 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::::Hm.. I suppose that would work if you don't make [[Dwarven syrup]]... --[[User:Anydwarf|Anydwarf]] 16:39, 4 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::::I don't &amp;amp;ndash; I find it as cheaty as boozecooking, which is easier, and almost identical to boozecooking. However, I do boozecook, which does use a lot of barrels for alcohol. If you buy barreled stuff from caravans and ask for it in the trade agreement, you can easily get a lot of barrels.&lt;br /&gt;
:::::::Worst case, you'll use up all your barrels. Then, all you have to do is put more labor sooner into cooking the stuff. --[[User:Savok|Savok]] 22:49, 4 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::::::Was just saying, that some might complain about it.&amp;lt;br /&amp;gt;I myself seem to never have enough barrels for alcohol after I get a population over 30. I just like to have an &amp;quot;emergency&amp;quot; warehouse of booze, which takes barrels upon barrels... And syrup is always handy to have around.&amp;lt;br /&amp;gt;Also, in my personal opinion, all space-saving is good.&amp;lt;br /&amp;gt;--[[User:Karpatius|Karp]] 04:30, 9 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::::::Hmmm, you must have some gigantic storerooms then savok! &amp;lt;!--Yes I know theres no indent, but any more indentations and we'll be running vertically across the page!--&amp;gt; --[[User:AlexFili|AlexFili]] 06:25, 10 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::::::::Not really. I quickly get rid of everything except prepared meals and booze, and I trade away prepared meals under ten food units. &amp;lt;!-- On the old wiki, the record for number of indents was, I believe, twenty-one. It displayed fine on 1024x768. The point of these super-long threads is to have fun with record-setting! --&amp;gt; --[[User:Savok|Savok]] 09:21, 10 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Spontaneous generation and rocks ==&lt;br /&gt;
I have had tower-caps spawn in underground soil, far from my irrigated area and without any muddiness or exposure to the outside. (Though not many). Also, I assume you have to clear rocks in order for them to spawn on muddy cavern tiles?&lt;br /&gt;
[[User:Pavlov|Pavlov]] 21:39, 28 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Prospecting in version 0.28.181.39+ ==&lt;br /&gt;
&lt;br /&gt;
Does the newer prospecting feature reveal underground rivers and lakes?  I haven't used DF for more than world generation in the new version...  If so, the article mentions &amp;quot;currently very difficult to do&amp;quot;, which can be changed. --[[User:JT|JT]] 19:08, 29 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It does, so I have. :) --[[User:Raumkraut|Raumkraut]] 06:47, 30 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== The tower cap farm part is pretty much useless... ==&lt;br /&gt;
&lt;br /&gt;
Do we need that tower cap farm part?&lt;br /&gt;
It takes more space than the main article and doesn't add much info.&lt;br /&gt;
Also, it has incorrect information (tower cap farm should be flooded with more water than just to cover all tiles with '1's, because some of them will dry while flooding).&lt;br /&gt;
Just link to article about farming and irrigation. It explains it well enough. --[[User:Someone-else|Someone-else]] 20:04, 3 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Muddied soil ==&lt;br /&gt;
&lt;br /&gt;
I have had mined-out peat sit barren for several seasons with an exposed cave river. After I muddied some of it, vegetation started growing (on the muddy part) before all the water was dry. [[User:VengefulDonut|VengefulDonut]] 02:24, 9 February 2009 (EST)&lt;br /&gt;
:OK, how do you explain green towercaps '''growing in my not muddied corridors'''? If you don't know, don't post: tower caps grow on: muddied underground anything, OR '''not muddied underground soil, if there is a solid soil wall on the level below'''. Just as every other tree it will not grow on not buddied soil, if there is no soil wall underneath.&lt;/div&gt;</summary>
		<author><name>Dorten</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Tower-cap&amp;diff=8214</id>
		<title>40d:Tower-cap</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Tower-cap&amp;diff=8214"/>
		<updated>2009-02-09T05:27:59Z</updated>

		<summary type="html">&lt;p&gt;Dorten: Undo revision 39956 by VengefulDonut (Talk) Check before you edit, please&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Tower caps''' are a type of mushroom-like, subterranean [[tree]]. Once fully grown, they can be designated for [[wood cutting]] and produce Tower Cap [[log]]s.&lt;br /&gt;
&lt;br /&gt;
== Tree Farms ==&lt;br /&gt;
&lt;br /&gt;
It is possible for tower caps to spontaneously grow in muddied subterranean areas or subterranean soil &amp;lt;b&amp;gt;only if&amp;lt;/b&amp;gt; you have discovered an [[underground]] [[river]] or underground pond. Such features can be located using the [[site finder]] and on the local view during embarkation, if the relevant [[init]] and [[world generation]] parameters are set.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On the subject of spawning Tower Caps, [[Toady]] said:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;''Right now, you can't plant tower-caps or bring spawn along, so you need to find a cave river or cave pool, in which case they will start growing underground if it's all working. It's trickier to find such things, so it's mostly impossible to do. Later, you should be able to plant them. There are no arbitrary vegetation caps now.''&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;arbitrary vegetation caps&amp;quot; comment is referring to the old limit of 200 tower caps growing by the [[cave river]] in the [[mud]].&lt;br /&gt;
&lt;br /&gt;
To design a tower-cap [[farm]], refer to [[Irrigation#Reservoir_irrigation|reservoir irrigation]], which can be used for a variety of purposes.&lt;br /&gt;
&lt;br /&gt;
Beware that young tower caps will be killed if repeatedly walked upon.&lt;br /&gt;
&lt;br /&gt;
{{Wood FAQ}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Trees]]&lt;/div&gt;</summary>
		<author><name>Dorten</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Kami&amp;diff=47164</id>
		<title>User:Kami</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Kami&amp;diff=47164"/>
		<updated>2009-02-06T08:56:27Z</updated>

		<summary type="html">&lt;p&gt;Dorten: As you wish ;)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Noble&lt;br /&gt;
| noble=Kami&lt;br /&gt;
| quarters=Quarters&lt;br /&gt;
| dining=Dining Room&lt;br /&gt;
| office=Office&lt;br /&gt;
| cabinets=1&lt;br /&gt;
| chests=1&lt;br /&gt;
| arrival=&lt;br /&gt;
&amp;lt;div style='text-align: center; padding: 0.2em 0'&amp;gt;''None''&amp;lt;br /&amp;gt;''(either you are Kami or not)''&amp;lt;/div&amp;gt;&lt;br /&gt;
| function=&lt;br /&gt;
* Play Dwarf Fortress&lt;br /&gt;
}}&lt;br /&gt;
Kami likes [[obsidian]], [[mechanism]], the [[color|color green]], [[gem|moss opal]], [[green glass]] and [[magma]] for it´s lack of [[pressure]]. When possible, he prefers to consume [[alcohol|dwarvern beer]]. He absolutely detests [[Deity|religion]].&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;''I`m not a native english speaker. So if you find any mistakes in spelling, grammar or the usage of words here, feel free to correct it as long you don´t change meaning or context of my opinions.''&amp;lt;br /&amp;gt;&lt;br /&gt;
== TODO ==&lt;br /&gt;
* [[Site finder]]&lt;br /&gt;
* [[User:Kami#Starting build]]&lt;br /&gt;
== DONE ==&lt;br /&gt;
* added [[horse]]-warning to [[Starting_build#Rapid_Expansion]] --[[User:Kami|Kami]] 04:07, 29 January 2009 (EST)&lt;br /&gt;
== Starting build ==&lt;br /&gt;
=== [[Skills]] ===&lt;br /&gt;
The selection and kombination of different starting skills depends on some simple considerations:&lt;br /&gt;
* needs and wants&lt;br /&gt;
* training speed, possibilities and costs&lt;br /&gt;
* expedient combinability&lt;br /&gt;
* free equipment&lt;br /&gt;
* personal preferences&lt;br /&gt;
==== Needs and wants ====&lt;br /&gt;
Generally said, you don´t need any starting skills. There is no skill your [[dwarf|dwarves]] can´t learn on site and no job they can´t do unskilled. But there are three notable skills a not even novice dwarves is useless.&lt;br /&gt;
* [[Appraiser]]&lt;br /&gt;
* [[Judge of intent]]&lt;br /&gt;
* [[Swimmer]]&lt;br /&gt;
The appraiser skill is needed at novice level or better to see the values of goods being traded. Trading with a dabbling appraiser is not [[loosing|funny]] and the skill is only trained by trading so you should invest one point in one of your dwarves.&amp;lt;br /&amp;gt;&lt;br /&gt;
The judge of intent skill is one of the [[Broker skills]]. It is needed at novice level or better to get an impression of the mood of the trader. This helps to wage... ''todo''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Dwarf|{{COLOR:5:0:1}}|10px}} Novice Appraiser / (Novice Organizer) / (Novice Record keeper) / Novice Judge of intent&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;collapsible collapsed infobox&amp;quot; style=&amp;quot;border: 1px solid #aaa; font-size: 90%; margin: 1em 0em 0em; padding: 2px; text-align: center; width: 30%;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;border: 1px solid #aaa; font-weight:bold; background-color: {{COLOR:3:0:0}}; padding-left: 1em; padding-right: 1em;&amp;quot; | Stuff &lt;br /&gt;
|- style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;font-family: monospace; white-space: pre&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Dorten</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Metal&amp;diff=22089</id>
		<title>40d Talk:Metal</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Metal&amp;diff=22089"/>
		<updated>2009-02-06T06:44:07Z</updated>

		<summary type="html">&lt;p&gt;Dorten: USE THE FRIGGIN CALCULATOR!!!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;what does brittle mean. (For the game, I know what it means). --[[User:Soyweiser|Soyweiser]] 13:20, 6 November 2007 (EST)&lt;br /&gt;
:Hey Soyweiser, if you look at the Raw file below there are tags for [BRITTLE] on some of the metals. I can only assume that this increases the chances of a weapon or other object breaking when in use; but that's just a guess. --[[User:Markavian|Markavian]]&lt;br /&gt;
:: Yeah, I saw that in the raw files indeed. Perhaps it makes the items degrade faster. But we have no proof of this yet? nobody tested it? --[[User:Soyweiser|Soyweiser]] 06:47, 7 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I'm pretty sure that the brittle flag means that you cannot make craft goods and furniture from it.  Note that bismuth and pig iron cannot be made into any craft good or furniture item.&lt;br /&gt;
&lt;br /&gt;
== Alloys ==&lt;br /&gt;
&lt;br /&gt;
Alright, someone merged [[Alloy]] into this page, but there's also alloy information at [[smelting]]. If not its own page, where are we gonna put that info? --[[User:Turgid Bolk|Turgid Bolk]] 01:18, 7 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Counts ==&lt;br /&gt;
&lt;br /&gt;
Is the number of resulting bars always the same as the one of used bars/ore pieces? There used to be some bugs, resulting in getting more or less bars, than expected. Has anyone checked this in the last version? [[User:Dorten|Dorten]] 04:06, 10 January 2008 (EST)&lt;br /&gt;
:[[Galena]]. [[Tetrahedrite]]. [[User:VengefulDonut|VengefulDonut]] 10:27, 10 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Graph ==&lt;br /&gt;
&lt;br /&gt;
Anyone want to make a graph like http://archive.dwarffortresswiki.net/images/9/9c/Metalchart.png ? If nobody says yes, I might give it a try. --[[User:Savok|Savok]] 15:58, 2 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:That's pretty awesome... t'would be quite the undertaking to get it fully updated and still understandable though. The fuel flow is a tad bit confusing, but not very much so. --[[User:N9103|Edward]] 21:56, 2 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Additionally, width would have to be less than about 781px, which was the width of the old image and nigh horizontal scrollbar width. --[[User:Savok|Savok]] 22:02, 2 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Pewter values ==&lt;br /&gt;
&lt;br /&gt;
Just making sure my math is right...&lt;br /&gt;
    Tin (2)     Trifle pewter (4)&lt;br /&gt;
    Tin (2) ==&amp;gt; Trifle pewter (4)&lt;br /&gt;
 Copper (2)     Trifle pewter (4)&lt;br /&gt;
&lt;br /&gt;
6 units of wealth have been converted into 12 units of wealth.  A 100% value increase.&lt;br /&gt;
&lt;br /&gt;
    Tin (2)     Fine pewter (5)&lt;br /&gt;
    Tin (2) ==&amp;gt; Fine pewter (5)&lt;br /&gt;
    Tin (2)     Fine pewter (5)&lt;br /&gt;
 Copper (2)     Fine pewter (5)&lt;br /&gt;
&lt;br /&gt;
8 units of wealth have been converted into 20 units of wealth.  A 150% value increase.&lt;br /&gt;
&lt;br /&gt;
    Tin (2)     Lay pewter (3)&lt;br /&gt;
    Tin (2) ==&amp;gt; Lay pewter (3)&lt;br /&gt;
   Lead (2)     Lay pewter (3)&lt;br /&gt;
 Copper (2)     Lay pewter (3)&lt;br /&gt;
&lt;br /&gt;
8 units of wealth have been converted into 12 units of wealth.  A 50% value increase.&lt;br /&gt;
&lt;br /&gt;
The reason to do lay pewter over fine pewter or trifle pewter would be&lt;br /&gt;
* More bars per smelting over trifle pewter.  Potentially important if no magma.&lt;br /&gt;
* Less tin consumption.  Tin can be used for bronze alloys which are weapon capable.&lt;br /&gt;
&lt;br /&gt;
Correct?&lt;br /&gt;
--[[User:Shagie|Shagie]] 14:35, 7 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
: 8 units of wealth into 20 units of wealth is 250%, not 150%. [[User:Emmanovi|Emmanovi]] 16:21, 22 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:: If you go from 100% to 250%, that's called an increase of 150%. Shagie's math and terminology are both correct. --[[User:Sowelu|Sowelu]] 19:49, 26 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::: Ah, point taken. I guess I shouldn't skim-read in future, heh. [[User:Emmanovi|Emmanovi]] 18:01, 28 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Bar count? ==&lt;br /&gt;
&lt;br /&gt;
Is there a page that lists how many bars are needed to forge different things? There's some info at [[armor]]. But there's no info at [[weapon]], crafts, or [[furniture]]. Should there be a unified list here?  --[[User:Strangething|Strangething]] 17:46, 16 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;All metal furniture requires 3 bars to forge except for chains, animal traps, buckets and blocks.&amp;quot; (not my quote) --[[User:AlexFili|AlexFili]] 03:59, 17 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:[[Metalsmith's forge]]. [[User:VengefulDonut|VengefulDonut]] 09:58, 18 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== alloys ==&lt;br /&gt;
&lt;br /&gt;
is something required to make the fancier alloys like nickel-silver or electrum? i melted down some cages at my smelter but i couldn't make nickle silver or bronze &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Eerr|Eerr]]&amp;lt;/small&amp;gt;&lt;br /&gt;
: [[Nickel silver]] requires 2 [[Nickel]] + 1 [[Copper]] + 1 [[Zinc]]. [[Electrum]] is 1 [[Gold]] and 1 [[Silver]]. For rough ideas in-game, go to the stones menu of the Stocks menu and click into stones to find what they can be used in. Or look up the reactions file in your data. -[[User:Fuzzy|Fuzzy]] 18:27, 22 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Profits ==&lt;br /&gt;
&lt;br /&gt;
I added a 'Profit' column to the metal/reaction list.  This shows the value added by performing the reaction:  There's &amp;quot;profit per bar&amp;quot; if you want to make the most of limited bars, and &amp;quot;total profit&amp;quot; if you're worried about smelter time or limited fuel.  Should make it easier to see which reactions are better at a glance, of course it doesn't take a lot of things into account...like &amp;quot;bismuth is otherwise useless&amp;quot;.  Pig iron and steel are a little weird because they have other inputs too.  Hope you like it, revert if it sucks. --[[User:Sowelu|Sowelu]] 19:47, 26 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Recent changes to the profit column have been for the worse. Generally, the metal bars are used to make something and are not kept in bar form, so the value of the actual bars is much less important than the material multiplier. The profit column should (and at some point did) reflect the change in material multiplier. This can easily be used to compute the value difference of nickel silver doors vs doors of the base materials or similar for any other metal item. [[User:VengefulDonut|VengefulDonut]] 10:18, 23 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::Agreed, and reverted.  The pig iron entry looks funny to me, but the rest look right. --[[User:Squirrelloid|Squirrelloid]] 19:21, 23 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
==USE THE FRIGGIN CALCULATOR!!!==&lt;br /&gt;
Comparing values like that (i mean iron (10) + pig iron (14) + flux (2) + coal (2)) is absolutely inconvenient! Cause this way you get equal values for flux and coal for example, but in fact flux '''STONE''' worth 6 and coal '''BAR''' worth 10. This way you give absolutely wrong and irrelevant profits!--[[User:Dorten|Dorten]] 01:44, 6 February 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Dorten</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File_talk:Pumpedmagma.png&amp;diff=47203</id>
		<title>File talk:Pumpedmagma.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File_talk:Pumpedmagma.png&amp;diff=47203"/>
		<updated>2009-02-06T04:28:43Z</updated>

		<summary type="html">&lt;p&gt;Dorten: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is wrong. The pumped magma will not flow upwards.&lt;br /&gt;
:Oh, it will. Try and see--[[User:Dorten|Dorten]] 23:28, 5 February 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Dorten</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Water_pressure&amp;diff=34066</id>
		<title>40d Talk:Water pressure</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Water_pressure&amp;diff=34066"/>
		<updated>2009-02-06T04:12:15Z</updated>

		<summary type="html">&lt;p&gt;Dorten: /* To clear out */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Verification of U-bend bug. [http://mkv25.net/dfma/movie-207-infinitewaternopumps] [[User:VengefulDonut|VengefulDonut]] 12:37, 7 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
: Do you happen to have a save file so I can poke it a bit? --[[User:SL|SL]] 11:06, 15 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::I don't, but it has been reliably reproducible. [[User:VengefulDonut|VengefulDonut]] 23:37, 15 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Deep water pressure bug? ==&lt;br /&gt;
&lt;br /&gt;
I just had an odd experience. I lucked into a map with a brook high up on a mountain slope, a deep ravine next to it with an extremely narrow mouth I could easily wall off, and goblin buildings down at the bottom of the slope. So I made a huge five-level-deep reservoir and dug a floodgate-controlled tunnel from the lowest level right into the basement of one of the goblin forts. The reservoir was filling slowly so I had the opportunity to test-fire the flood in some disposable save games while the reservoir was still only partly full; it gave the wonderful drowned-goblin corpse-fountain effect I was hoping for. But once the reservoir had finished filling up to 7 on the highest level, even with the brook that was feeding it, opening the floodgate produced only a disappointing unpressurized trickle. It wasn't until I dug a single channel square at the edge of the reservoir, introducing a single non-7 square to the uppermost water layer, that the torrent instantly let loose with all its pressurized might. A known issue? Some of this page is a bit too arcane for me to follow right now so I'm not sure if it's mentioned. [[User:Bryan Derksen|Bryan Derksen]] 01:59, 28 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:That's almost certainly because it's being treated as part of the brook, since brooks and rivers don't produce (and even neutralize) water pressure. --[[User:N9103|Edward]] 14:49, 28 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Ah, so if I closed the floodgates feeding the reservoir to sever the connection with the brook it'd pressurize? Interesting physics in DF world. :) [[User:Bryan Derksen|Bryan Derksen]] 03:09, 30 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==To clear out==&lt;br /&gt;
 Water sources attempt to generate water in tiles adjacent to pressurized tiles. They will not generate water in tiles above&lt;br /&gt;
 pressurized tiles unless the water source has nowhere else to generate any water, and they will never generate water above &lt;br /&gt;
 the water source's z-level. &lt;br /&gt;
What exactly does this mean? If I understand right, then it's a lie--[[User:Dorten|Dorten]]&lt;/div&gt;</summary>
		<author><name>Dorten</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Water_pressure&amp;diff=34065</id>
		<title>40d Talk:Water pressure</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Water_pressure&amp;diff=34065"/>
		<updated>2009-02-06T04:11:52Z</updated>

		<summary type="html">&lt;p&gt;Dorten: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Verification of U-bend bug. [http://mkv25.net/dfma/movie-207-infinitewaternopumps] [[User:VengefulDonut|VengefulDonut]] 12:37, 7 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
: Do you happen to have a save file so I can poke it a bit? --[[User:SL|SL]] 11:06, 15 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::I don't, but it has been reliably reproducible. [[User:VengefulDonut|VengefulDonut]] 23:37, 15 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Deep water pressure bug? ==&lt;br /&gt;
&lt;br /&gt;
I just had an odd experience. I lucked into a map with a brook high up on a mountain slope, a deep ravine next to it with an extremely narrow mouth I could easily wall off, and goblin buildings down at the bottom of the slope. So I made a huge five-level-deep reservoir and dug a floodgate-controlled tunnel from the lowest level right into the basement of one of the goblin forts. The reservoir was filling slowly so I had the opportunity to test-fire the flood in some disposable save games while the reservoir was still only partly full; it gave the wonderful drowned-goblin corpse-fountain effect I was hoping for. But once the reservoir had finished filling up to 7 on the highest level, even with the brook that was feeding it, opening the floodgate produced only a disappointing unpressurized trickle. It wasn't until I dug a single channel square at the edge of the reservoir, introducing a single non-7 square to the uppermost water layer, that the torrent instantly let loose with all its pressurized might. A known issue? Some of this page is a bit too arcane for me to follow right now so I'm not sure if it's mentioned. [[User:Bryan Derksen|Bryan Derksen]] 01:59, 28 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:That's almost certainly because it's being treated as part of the brook, since brooks and rivers don't produce (and even neutralize) water pressure. --[[User:N9103|Edward]] 14:49, 28 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Ah, so if I closed the floodgates feeding the reservoir to sever the connection with the brook it'd pressurize? Interesting physics in DF world. :) [[User:Bryan Derksen|Bryan Derksen]] 03:09, 30 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==To clear out==&lt;br /&gt;
 Water sources attempt to generate water in tiles adjacent to pressurized tiles. They will not generate water in tiles above pressurized tiles unless the water source has nowhere else to generate any water, and they will never generate water above the water source's z-level. &lt;br /&gt;
What exactly does this mean? If I understand right, then it's a lie--[[User:Dorten|Dorten]]&lt;/div&gt;</summary>
		<author><name>Dorten</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Decoration&amp;diff=35497</id>
		<title>40d Talk:Decoration</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Decoration&amp;diff=35497"/>
		<updated>2009-02-03T06:57:14Z</updated>

		<summary type="html">&lt;p&gt;Dorten: /* Types of decorations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Disappearing Ecrusted Goods ==&lt;br /&gt;
&lt;br /&gt;
Would anyone know why the objects that I encrust with jems don't seem to turn up anywhere? The encruster just stands around with it for a while and then I can't find it anymore. [[User:Patarak|Patarak]] 05:20, 24 January 2008 (EST)&lt;br /&gt;
:Dwarf McShinyPants cancels encrust with antimatter: Giant Explosion.--[[User:Ikkonoishi|Ikkonoishi]] 12:53, 24 January 2008 (EST)&lt;br /&gt;
:maybe they r stuck in your workshop cos thers no room in/no fitting stockpile or no hauler available? use {{Key|t}} on the workshop to check its contents--[[User:Koltom|Koltom]] 16:48, 10 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Encrusting Ammo ==&lt;br /&gt;
&lt;br /&gt;
Is there really a point to it unless you're selling the ammo? I would expect it to increase damage or something, but that's just me. --[[User:Eurytus|Eurytus]] 23:39, 2 April 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Encrusing ammo only increases its value, and it is currently bugged so that encrusted ammo is much more valuable than it should be.  [[User:Bouchart|Bouchart]] 09:52, 13 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::As an example, a stack of 25 iron bolts encrusted with topazes are worth over 10000 dwarfbucks. --[[User:Doniazade|Doniazade]] 10:24, 27 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Multiple gem decorations? ==&lt;br /&gt;
&lt;br /&gt;
Can I decorate an item with more than one type of gem?  [[User:Gairabad|Gairabad]] 00:30, 18 December 2008 (EST)&lt;br /&gt;
:Yes.  Each gem type is a separate decoration. --[[User:Squirrelloid|Squirrelloid]] 01:17, 18 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Base Item Material ==&lt;br /&gt;
&lt;br /&gt;
Can I decorate an item made of &amp;lt;Material&amp;gt; with decorations made of &amp;lt;Same Material&amp;gt;? [[User:Rkyeun|Rkyeun]] 13:50, 18 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;Yes&amp;gt;.--[[User:Maximus|Maximus]] 13:53, 18 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Types of decorations ==&lt;br /&gt;
&lt;br /&gt;
Does anyone know what all the possible types of decoration are?  I assume you couldn't have the same type of decoration twice (even if the material used is different) but is that really true?  How do multiple decorations of different quality affect the quality tag that shows up on the item?--[[User:Jpwrunyan|Jpwrunyan]] 01:15, 29 January 2009 (EST)&lt;br /&gt;
:From the value page: Decorations include &amp;quot;It is decorated with &amp;lt;material&amp;gt;&amp;quot;, &amp;quot;It is banded with &amp;lt;material&amp;gt;&amp;quot;, &amp;quot;It is adorned with hanging rings of &amp;lt;material&amp;gt;&amp;quot;, &amp;quot;This object menaces with spikes of &amp;lt;material&amp;gt;&amp;quot;, &amp;quot;On this object is an image of &amp;lt;description&amp;gt; in &amp;lt;material&amp;gt;&amp;quot;, &amp;quot;It is studded with &amp;lt;metal&amp;gt;&amp;quot;.--[[User:Dorten|Dorten]] 01:57, 3 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== sew image ==&lt;br /&gt;
&lt;br /&gt;
both clothiers and leatherworkers can sew images onto all the same materials.. as in, leatherworkers can sew on cloth and vice versa. bug? (v0.28.181.40d.)&lt;br /&gt;
:If I understand your question, the answer is No.  Why does this strike you as strange?  In real life you can have leather decorations on regular cloth.  You can also sow into (soft) leather.  Most leather jackets, for example, have a cloth liner.  Military clothes of any material will have insignia sewn on it.  You need to go clothes shopping some time!--[[User:Jpwrunyan|Jpwrunyan]] 05:41, 2 February 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Dorten</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Giant_cave_spider&amp;diff=12163</id>
		<title>40d Talk:Giant cave spider</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Giant_cave_spider&amp;diff=12163"/>
		<updated>2009-02-03T06:40:17Z</updated>

		<summary type="html">&lt;p&gt;Dorten: /* Escaping a web */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;THEY ARE EVIL. One killed 2 of my proficient miners on its own! It has a breath attack that shoots webs and it rips off people limbs! Dont attack them if you know whats good for you! --[[User:Diabl0658]]&lt;br /&gt;
:What is this? I did not write this in the comments! [[User:Diabl0658|Diabl0658]] 22:23, 31 October 2007 (EDT)&lt;br /&gt;
::The article page was cleaned up - less personal (the 'my' aspect of it - that only applies to ''your'' (Diabl0658's) experience and not necessarily that of any future editor).  JT copied the anecdote in the article to the talk page and attributed it to you.  (Side consideration sub pages of /anecdote for this type of thing?) --[[User:Shagie|Shagie]] 22:44, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::What Shagie said.  I figure the articles themselves should be left for &amp;quot;fact&amp;quot; (you can inject subtle humour or hearsay if it's between the lines), while any personal experiences or questions can be mentioned on the Talk pages.  (I dunno if an anecdotal page is necessary.  Do we really need so many more stub pages?)  That's the general idea on Wikipedia, anyway... --[[User:JT|JT]] 23:13, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: The sub page idea could be a way of clearly making a place for anecdotes that would otherwise show up in article pages or talk pages (where talk pages would (in theory) be more about the factual/design content of the articles themselves. One of the wikis I am involved with is particularly prone to vandalism - the funny vandalism they move off to a sub page. This way, its still there as a record but isn't hampering discussion or reading the article itself.  Realize I'm not calling anecdotes vandalism, but rather suggesting a similar way that they can be put somewhere so they don't hamper discussion or the article.  --[[User:Shagie|Shagie]] 23:25, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Should this article not be under the &amp;quot;creatures&amp;quot; section? --[[User:Talith|Talith]]&lt;br /&gt;
&lt;br /&gt;
I've noticed a few references to &amp;quot;phantom spiders&amp;quot; in material lists and such.  Is it possible that a phantom spider is in fact what created that hellishly large web in the picture, or is it known that that was a regular giant cave spider? --[[User:AlBorland|AlBorland]]&lt;br /&gt;
&lt;br /&gt;
:Nope, that's a bona fide giant cave spider.  You can see it towards the centre of the web.  Phantom spiders are vermin-sized critters which appear only on evil maps. --[[User:JT|JT]] 01:06, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
You should probably upload that web picture to the wiki rather than an external host.  -[[User:EarthquakeDamage|EarthquakeDamage]] 02:18, 10 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== The Spidernator ==&lt;br /&gt;
&lt;br /&gt;
Added a line half intended to bring a chuckle to readers, though well with intent of warning of one of their greatest threats that wasn't previously mentioned; they can't be stunned or incapacitated in any way, due to having such tokens as [NOPAIN] and [NOSTUN], along with several other immunities. I modified the &amp;quot;quote&amp;quot; a bit so that it more accurately fits the description for more practical purposes. --[[Hesitris|Hesitris]] 21:53 EST, 15 November 2007&lt;br /&gt;
&lt;br /&gt;
== Giant Spider Silk ==&lt;br /&gt;
&lt;br /&gt;
Sure, they can poison you and web you up and eat you later. (Attercob! Attercob!) But don't their webs make the loveliest high-value [[silk]] shirts and cloaks? --[[User:Jellyfishgreen|Jellyfishgreen]] 11:11, 1 October 2008 (EDT)&lt;br /&gt;
: I understand they can be tamed by a [[Dungeon Master]]; does anyone know if they will still produce silk for the loom if tame? Is the webbing they spray at attacking enemies collectible for the loom? --[[User:Jellyfishgreen|Jellyfishgreen]] 10:08, 14 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Visible invisible web ==&lt;br /&gt;
&lt;br /&gt;
I've seen giant cave spider silk webs in my pit in my most recent fort (haven't bothered to touch them yet, haha). Could it be that new pieces of web are visible from creation point? --[[User:GreyMario|GreyMaria]] 17:30, 4 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Escaping a web ==&lt;br /&gt;
&lt;br /&gt;
Could someone who knows include information in this article regarding whether a dwarf can escape a web or be freed from one?&lt;br /&gt;
When my dwarf gets stuck in a web he invariably gets killed...--[[User:Jpwrunyan|Jpwrunyan]] 00:30, 3 February 2009 (EST)&lt;br /&gt;
:Well, when the spider cannot reach entangled dwarf, the paralysis wears away pretty quickly.--[[User:Dorten|Dorten]] 01:40, 3 February 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Dorten</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Trading&amp;diff=36094</id>
		<title>40d Talk:Trading</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Trading&amp;diff=36094"/>
		<updated>2009-01-23T09:48:31Z</updated>

		<summary type="html">&lt;p&gt;Dorten: /* Elven Caravan Wood Logs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Archive|&lt;br /&gt;
# The [[Talk:Trading/Talk Caravan|talk page]] from Caravan, which wasn't merged properly at the time.&lt;br /&gt;
# The [[Talk:Trading/archive1|first archive]] of Talk:Trading.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Culling on mandates ==&lt;br /&gt;
&lt;br /&gt;
what's that? in the trade screen? me no be native speaker...--[[User:Koltom|Koltom]] 21:56, 20 February 2008 (EST)&lt;br /&gt;
:I think it means that it will hide things that are not allowed to be traded: &amp;quot;Mayor has put bans on certain exports&amp;quot;. But I don't know if it hides an entire bin if one item in it is banned. [[User:Hex Decimal|Hex Decimal]] 14:29, 27 February 2008 (EST)&lt;br /&gt;
::I am quite sure that &amp;quot;culling on mandates: on&amp;quot; hides all bins containing items which have active Noble Export Bans. [[User:Samyotix|Samyotix]] 09:16, 13 November 2008 (EST)&lt;br /&gt;
:::I made a &amp;quot;trading color cues&amp;quot; subsection.  This should cover relevant info about mandates and other things.  --[[User:Shurikane|Shurikane]] 22:07, 29 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Trading flowchart ==&lt;br /&gt;
{{:Trading/Flowchart}}&lt;br /&gt;
Given a number of questions on the forums, it may be a good idea to put together a flowchart of the steps involved in trading. I will draft something up here (at least partially so I can safely screw up my first attempt on this wiki)&lt;br /&gt;
&lt;br /&gt;
Tasks are sequential top-to-bottom, but can be done in parallel left-to-right&lt;br /&gt;
{|cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot; width=400|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 rowspan=2| Make or obtain goods to trade || Build Depot ({{K|b}} - {{K|D}})&lt;br /&gt;
|-&lt;br /&gt;
| Ensure Depot is accessible ({{K|D}})&lt;br /&gt;
Check green area reaches edge of map&lt;br /&gt;
|-&lt;br /&gt;
| colspan=3 | Wait until a caravan arrives on the map&lt;br /&gt;
&amp;quot;A--- caravan from --- has arrived.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Set goods to be traded ({{K|q}} - {{K|g}}) || Request a trader ({{K|q}} - {{K|r}}) || Wait for caravan to reach the depot&lt;br /&gt;
&amp;quot;Merchants have arrived and are unloading their goods&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Wait for goods to be hauled || Wait for the trader to finish their other tasks and go to the depot || Wait for the rest of the caravan to reach the depot and be unloaded &lt;br /&gt;
|-&lt;br /&gt;
| colspan=3 | Begin actual trading ({{K|q}} - {{K|t}})&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Hmm. Is there a better way to show this? It may not help much as is... [[User:Kaypy|Kaypy]]&lt;br /&gt;
:Ask and ye shall receive (see right, editable at [[Trading/Flowchart]]). --[[User:Juckto|Juckto]] 08:46, 6 May 2008 (EDT) &lt;br /&gt;
::'''Re: Adeptable's changes'''&amp;lt;br&amp;gt;I don't think the third branch is neccesary. For one, it makes it seem too wide, and secondary it implies that turning off the trader's labours ''all the time'' means that trading will happen faster - almost as if it will make merchants arrive more often. --[[User:Juckto|Juckto]] 23:36, 2 August 2008 (EDT)&lt;br /&gt;
:::I'd add retrieving empty bins to the bottom so that you don't end up with empty bins sitting at the depot.  When stockpiles are crowded you'll need them to deal with the sudden influx of goods.  (Never give away bins!)  I bow to your wiki-fu, I simply could not edit your flowchart...  --[[User:Corona688|Corona688]] 14:15, 3 December 2008 (EST)&lt;br /&gt;
::::Yeah, it's a bit tricky I guess. It's all in the colspan :p. But, ahhh, how do you retreive them? I thought dwarves would automatically fetch empty bins from the depot if they needed them, just like fetching them from any other location. --[[User:Juckto|Juckto]] 18:31, 3 December 2008 (EST)&lt;br /&gt;
:::::Ack, somehow didn't see this.  Empty bins will still show up as Trading in the bring goods to depot menu, unmark them and your dwarves will haul them back to where they're needed.  --[[User:Corona688|Corona688]] 02:13, 7 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== How many wagons? ==&lt;br /&gt;
&lt;br /&gt;
I don't think I've ever seen more than 8 wagons in a given caravan. Is that the limit? Has anyone ever seen more than 8?--[[User:Maximus|Maximus]] 03:01, 9 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Mass selection of goods to be moved ==&lt;br /&gt;
&lt;br /&gt;
Question: Is there a way to designate multiple goods in one selection to be brought to the depot? &lt;br /&gt;
&lt;br /&gt;
I'm getting really tired of indivually selecting goods to be moved to the depot when I have massive amounts of crafts, food, etc. So is anyone familiar with ways to select multiple goods at once? Maybe a &amp;quot;start&amp;quot; and &amp;quot;end&amp;quot; tags (for lack of a better name) and every good caught inbetween is designated to be moved to the depot? -- [[User:Dakira|Dakira]] 14:47 10 November 2008 (PST)&lt;br /&gt;
&lt;br /&gt;
:Nope. About the best you can do is use the select (search) menu to get all the ones of the type you want, then enter-down-enter-down. You can flag about 200 a minute this way, though.--[[User:Maximus|Maximus]] 19:17, 10 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::That's what I was doing previously. Are there any plans for a &amp;quot;mass selector&amp;quot; to be introduced? -- [[User:Dakira|Dakira]] 16:50 10 November 2008 (PST)&lt;br /&gt;
&lt;br /&gt;
:::Not that I know of. Make a feature request on the [http://www.bay12games.com/forum/index.php forums].--[[User:Maximus|Maximus]] 20:05, 10 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::AFAIK, there is no good way to do this from the trade screen, which is why it's important to set up custom stockpiles and have plenty of bins. Man, I really wish you could make bins out of stone.&lt;br /&gt;
&lt;br /&gt;
== Merchant moods ==&lt;br /&gt;
&lt;br /&gt;
My fortress hadn't been doing too well, but I didn't know it was so bad it could affect merchants... and their pack animals. As the last merchant was about to leave the map, he suddenly went berserk and was cut down by his bodyguard, who then fled the scene. Shortly thereafter, I recieved a message that the donkey had been stricken by melacholy. Has anyone else had this happen?&lt;br /&gt;
&lt;br /&gt;
:They usually eventually go nuts if they can't leave for some reason. Never heard of something like what you're describing.--[[User:Maximus|Maximus]] 03:24, 12 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== No more dwarven caravan ==&lt;br /&gt;
&lt;br /&gt;
So. The Dwarven caravan has not come in the past two years. I think, though I am not sure, that this corresponds with when I met the requirements for the Incoming King, though he has not yet seen fit to arrive. I believe I also capped the population sometime in there, but I think it was after the first year of no caravan. I don't recall in any way molesting previous caravans. I needs me some dolomite and steel bars, anyone know what's going on here? --[[User:Zombiejustice|Zombiejustice]] 02:10, 13 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:So. I upper the population cap to encourage some immigration, and after a few seasons, the King showed up with his retinue and the Hammerer, who had apparently died at some point. I re-capped the population, and the caravan came next autumn. Was it the incoming king or the dead hammerer? Did the population cap interfere with the king's arrival? The mystery remains. --[[User:Zombiejustice|Zombiejustice]] 14:59, 2 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::I'm on year 13 of my most recent fortress and the Dwarven caravan declined to show up this year, after 12 years of no problem.  I still don't meet the requirements for the Incoming King.  In a previous game I did meet those requirements, and that did not interfere with the caravan (though the liason stopped letting me place orders once the king arrived).  Anyway, I don't think my current fort has anything in common with what you've described, other than a mysteriously missing caravan after not damaging previous ones. --[[User:Sev|Sev]] 00:52, 7 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== A query from the deleted page Talk:Stealing ==&lt;br /&gt;
&lt;br /&gt;
I've read many times that the traders count their total losses/profits when they leave the edge of the map, so as to make stealing of any sort impossible (to get away with, anyhow). Does this include what the guards are carrying (if they get killed or even just shoot off some bolts)? Or is the &amp;quot;total profit&amp;quot; concept true at all? --[[User:Maximus|Maximus]] 17:07, 27 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I'm pretty sure that the total profit concept is how it works. The value of everything the traders enter with is subtracted from the value of everything the traders leave with to calculate profit. There's probably something in there to account for the death of (a) trader(s). --[[User:Savok|Savok]] 21:42, 28 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Wagon movement ==&lt;br /&gt;
&lt;br /&gt;
I'm pretty sure that wagons cannot move diagonally. --[[User:Savok|Savok]] 20:08, 11 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Arrival dates ==&lt;br /&gt;
&lt;br /&gt;
Out of curiosity, has anybody given a closer look at the exact arrival dates of trade caravans?  Do they always arrive at a fixed time, or does it hover inside a certain period during the month or season?  --[[User:Shurikane|Shurikane]] 22:11, 29 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Wagons and magma==&lt;br /&gt;
A dwarven trade caravan passing over a magma channel on its way to my trade depot recently caught fire. Naturally, this caused lots of [[fun]], but I'm a bit perplexed by it. There was nothing flammable on the bridge - in fact, the magma beneath was 1/7 deep at best - but it looks like the wagons just spontaneously combusted as they passed over the stream. Can anyone confirm that it was the magma that caused this, or were the children just playing with matches again? [[User:Aosher|Aosher]] 08:07, 14 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Elven Caravan Wood Logs ==&lt;br /&gt;
I noticed there was a &amp;quot;verify&amp;quot; next to &amp;quot;carries more wood the less trees you cut down&amp;quot; under the Elven Caravans and am not sure if it is right or not.  Can anyone confirm this?  I have observed the stock of wood brought by the elves in two games as increasing significantly with time.  In one of the games wood was scarce, in the other wood was plentiful but to dangerous to cut down and in both I would consistently buy out all of the wood logs from every caravan.  So I had theorized the increase in the number of logs brought was related to demand conveyed by buying out the stock repeatedly for years.  However, not cutting down trees and buying out all the wood logs would tend to go hand in hand.  Also, to really see a significant increase in a specific item I would need to buy out all the wood stock from a caravan for close several years.  It is possible that both the demand and level of &amp;quot;production&amp;quot; of wood determine how much is brought.  If either is true for wood, then it might be true for other items that Elves bring.  Also, did I format this thing right? --[[User:Pencilinhand|PencilinHand]] 8:47, 23 January 2009 (EST)&lt;br /&gt;
:In my experience it's something more like - the more you have in stock, the less they bring. I was buying out all logs from them, and they brought ~120 logsevery year, and I chopped a lot of trees, but used them fast. Then I built some wooden machinery (axles, windmills), my stocks always showed about 100 logs in them after that, and elves began to bring only about 5 logs...--[[User:Dorten|Dorten]] 04:48, 23 January 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Dorten</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Legendary_artifact&amp;diff=18259</id>
		<title>40d:Legendary artifact</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Legendary_artifact&amp;diff=18259"/>
		<updated>2009-01-23T06:12:53Z</updated>

		<summary type="html">&lt;p&gt;Dorten: /* Quality */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dwarves in [[strange mood]]s will create '''legendary artifacts''': unique, &amp;quot;named&amp;quot; items which are of unsurpassable quality (and usually cost). An artifact is the ultimate expression of a [[dwarf]]'s desires, fears, memories and hopes in art form, and each dwarf will produce only one in their lives (or die trying). [[Dwarves]] that create an artifact are always granted the status of [[legendary]] unless they were [[Strange_mood#Possessed|possessed]].&lt;br /&gt;
 &lt;br /&gt;
Dwarves drop artifacts in the [[workshop]] or in an appropriate [[stockpile]] as soon as they are made. They can then be used just like other items. However, be warned that when a dwarf equips an artifact item (as a weapon or armour) he will never drop it, and may even carry around several artifact weapons in each hand{{version|0.27.176.38c}}. Of course, you might not see a champion [[swordsdwarf]] wielding eight artifact [[adamantine]] scimitars at once as a bad thing.&lt;br /&gt;
&lt;br /&gt;
Artifacts cannot be destroyed unless lost in a [[chasm]] or dropped to the [[magma]]. They ''can'' be stolen by marauding parties; an artifact lost to you will have a note to that effect in the Artifacts screen(press {{k|l}}).&lt;br /&gt;
&lt;br /&gt;
==Construction==&lt;br /&gt;
Dwarves will use anywhere from one to ten items in their construction. If you view ({{k|q}}) the [[workshop]] a dwarf has seized while the dwarf is in it, you can see what materials he or she plans to use (see [[strange mood]]s for further details).&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
Currently, artifacts can be used just like all other items, except that it cannot be traded to [[caravan]]s.  A dwarf carrying a [[job]] item artifact, such as a [[pick]] or an [[Battle axe|axe]], will use it to perform that job. A dwarf with an artifact [[weapon]] will use it to great effect in battle if drafted or forced to engage in combat. Artifact weapons won't be used by recruits and normal warriors, only by elites and champions.&lt;br /&gt;
&lt;br /&gt;
===Quality===&lt;br /&gt;
Artifact items have a [[quality|quality modifier]] of 120&amp;amp;times;. This is applied on top of the item's [[item value#Base values of items|base value]], its [[decoration]]s and the value of all [[item value#Material multipliers|material]]s used in its construction. (From testing, an artifact piece of [[furniture]] will raise the value of any [[room]] to Royal, for example.)&lt;br /&gt;
&lt;br /&gt;
Artifacts will automatically have one &amp;quot;free&amp;quot; decoration of the same type as its base material. For instance, a &amp;quot;Perfect Ruby&amp;quot; might have &amp;quot;Images of mangrove trees in Ruby&amp;quot;. This decoration doesn't consume additional materials: in the above example, only one ruby was used.&lt;br /&gt;
&lt;br /&gt;
Artifacts can range in value from 2,400☼ to 7,200,000☼ (full-decorated adamantine Platemail). Since [[immigration]] totals are - among other factors - based on your fortress's &amp;quot;Created Wealth&amp;quot; (and held/worn items count double in the total), expensive artifacts are often the driving factor behind how many immigrants show up in the first years.&lt;br /&gt;
&lt;br /&gt;
Artifact [[armour ]]and weapons have a high damage/protection modifier, at least greater than a similar [[iron]] item of basic quality. Though even [[steel]] artifacts will not surpass basic quality adamantine items. Note that the material of a [[crossbow]], artifact or not, does not change its shooting abilities, only its viability in melee.  However, higher quality crossbows shoot better.  For example, a masterpiece crossbow will shoot better than a finely crafted one.{{verify}}  Only dwarves with hero status{{verify}} will use artifact weapons or armor.&lt;br /&gt;
&lt;br /&gt;
It is possible artifact makers may occasionally glitch in the number of goods needed, with a corresponding increase in value (eg, [http://www.bay12games.com/forum/index.php?topic=28232.0 this monstrosity]).&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>Dorten</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Metal&amp;diff=12265</id>
		<title>40d:Metal</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Metal&amp;diff=12265"/>
		<updated>2009-01-23T05:49:15Z</updated>

		<summary type="html">&lt;p&gt;Dorten: /* List of metals */ Cause it bars, and to make consistent with steel/pig iron (where thhere are stones)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Metal''' is a [[material]] extracted from [[ore]] at a [[smelter]]. It is then sometimes combined with other materials to form an '''alloy''' metal. An alloy usually improves on the properties of its components to give more uses and [[Item value|value]]. The metal bars resulting from the [[smelting]] are used to make items such as [[weapon]]s, [[armor]], and [[furniture]] at a [[Metalsmith's forge|forge]]. Smelting pure ores into the corresponding bars raises the base value from 3 (for stone) to 5. This value is then multiplied against the base value of the metal (except adamantine, which produces wafers instead of bars).&lt;br /&gt;
&lt;br /&gt;
==Alloys==&lt;br /&gt;
Many metals can be mixed together to create alloys. In a few cases these alloys will result in an overall increase in value, or the resultant alloy will be more powerful when used to forge weapons or armour. Many alloys result in no overall increase in wealth. The main use of these alloys is to allow you to dilute any valuable metals you import, or to create items with interesting colours: for instance, [[rose gold]] is purple. An additional benefit is reduced fuel use as in some cases you can create alloys from raw ores.&lt;br /&gt;
&lt;br /&gt;
In terms of maximizing total material value, currently{{version|0.28.181.40d}} [[tin]] should be made into [[fine pewter]] or [[bronze]] (depending on availability of copper), and [[zinc]] should be made into [[brass]]. If [[copper]] is limited, it should be used for fine pewter. [[Nickel]] and [[lead]] do not form valuable alloys: &lt;br /&gt;
&lt;br /&gt;
*2 tin, 1 copper, and 1 lead can form 4 [[lay pewter]] worth 12, or 3 [[trifle pewter]] and 1 lead worth 14.&lt;br /&gt;
*2 nickel, 1 copper, and 1 zinc can form 4 [[nickel silver]] worth 12, or 2 nickel and 2 [[brass]] worth 18.&lt;br /&gt;
&lt;br /&gt;
On the other hand, nickel silver is [[magma-safe]], so it can be useful if you're short on nickel and [[iron]] and haven't found any [[bauxite]].&lt;br /&gt;
&lt;br /&gt;
== List of metals ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Reaction&amp;quot; indicates the recipe for an alloy metal; this does not include the [[fuel]] used in their creation.  &amp;quot;Profit&amp;quot; indicates the value gained per bar of metal and total value gained by performing this reaction, without counting the fuel used.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Metal&lt;br /&gt;
! Colors&lt;br /&gt;
! Value&lt;br /&gt;
! Density&lt;br /&gt;
! Weapon/Armor&lt;br /&gt;
! Other uses&lt;br /&gt;
! Reaction&lt;br /&gt;
! Profit&lt;br /&gt;
|-&lt;br /&gt;
![[Copper]]&lt;br /&gt;
|{{Tile|*|#808000|#800000}}||2||8.93||66%/66%||Ranged weapons, ammo, picks&lt;br /&gt;
|-&lt;br /&gt;
![[Nickel]]&lt;br /&gt;
|{{Tile|*|#c0c0c0|#008080}}||2||8.80&lt;br /&gt;
|-&lt;br /&gt;
![[Zinc]]&lt;br /&gt;
|{{Tile|*|#c0c0c0|#008080}}||2||7.13&lt;br /&gt;
|-&lt;br /&gt;
![[Tin]]&lt;br /&gt;
|{{Tile|*|#c0c0c0|#008080}}||2||7.28&lt;br /&gt;
|-&lt;br /&gt;
![[Lead]]&lt;br /&gt;
|{{Tile|*|#808080|#c0c0c0}}||2||11.34&lt;br /&gt;
|-&lt;br /&gt;
![[Bismuth]]&lt;br /&gt;
|{{Tile|*|#f0f|#800080}}||2||9.78||||Only used to make Bismuth Bronze&lt;br /&gt;
|-&lt;br /&gt;
![[Nickel silver]]&lt;br /&gt;
|{{Tile|*|#fff|#c0c0c0}}||3||8.65||||||Nickel x2 + Copper + Zinc||+5/+20&lt;br /&gt;
|-&lt;br /&gt;
![[Lay pewter]]&lt;br /&gt;
|{{Tile|*|#008080|#c0c0c0}}||3||7.28||||||Tin x2 + Copper + Lead||+5/+20&lt;br /&gt;
|-&lt;br /&gt;
![[Trifle pewter]]&lt;br /&gt;
|{{Tile|*|#c0c0c0|#008080}}||4||7.28||||||Tin x2 + Copper||+10/+30&lt;br /&gt;
|-&lt;br /&gt;
![[Fine pewter]]&lt;br /&gt;
|{{Tile|*|#fff|#c0c0c0}}||5||7.28||||||Tin x3 + Copper||+15/+60&lt;br /&gt;
|-&lt;br /&gt;
![[Bronze]]&lt;br /&gt;
|{{Tile|*|#808000|#800000}}||5||8.25||75%/75%||Ranged weapons, ammo, picks||Tin + Copper||+15/+30&lt;br /&gt;
|-&lt;br /&gt;
![[Billon]]&lt;br /&gt;
|{{Tile|*|#c0c0c0|#008080}}||6||8.93||||||Copper + Silver||+0/+0&lt;br /&gt;
|-&lt;br /&gt;
![[Bismuth bronze]]&lt;br /&gt;
|{{Tile|*|#ff0|#808000}}||6||8.25||75%/75%||Ranged weapons, ammo, picks||Tin + Copper x2 + Bismuth||+20/+80&lt;br /&gt;
|-&lt;br /&gt;
![[Brass]]&lt;br /&gt;
|{{Tile|*|#ff0|#808000}}||7||8.55||||||Zinc + Copper||+25/+50&lt;br /&gt;
|-&lt;br /&gt;
![[Sterling silver]]&lt;br /&gt;
|{{Tile|*|#fff|#c0c0c0}}||8||10.49||||||Silver x3 + Copper||+0/+0&lt;br /&gt;
|-&lt;br /&gt;
![[Pig iron]]&lt;br /&gt;
|{{Tile|*|#808080|#c0c0c0}}||10||7.85||||Only used to make steel||Iron + [[Flux]] stone + Coal||-16/-16&lt;br /&gt;
|-&lt;br /&gt;
![[Iron]]&lt;br /&gt;
|{{Tile|*|#808080|#c0c0c0}}||10||7.85||100%/100%||Ranged weapons, ammo, picks, anvils&lt;br /&gt;
|-&lt;br /&gt;
![[Silver]]&lt;br /&gt;
|{{Tile|*|#fff|#c0c0c0}}||10||10.49||50%/-||&lt;br /&gt;
|-&lt;br /&gt;
![[Black bronze]]&lt;br /&gt;
|{{Tile|*|#800080|#808000}}||11||8.93||||||Copper x2 + Silver + Gold||+0/+0&lt;br /&gt;
|-&lt;br /&gt;
![[Electrum]]&lt;br /&gt;
|{{Tile|*|#ff0|#808000}}||20||8.65||||||Silver + Gold||+0/+0&lt;br /&gt;
|-&lt;br /&gt;
![[Rose gold]]&lt;br /&gt;
|{{Tile|*|#f0f|#800080}}||23||19.32||||||Gold x3 + Copper||+0/+0&lt;br /&gt;
|-&lt;br /&gt;
![[Steel]]&lt;br /&gt;
|{{Tile|*|#808080|#c0c0c0}}||30||7.85||133%/133%||Ranged weapons, ammo, picks, anvils||Iron + Pig iron + Flux stone + Coal||+12/+24&lt;br /&gt;
|-&lt;br /&gt;
![[Gold]]&lt;br /&gt;
|{{Tile|*|#ff0|#808000}}||30||19.32&lt;br /&gt;
|-&lt;br /&gt;
![[Aluminum]]&lt;br /&gt;
|{{Tile|*|#fff|#c0c0c0}}||40||2.70&lt;br /&gt;
|-&lt;br /&gt;
![[Platinum]]&lt;br /&gt;
|{{Tile|*|#fff|#c0c0c0}}||40||21.40&lt;br /&gt;
|-&lt;br /&gt;
![[Adamantine]]&lt;br /&gt;
|{{Tile|*|#0ff|#008080}}||300||0.200||500%/500%||Everything except beds&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
''(Silver has a 50% armor multiplier, but can't be used to make armor. However, a dwarf with a [[strange mood]] can forge a silver armor.)'' &amp;lt;!-- Yes, the former statement is correct. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Raw file ==&lt;br /&gt;
&lt;br /&gt;
This is for reference until the metal articles are written. Then, it will be deleted.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;matgloss_metal&lt;br /&gt;
&lt;br /&gt;
[OBJECT:MATGLOSS]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_METAL:IRON]&lt;br /&gt;
[NAME:iron][ADJ:iron][COLOR:0:7:1]&lt;br /&gt;
[VALUE:10]&lt;br /&gt;
[SPEC_HEAT:450]&lt;br /&gt;
[MELTING_POINT:12768]&lt;br /&gt;
[BOILING_POINT:15150]&lt;br /&gt;
[WEAPON][WEAPON_RANGED][AMMO][DIGGER][ARMOR][ANVIL]&lt;br /&gt;
[DAMAGE_PERC:100]&lt;br /&gt;
[BLOCK_PERC:100]&lt;br /&gt;
[SOLID_DENSITY:7850]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_METAL:GOLD]&lt;br /&gt;
[NAME:gold][ADJ:golden][COLOR:6:6:1]&lt;br /&gt;
[VALUE:30]&lt;br /&gt;
[SPEC_HEAT:129]&lt;br /&gt;
[MELTING_POINT:11915]&lt;br /&gt;
[BOILING_POINT:15141]&lt;br /&gt;
[SOLID_DENSITY:19320]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_METAL:SILVER]&lt;br /&gt;
[NAME:silver][ADJ:silver][COLOR:7:7:1]&lt;br /&gt;
[VALUE:10]&lt;br /&gt;
[SPEC_HEAT:230]&lt;br /&gt;
[MELTING_POINT:11731]&lt;br /&gt;
[BOILING_POINT:13892]&lt;br /&gt;
[WEAPON][AMMO]&lt;br /&gt;
[SOLID_DENSITY:10490]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_METAL:COPPER]&lt;br /&gt;
[NAME:copper][ADJ:copper][COLOR:6:4:0]&lt;br /&gt;
[VALUE:2]&lt;br /&gt;
[SPEC_HEAT:385]&lt;br /&gt;
[MELTING_POINT:11952]&lt;br /&gt;
[BOILING_POINT:14611]&lt;br /&gt;
[WEAPON][WEAPON_RANGED][AMMO][DIGGER][ARMOR]&lt;br /&gt;
[DAMAGE_PERC:66]&lt;br /&gt;
[BLOCK_PERC:66]&lt;br /&gt;
[SOLID_DENSITY:8930]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_METAL:NICKEL]&lt;br /&gt;
[NAME:nickel][ADJ:nickel][COLOR:7:3:0]&lt;br /&gt;
[VALUE:2]&lt;br /&gt;
[SPEC_HEAT:444]&lt;br /&gt;
[MELTING_POINT:12619]&lt;br /&gt;
[BOILING_POINT:15243]&lt;br /&gt;
[SOLID_DENSITY:8800]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_METAL:ZINC]&lt;br /&gt;
[NAME:zinc][ADJ:zinc][COLOR:7:3:0]&lt;br /&gt;
[VALUE:2]&lt;br /&gt;
[SPEC_HEAT:390]&lt;br /&gt;
[MELTING_POINT:10755]&lt;br /&gt;
[BOILING_POINT:11633]&lt;br /&gt;
[SOLID_DENSITY:7135]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_METAL:BRONZE]&lt;br /&gt;
[NAME:bronze][ADJ:bronze][COLOR:6:4:0]&lt;br /&gt;
[VALUE:5]&lt;br /&gt;
[SPEC_HEAT:435]&lt;br /&gt;
[MELTING_POINT:11868]&lt;br /&gt;
[BOILING_POINT:14140]&lt;br /&gt;
[WEAPON][WEAPON_RANGED][AMMO][DIGGER][ARMOR]&lt;br /&gt;
[DAMAGE_PERC:75]&lt;br /&gt;
[BLOCK_PERC:75]&lt;br /&gt;
[SOLID_DENSITY:8250]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_METAL:BRASS]&lt;br /&gt;
[NAME:brass][ADJ:brass][COLOR:6:6:1]&lt;br /&gt;
[VALUE:7]&lt;br /&gt;
[SPEC_HEAT:377]&lt;br /&gt;
[MELTING_POINT:11656]&lt;br /&gt;
[BOILING_POINT:14068]&lt;br /&gt;
[SOLID_DENSITY:8550]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_METAL:STEEL]&lt;br /&gt;
[NAME:steel][ADJ:steel][COLOR:0:7:1]&lt;br /&gt;
[VALUE:30]&lt;br /&gt;
[SPEC_HEAT:500]&lt;br /&gt;
[MELTING_POINT:12718]&lt;br /&gt;
[BOILING_POINT:14968]&lt;br /&gt;
[WEAPON][WEAPON_RANGED][AMMO][DIGGER][ARMOR][ANVIL]&lt;br /&gt;
[DAMAGE_PERC:133]&lt;br /&gt;
[BLOCK_PERC:133]&lt;br /&gt;
[SOLID_DENSITY:7850]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_METAL:PIG_IRON]&lt;br /&gt;
[NAME:pig iron][ADJ:pig iron][COLOR:0:7:1]&lt;br /&gt;
[VALUE:10]&lt;br /&gt;
[SPEC_HEAT:500]&lt;br /&gt;
[MELTING_POINT:12106]&lt;br /&gt;
[BOILING_POINT:13968]&lt;br /&gt;
[BRITTLE]&lt;br /&gt;
[SOLID_DENSITY:7850]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_METAL:PLATINUM]&lt;br /&gt;
[NAME:platinum][ADJ:platinum][COLOR:7:7:1]&lt;br /&gt;
[VALUE:40]&lt;br /&gt;
[SPEC_HEAT:130]&lt;br /&gt;
[MELTING_POINT:13182]&lt;br /&gt;
[BOILING_POINT:16885]&lt;br /&gt;
[SOLID_DENSITY:21400]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_METAL:ELECTRUM]&lt;br /&gt;
[NAME:electrum][ADJ:electrum][COLOR:6:6:1]&lt;br /&gt;
[VALUE:20]&lt;br /&gt;
[SPEC_HEAT:180]&lt;br /&gt;
[MELTING_POINT:11828]&lt;br /&gt;
[BOILING_POINT:14968]&lt;br /&gt;
[SOLID_DENSITY:8650]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_METAL:TIN]&lt;br /&gt;
[NAME:tin][ADJ:tin][COLOR:7:3:0]&lt;br /&gt;
[VALUE:2]&lt;br /&gt;
[SPEC_HEAT:210]&lt;br /&gt;
[MELTING_POINT:10417]&lt;br /&gt;
[BOILING_POINT:14684]&lt;br /&gt;
[SOLID_DENSITY:7280]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_METAL:PEWTER_FINE]&lt;br /&gt;
[NAME:fine pewter][ADJ:fine pewter][COLOR:7:7:1]&lt;br /&gt;
[VALUE:5]&lt;br /&gt;
[SPEC_HEAT:210]&lt;br /&gt;
[MELTING_POINT:10417]&lt;br /&gt;
[BOILING_POINT:14684]&lt;br /&gt;
[SOLID_DENSITY:7280]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_METAL:PEWTER_TRIFLE]&lt;br /&gt;
[NAME:trifle pewter][ADJ:trifle pewter][COLOR:7:3:0]&lt;br /&gt;
[VALUE:4]&lt;br /&gt;
[SPEC_HEAT:210]&lt;br /&gt;
[MELTING_POINT:10417]&lt;br /&gt;
[BOILING_POINT:14684]&lt;br /&gt;
[SOLID_DENSITY:7280]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_METAL:PEWTER_LAY]&lt;br /&gt;
[NAME:lay pewter][ADJ:lay pewter][COLOR:3:7:0]&lt;br /&gt;
[VALUE:3]&lt;br /&gt;
[SPEC_HEAT:210]&lt;br /&gt;
[MELTING_POINT:10417]&lt;br /&gt;
[BOILING_POINT:14684]&lt;br /&gt;
[SOLID_DENSITY:7280]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_METAL:LEAD]&lt;br /&gt;
[NAME:lead][ADJ:lead][COLOR:0:7:1]&lt;br /&gt;
[VALUE:2]&lt;br /&gt;
[SPEC_HEAT:130]&lt;br /&gt;
[MELTING_POINT:10589]&lt;br /&gt;
[BOILING_POINT:13148]&lt;br /&gt;
[SOLID_DENSITY:11340]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_METAL:ALUMINUM]&lt;br /&gt;
[NAME:aluminum][ADJ:aluminum][COLOR:7:7:1]&lt;br /&gt;
[VALUE:40]&lt;br /&gt;
[SPEC_HEAT:900]&lt;br /&gt;
[MELTING_POINT:11188]&lt;br /&gt;
[BOILING_POINT:14534]&lt;br /&gt;
[SOLID_DENSITY:2700]&lt;br /&gt;
&lt;br /&gt;
temperature values unknown, used nickel&lt;br /&gt;
[MATGLOSS_METAL:NICKEL_SILVER]&lt;br /&gt;
[NAME:nickel silver][ADJ:nickel silver][COLOR:7:7:1]&lt;br /&gt;
[VALUE:3]&lt;br /&gt;
[SPEC_HEAT:444]&lt;br /&gt;
[MELTING_POINT:12619]&lt;br /&gt;
[BOILING_POINT:15243]&lt;br /&gt;
[SOLID_DENSITY:8650]&lt;br /&gt;
&lt;br /&gt;
temperature values unknown, used copper&lt;br /&gt;
[MATGLOSS_METAL:BILLON]&lt;br /&gt;
[NAME:billon][ADJ:billon][COLOR:7:3:0]&lt;br /&gt;
[VALUE:6]&lt;br /&gt;
[SPEC_HEAT:385]&lt;br /&gt;
[MELTING_POINT:11952]&lt;br /&gt;
[BOILING_POINT:14611]&lt;br /&gt;
[SOLID_DENSITY:8930] used copper&lt;br /&gt;
&lt;br /&gt;
temperature values unknown, used silver&lt;br /&gt;
value is weighted average of 3 silver and 1 copper&lt;br /&gt;
[MATGLOSS_METAL:STERLING_SILVER]&lt;br /&gt;
[NAME:sterling silver][ADJ:sterling silver][COLOR:7:7:1]&lt;br /&gt;
[VALUE:8]&lt;br /&gt;
[SPEC_HEAT:230]&lt;br /&gt;
[MELTING_POINT:11731]&lt;br /&gt;
[BOILING_POINT:13892]&lt;br /&gt;
[SOLID_DENSITY:10490] used silver&lt;br /&gt;
&lt;br /&gt;
temperature values unknown, used copper&lt;br /&gt;
also called shakudo or hepatizon depending on the proportions&lt;br /&gt;
(some have no silver)&lt;br /&gt;
got the name from black corinthian bronze, though these proportions&lt;br /&gt;
are more like regular corinthian bronze/brass&lt;br /&gt;
I just wanted the liver-colored one, dropped &amp;quot;corinthian&amp;quot;&lt;br /&gt;
because it sounds too location/culture specific&lt;br /&gt;
value of 11 is the weighted average value of 2copper/1silver/1gold components&lt;br /&gt;
[MATGLOSS_METAL:BLACK_BRONZE]&lt;br /&gt;
[NAME:black bronze][ADJ:black bronze][COLOR:5:6:0]&lt;br /&gt;
[VALUE:11]&lt;br /&gt;
[SPEC_HEAT:385]&lt;br /&gt;
[MELTING_POINT:11952]&lt;br /&gt;
[BOILING_POINT:14611]&lt;br /&gt;
[SOLID_DENSITY:8930]&lt;br /&gt;
&lt;br /&gt;
temperature values unknown, used gold&lt;br /&gt;
value is weighted average of 3 gold and 1 copper&lt;br /&gt;
[MATGLOSS_METAL:ROSE_GOLD]&lt;br /&gt;
[NAME:rose gold][ADJ:rose gold][COLOR:5:5:1]&lt;br /&gt;
[VALUE:23]&lt;br /&gt;
[SPEC_HEAT:129]&lt;br /&gt;
[MELTING_POINT:11915]&lt;br /&gt;
[BOILING_POINT:15141]&lt;br /&gt;
[SOLID_DENSITY:19320] used gold&lt;br /&gt;
&lt;br /&gt;
bismuth itself is brittle, but you can alloy it with tin/copper to make a light-colored bronze&lt;br /&gt;
[MATGLOSS_METAL:BISMUTH]&lt;br /&gt;
[NAME:bismuth][ADJ:bismuth][COLOR:5:5:1]&lt;br /&gt;
[VALUE:2]&lt;br /&gt;
[SPEC_HEAT:123]&lt;br /&gt;
[MELTING_POINT:10488]&lt;br /&gt;
[BOILING_POINT:12815]&lt;br /&gt;
[BRITTLE]&lt;br /&gt;
[SOLID_DENSITY:9780]&lt;br /&gt;
&lt;br /&gt;
you can make a lighter colored bronze by adding bismuth,&lt;br /&gt;
used temp values from bronze, used by incas, at least according to one source ha ha&lt;br /&gt;
[MATGLOSS_METAL:BISMUTH_BRONZE]&lt;br /&gt;
[NAME:bismuth bronze][ADJ:bismuth bronze][COLOR:6:6:1]&lt;br /&gt;
[VALUE:6]&lt;br /&gt;
[SPEC_HEAT:435]&lt;br /&gt;
[MELTING_POINT:11868]&lt;br /&gt;
[BOILING_POINT:14140]&lt;br /&gt;
[WEAPON][WEAPON_RANGED][AMMO][DIGGER][ARMOR]&lt;br /&gt;
[DAMAGE_PERC:75]&lt;br /&gt;
[BLOCK_PERC:75]&lt;br /&gt;
[SOLID_DENSITY:8250] used bronze&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_METAL:ADAMANTINE]&lt;br /&gt;
[NAME:adamantine][ADJ:adamantine][COLOR:3:3:1]&lt;br /&gt;
[VALUE:300]&lt;br /&gt;
[SPEC_HEAT:7500]&lt;br /&gt;
[MELTING_POINT:25000]&lt;br /&gt;
[BOILING_POINT:50000]&lt;br /&gt;
[WEAPON][WEAPON_RANGED][AMMO][DIGGER][ARMOR][ANVIL][ANY_USE]&lt;br /&gt;
[WAFERS]&lt;br /&gt;
[DAMAGE_PERC:500]&lt;br /&gt;
[BLOCK_PERC:500]&lt;br /&gt;
[SOLID_DENSITY:200]&lt;br /&gt;
[DEEP]&amp;lt;/pre&amp;gt;&lt;br /&gt;
[[Category:Metals]][[Category:Materials]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[ru:Металл]]&lt;/div&gt;</summary>
		<author><name>Dorten</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Metal&amp;diff=12264</id>
		<title>40d:Metal</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Metal&amp;diff=12264"/>
		<updated>2009-01-23T05:36:37Z</updated>

		<summary type="html">&lt;p&gt;Dorten: /* List of metals */ Used calculator...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Metal''' is a [[material]] extracted from [[ore]] at a [[smelter]]. It is then sometimes combined with other materials to form an '''alloy''' metal. An alloy usually improves on the properties of its components to give more uses and [[Item value|value]]. The metal bars resulting from the [[smelting]] are used to make items such as [[weapon]]s, [[armor]], and [[furniture]] at a [[Metalsmith's forge|forge]]. Smelting pure ores into the corresponding bars raises the base value from 3 (for stone) to 5. This value is then multiplied against the base value of the metal (except adamantine, which produces wafers instead of bars).&lt;br /&gt;
&lt;br /&gt;
==Alloys==&lt;br /&gt;
Many metals can be mixed together to create alloys. In a few cases these alloys will result in an overall increase in value, or the resultant alloy will be more powerful when used to forge weapons or armour. Many alloys result in no overall increase in wealth. The main use of these alloys is to allow you to dilute any valuable metals you import, or to create items with interesting colours: for instance, [[rose gold]] is purple. An additional benefit is reduced fuel use as in some cases you can create alloys from raw ores.&lt;br /&gt;
&lt;br /&gt;
In terms of maximizing total material value, currently{{version|0.28.181.40d}} [[tin]] should be made into [[fine pewter]] or [[bronze]] (depending on availability of copper), and [[zinc]] should be made into [[brass]]. If [[copper]] is limited, it should be used for fine pewter. [[Nickel]] and [[lead]] do not form valuable alloys: &lt;br /&gt;
&lt;br /&gt;
*2 tin, 1 copper, and 1 lead can form 4 [[lay pewter]] worth 12, or 3 [[trifle pewter]] and 1 lead worth 14.&lt;br /&gt;
*2 nickel, 1 copper, and 1 zinc can form 4 [[nickel silver]] worth 12, or 2 nickel and 2 [[brass]] worth 18.&lt;br /&gt;
&lt;br /&gt;
On the other hand, nickel silver is [[magma-safe]], so it can be useful if you're short on nickel and [[iron]] and haven't found any [[bauxite]].&lt;br /&gt;
&lt;br /&gt;
== List of metals ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Reaction&amp;quot; indicates the recipe for an alloy metal; this does not include the [[fuel]] used in their creation.  &amp;quot;Profit&amp;quot; indicates the value gained per bar of metal and total value gained by performing this reaction, without counting the fuel used.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Metal&lt;br /&gt;
! Colors&lt;br /&gt;
! Value&lt;br /&gt;
! Density&lt;br /&gt;
! Weapon/Armor&lt;br /&gt;
! Other uses&lt;br /&gt;
! Reaction&lt;br /&gt;
! Profit&lt;br /&gt;
|-&lt;br /&gt;
![[Copper]]&lt;br /&gt;
|{{Tile|*|#808000|#800000}}||2||8.93||66%/66%||Ranged weapons, ammo, picks&lt;br /&gt;
|-&lt;br /&gt;
![[Nickel]]&lt;br /&gt;
|{{Tile|*|#c0c0c0|#008080}}||2||8.80&lt;br /&gt;
|-&lt;br /&gt;
![[Zinc]]&lt;br /&gt;
|{{Tile|*|#c0c0c0|#008080}}||2||7.13&lt;br /&gt;
|-&lt;br /&gt;
![[Tin]]&lt;br /&gt;
|{{Tile|*|#c0c0c0|#008080}}||2||7.28&lt;br /&gt;
|-&lt;br /&gt;
![[Lead]]&lt;br /&gt;
|{{Tile|*|#808080|#c0c0c0}}||2||11.34&lt;br /&gt;
|-&lt;br /&gt;
![[Bismuth]]&lt;br /&gt;
|{{Tile|*|#f0f|#800080}}||2||9.78||||Only used to make Bismuth Bronze&lt;br /&gt;
|-&lt;br /&gt;
![[Nickel silver]]&lt;br /&gt;
|{{Tile|*|#fff|#c0c0c0}}||3||8.65||||||Nickel x2 + Copper + Zinc||+1/+4&lt;br /&gt;
|-&lt;br /&gt;
![[Lay pewter]]&lt;br /&gt;
|{{Tile|*|#008080|#c0c0c0}}||3||7.28||||||Tin x2 + Copper + Lead||+1/+4&lt;br /&gt;
|-&lt;br /&gt;
![[Trifle pewter]]&lt;br /&gt;
|{{Tile|*|#c0c0c0|#008080}}||4||7.28||||||Tin x2 + Copper||+2/+6&lt;br /&gt;
|-&lt;br /&gt;
![[Fine pewter]]&lt;br /&gt;
|{{Tile|*|#fff|#c0c0c0}}||5||7.28||||||Tin x3 + Copper||+3/+12&lt;br /&gt;
|-&lt;br /&gt;
![[Bronze]]&lt;br /&gt;
|{{Tile|*|#808000|#800000}}||5||8.25||75%/75%||Ranged weapons, ammo, picks||Tin + Copper||+3/+6&lt;br /&gt;
|-&lt;br /&gt;
![[Billon]]&lt;br /&gt;
|{{Tile|*|#c0c0c0|#008080}}||6||8.93||||||Copper + Silver||+0/+0&lt;br /&gt;
|-&lt;br /&gt;
![[Bismuth bronze]]&lt;br /&gt;
|{{Tile|*|#ff0|#808000}}||6||8.25||75%/75%||Ranged weapons, ammo, picks||Tin + Copper x2 + Bismuth||+4/+16&lt;br /&gt;
|-&lt;br /&gt;
![[Brass]]&lt;br /&gt;
|{{Tile|*|#ff0|#808000}}||7||8.55||||||Zinc + Copper||+5/+10&lt;br /&gt;
|-&lt;br /&gt;
![[Sterling silver]]&lt;br /&gt;
|{{Tile|*|#fff|#c0c0c0}}||8||10.49||||||Silver x3 + Copper||+0/+0&lt;br /&gt;
|-&lt;br /&gt;
![[Pig iron]]&lt;br /&gt;
|{{Tile|*|#808080|#c0c0c0}}||10||7.85||||Only used to make steel||Iron + [[Flux]] stone + Coal||-16/-16&lt;br /&gt;
|-&lt;br /&gt;
![[Iron]]&lt;br /&gt;
|{{Tile|*|#808080|#c0c0c0}}||10||7.85||100%/100%||Ranged weapons, ammo, picks, anvils&lt;br /&gt;
|-&lt;br /&gt;
![[Silver]]&lt;br /&gt;
|{{Tile|*|#fff|#c0c0c0}}||10||10.49||50%/-||&lt;br /&gt;
|-&lt;br /&gt;
![[Black bronze]]&lt;br /&gt;
|{{Tile|*|#800080|#808000}}||11||8.93||||||Copper x2 + Silver + Gold||+0/+0&lt;br /&gt;
|-&lt;br /&gt;
![[Electrum]]&lt;br /&gt;
|{{Tile|*|#ff0|#808000}}||20||8.65||||||Silver + Gold||+0/+0&lt;br /&gt;
|-&lt;br /&gt;
![[Rose gold]]&lt;br /&gt;
|{{Tile|*|#f0f|#800080}}||23||19.32||||||Gold x3 + Copper||+0/+0&lt;br /&gt;
|-&lt;br /&gt;
![[Steel]]&lt;br /&gt;
|{{Tile|*|#808080|#c0c0c0}}||30||7.85||133%/133%||Ranged weapons, ammo, picks, anvils||Iron + Pig iron + Flux stone + Coal||+12/+24&lt;br /&gt;
|-&lt;br /&gt;
![[Gold]]&lt;br /&gt;
|{{Tile|*|#ff0|#808000}}||30||19.32&lt;br /&gt;
|-&lt;br /&gt;
![[Aluminum]]&lt;br /&gt;
|{{Tile|*|#fff|#c0c0c0}}||40||2.70&lt;br /&gt;
|-&lt;br /&gt;
![[Platinum]]&lt;br /&gt;
|{{Tile|*|#fff|#c0c0c0}}||40||21.40&lt;br /&gt;
|-&lt;br /&gt;
![[Adamantine]]&lt;br /&gt;
|{{Tile|*|#0ff|#008080}}||300||0.200||500%/500%||Everything except beds&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
''(Silver has a 50% armor multiplier, but can't be used to make armor. However, a dwarf with a [[strange mood]] can forge a silver armor.)'' &amp;lt;!-- Yes, the former statement is correct. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Raw file ==&lt;br /&gt;
&lt;br /&gt;
This is for reference until the metal articles are written. Then, it will be deleted.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;matgloss_metal&lt;br /&gt;
&lt;br /&gt;
[OBJECT:MATGLOSS]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_METAL:IRON]&lt;br /&gt;
[NAME:iron][ADJ:iron][COLOR:0:7:1]&lt;br /&gt;
[VALUE:10]&lt;br /&gt;
[SPEC_HEAT:450]&lt;br /&gt;
[MELTING_POINT:12768]&lt;br /&gt;
[BOILING_POINT:15150]&lt;br /&gt;
[WEAPON][WEAPON_RANGED][AMMO][DIGGER][ARMOR][ANVIL]&lt;br /&gt;
[DAMAGE_PERC:100]&lt;br /&gt;
[BLOCK_PERC:100]&lt;br /&gt;
[SOLID_DENSITY:7850]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_METAL:GOLD]&lt;br /&gt;
[NAME:gold][ADJ:golden][COLOR:6:6:1]&lt;br /&gt;
[VALUE:30]&lt;br /&gt;
[SPEC_HEAT:129]&lt;br /&gt;
[MELTING_POINT:11915]&lt;br /&gt;
[BOILING_POINT:15141]&lt;br /&gt;
[SOLID_DENSITY:19320]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_METAL:SILVER]&lt;br /&gt;
[NAME:silver][ADJ:silver][COLOR:7:7:1]&lt;br /&gt;
[VALUE:10]&lt;br /&gt;
[SPEC_HEAT:230]&lt;br /&gt;
[MELTING_POINT:11731]&lt;br /&gt;
[BOILING_POINT:13892]&lt;br /&gt;
[WEAPON][AMMO]&lt;br /&gt;
[SOLID_DENSITY:10490]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_METAL:COPPER]&lt;br /&gt;
[NAME:copper][ADJ:copper][COLOR:6:4:0]&lt;br /&gt;
[VALUE:2]&lt;br /&gt;
[SPEC_HEAT:385]&lt;br /&gt;
[MELTING_POINT:11952]&lt;br /&gt;
[BOILING_POINT:14611]&lt;br /&gt;
[WEAPON][WEAPON_RANGED][AMMO][DIGGER][ARMOR]&lt;br /&gt;
[DAMAGE_PERC:66]&lt;br /&gt;
[BLOCK_PERC:66]&lt;br /&gt;
[SOLID_DENSITY:8930]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_METAL:NICKEL]&lt;br /&gt;
[NAME:nickel][ADJ:nickel][COLOR:7:3:0]&lt;br /&gt;
[VALUE:2]&lt;br /&gt;
[SPEC_HEAT:444]&lt;br /&gt;
[MELTING_POINT:12619]&lt;br /&gt;
[BOILING_POINT:15243]&lt;br /&gt;
[SOLID_DENSITY:8800]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_METAL:ZINC]&lt;br /&gt;
[NAME:zinc][ADJ:zinc][COLOR:7:3:0]&lt;br /&gt;
[VALUE:2]&lt;br /&gt;
[SPEC_HEAT:390]&lt;br /&gt;
[MELTING_POINT:10755]&lt;br /&gt;
[BOILING_POINT:11633]&lt;br /&gt;
[SOLID_DENSITY:7135]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_METAL:BRONZE]&lt;br /&gt;
[NAME:bronze][ADJ:bronze][COLOR:6:4:0]&lt;br /&gt;
[VALUE:5]&lt;br /&gt;
[SPEC_HEAT:435]&lt;br /&gt;
[MELTING_POINT:11868]&lt;br /&gt;
[BOILING_POINT:14140]&lt;br /&gt;
[WEAPON][WEAPON_RANGED][AMMO][DIGGER][ARMOR]&lt;br /&gt;
[DAMAGE_PERC:75]&lt;br /&gt;
[BLOCK_PERC:75]&lt;br /&gt;
[SOLID_DENSITY:8250]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_METAL:BRASS]&lt;br /&gt;
[NAME:brass][ADJ:brass][COLOR:6:6:1]&lt;br /&gt;
[VALUE:7]&lt;br /&gt;
[SPEC_HEAT:377]&lt;br /&gt;
[MELTING_POINT:11656]&lt;br /&gt;
[BOILING_POINT:14068]&lt;br /&gt;
[SOLID_DENSITY:8550]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_METAL:STEEL]&lt;br /&gt;
[NAME:steel][ADJ:steel][COLOR:0:7:1]&lt;br /&gt;
[VALUE:30]&lt;br /&gt;
[SPEC_HEAT:500]&lt;br /&gt;
[MELTING_POINT:12718]&lt;br /&gt;
[BOILING_POINT:14968]&lt;br /&gt;
[WEAPON][WEAPON_RANGED][AMMO][DIGGER][ARMOR][ANVIL]&lt;br /&gt;
[DAMAGE_PERC:133]&lt;br /&gt;
[BLOCK_PERC:133]&lt;br /&gt;
[SOLID_DENSITY:7850]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_METAL:PIG_IRON]&lt;br /&gt;
[NAME:pig iron][ADJ:pig iron][COLOR:0:7:1]&lt;br /&gt;
[VALUE:10]&lt;br /&gt;
[SPEC_HEAT:500]&lt;br /&gt;
[MELTING_POINT:12106]&lt;br /&gt;
[BOILING_POINT:13968]&lt;br /&gt;
[BRITTLE]&lt;br /&gt;
[SOLID_DENSITY:7850]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_METAL:PLATINUM]&lt;br /&gt;
[NAME:platinum][ADJ:platinum][COLOR:7:7:1]&lt;br /&gt;
[VALUE:40]&lt;br /&gt;
[SPEC_HEAT:130]&lt;br /&gt;
[MELTING_POINT:13182]&lt;br /&gt;
[BOILING_POINT:16885]&lt;br /&gt;
[SOLID_DENSITY:21400]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_METAL:ELECTRUM]&lt;br /&gt;
[NAME:electrum][ADJ:electrum][COLOR:6:6:1]&lt;br /&gt;
[VALUE:20]&lt;br /&gt;
[SPEC_HEAT:180]&lt;br /&gt;
[MELTING_POINT:11828]&lt;br /&gt;
[BOILING_POINT:14968]&lt;br /&gt;
[SOLID_DENSITY:8650]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_METAL:TIN]&lt;br /&gt;
[NAME:tin][ADJ:tin][COLOR:7:3:0]&lt;br /&gt;
[VALUE:2]&lt;br /&gt;
[SPEC_HEAT:210]&lt;br /&gt;
[MELTING_POINT:10417]&lt;br /&gt;
[BOILING_POINT:14684]&lt;br /&gt;
[SOLID_DENSITY:7280]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_METAL:PEWTER_FINE]&lt;br /&gt;
[NAME:fine pewter][ADJ:fine pewter][COLOR:7:7:1]&lt;br /&gt;
[VALUE:5]&lt;br /&gt;
[SPEC_HEAT:210]&lt;br /&gt;
[MELTING_POINT:10417]&lt;br /&gt;
[BOILING_POINT:14684]&lt;br /&gt;
[SOLID_DENSITY:7280]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_METAL:PEWTER_TRIFLE]&lt;br /&gt;
[NAME:trifle pewter][ADJ:trifle pewter][COLOR:7:3:0]&lt;br /&gt;
[VALUE:4]&lt;br /&gt;
[SPEC_HEAT:210]&lt;br /&gt;
[MELTING_POINT:10417]&lt;br /&gt;
[BOILING_POINT:14684]&lt;br /&gt;
[SOLID_DENSITY:7280]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_METAL:PEWTER_LAY]&lt;br /&gt;
[NAME:lay pewter][ADJ:lay pewter][COLOR:3:7:0]&lt;br /&gt;
[VALUE:3]&lt;br /&gt;
[SPEC_HEAT:210]&lt;br /&gt;
[MELTING_POINT:10417]&lt;br /&gt;
[BOILING_POINT:14684]&lt;br /&gt;
[SOLID_DENSITY:7280]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_METAL:LEAD]&lt;br /&gt;
[NAME:lead][ADJ:lead][COLOR:0:7:1]&lt;br /&gt;
[VALUE:2]&lt;br /&gt;
[SPEC_HEAT:130]&lt;br /&gt;
[MELTING_POINT:10589]&lt;br /&gt;
[BOILING_POINT:13148]&lt;br /&gt;
[SOLID_DENSITY:11340]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_METAL:ALUMINUM]&lt;br /&gt;
[NAME:aluminum][ADJ:aluminum][COLOR:7:7:1]&lt;br /&gt;
[VALUE:40]&lt;br /&gt;
[SPEC_HEAT:900]&lt;br /&gt;
[MELTING_POINT:11188]&lt;br /&gt;
[BOILING_POINT:14534]&lt;br /&gt;
[SOLID_DENSITY:2700]&lt;br /&gt;
&lt;br /&gt;
temperature values unknown, used nickel&lt;br /&gt;
[MATGLOSS_METAL:NICKEL_SILVER]&lt;br /&gt;
[NAME:nickel silver][ADJ:nickel silver][COLOR:7:7:1]&lt;br /&gt;
[VALUE:3]&lt;br /&gt;
[SPEC_HEAT:444]&lt;br /&gt;
[MELTING_POINT:12619]&lt;br /&gt;
[BOILING_POINT:15243]&lt;br /&gt;
[SOLID_DENSITY:8650]&lt;br /&gt;
&lt;br /&gt;
temperature values unknown, used copper&lt;br /&gt;
[MATGLOSS_METAL:BILLON]&lt;br /&gt;
[NAME:billon][ADJ:billon][COLOR:7:3:0]&lt;br /&gt;
[VALUE:6]&lt;br /&gt;
[SPEC_HEAT:385]&lt;br /&gt;
[MELTING_POINT:11952]&lt;br /&gt;
[BOILING_POINT:14611]&lt;br /&gt;
[SOLID_DENSITY:8930] used copper&lt;br /&gt;
&lt;br /&gt;
temperature values unknown, used silver&lt;br /&gt;
value is weighted average of 3 silver and 1 copper&lt;br /&gt;
[MATGLOSS_METAL:STERLING_SILVER]&lt;br /&gt;
[NAME:sterling silver][ADJ:sterling silver][COLOR:7:7:1]&lt;br /&gt;
[VALUE:8]&lt;br /&gt;
[SPEC_HEAT:230]&lt;br /&gt;
[MELTING_POINT:11731]&lt;br /&gt;
[BOILING_POINT:13892]&lt;br /&gt;
[SOLID_DENSITY:10490] used silver&lt;br /&gt;
&lt;br /&gt;
temperature values unknown, used copper&lt;br /&gt;
also called shakudo or hepatizon depending on the proportions&lt;br /&gt;
(some have no silver)&lt;br /&gt;
got the name from black corinthian bronze, though these proportions&lt;br /&gt;
are more like regular corinthian bronze/brass&lt;br /&gt;
I just wanted the liver-colored one, dropped &amp;quot;corinthian&amp;quot;&lt;br /&gt;
because it sounds too location/culture specific&lt;br /&gt;
value of 11 is the weighted average value of 2copper/1silver/1gold components&lt;br /&gt;
[MATGLOSS_METAL:BLACK_BRONZE]&lt;br /&gt;
[NAME:black bronze][ADJ:black bronze][COLOR:5:6:0]&lt;br /&gt;
[VALUE:11]&lt;br /&gt;
[SPEC_HEAT:385]&lt;br /&gt;
[MELTING_POINT:11952]&lt;br /&gt;
[BOILING_POINT:14611]&lt;br /&gt;
[SOLID_DENSITY:8930]&lt;br /&gt;
&lt;br /&gt;
temperature values unknown, used gold&lt;br /&gt;
value is weighted average of 3 gold and 1 copper&lt;br /&gt;
[MATGLOSS_METAL:ROSE_GOLD]&lt;br /&gt;
[NAME:rose gold][ADJ:rose gold][COLOR:5:5:1]&lt;br /&gt;
[VALUE:23]&lt;br /&gt;
[SPEC_HEAT:129]&lt;br /&gt;
[MELTING_POINT:11915]&lt;br /&gt;
[BOILING_POINT:15141]&lt;br /&gt;
[SOLID_DENSITY:19320] used gold&lt;br /&gt;
&lt;br /&gt;
bismuth itself is brittle, but you can alloy it with tin/copper to make a light-colored bronze&lt;br /&gt;
[MATGLOSS_METAL:BISMUTH]&lt;br /&gt;
[NAME:bismuth][ADJ:bismuth][COLOR:5:5:1]&lt;br /&gt;
[VALUE:2]&lt;br /&gt;
[SPEC_HEAT:123]&lt;br /&gt;
[MELTING_POINT:10488]&lt;br /&gt;
[BOILING_POINT:12815]&lt;br /&gt;
[BRITTLE]&lt;br /&gt;
[SOLID_DENSITY:9780]&lt;br /&gt;
&lt;br /&gt;
you can make a lighter colored bronze by adding bismuth,&lt;br /&gt;
used temp values from bronze, used by incas, at least according to one source ha ha&lt;br /&gt;
[MATGLOSS_METAL:BISMUTH_BRONZE]&lt;br /&gt;
[NAME:bismuth bronze][ADJ:bismuth bronze][COLOR:6:6:1]&lt;br /&gt;
[VALUE:6]&lt;br /&gt;
[SPEC_HEAT:435]&lt;br /&gt;
[MELTING_POINT:11868]&lt;br /&gt;
[BOILING_POINT:14140]&lt;br /&gt;
[WEAPON][WEAPON_RANGED][AMMO][DIGGER][ARMOR]&lt;br /&gt;
[DAMAGE_PERC:75]&lt;br /&gt;
[BLOCK_PERC:75]&lt;br /&gt;
[SOLID_DENSITY:8250] used bronze&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_METAL:ADAMANTINE]&lt;br /&gt;
[NAME:adamantine][ADJ:adamantine][COLOR:3:3:1]&lt;br /&gt;
[VALUE:300]&lt;br /&gt;
[SPEC_HEAT:7500]&lt;br /&gt;
[MELTING_POINT:25000]&lt;br /&gt;
[BOILING_POINT:50000]&lt;br /&gt;
[WEAPON][WEAPON_RANGED][AMMO][DIGGER][ARMOR][ANVIL][ANY_USE]&lt;br /&gt;
[WAFERS]&lt;br /&gt;
[DAMAGE_PERC:500]&lt;br /&gt;
[BLOCK_PERC:500]&lt;br /&gt;
[SOLID_DENSITY:200]&lt;br /&gt;
[DEEP]&amp;lt;/pre&amp;gt;&lt;br /&gt;
[[Category:Metals]][[Category:Materials]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[ru:Металл]]&lt;/div&gt;</summary>
		<author><name>Dorten</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Metal&amp;diff=12263</id>
		<title>40d:Metal</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Metal&amp;diff=12263"/>
		<updated>2009-01-23T05:32:29Z</updated>

		<summary type="html">&lt;p&gt;Dorten: /* List of metals */ Use calculator!!!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Metal''' is a [[material]] extracted from [[ore]] at a [[smelter]]. It is then sometimes combined with other materials to form an '''alloy''' metal. An alloy usually improves on the properties of its components to give more uses and [[Item value|value]]. The metal bars resulting from the [[smelting]] are used to make items such as [[weapon]]s, [[armor]], and [[furniture]] at a [[Metalsmith's forge|forge]]. Smelting pure ores into the corresponding bars raises the base value from 3 (for stone) to 5. This value is then multiplied against the base value of the metal (except adamantine, which produces wafers instead of bars).&lt;br /&gt;
&lt;br /&gt;
==Alloys==&lt;br /&gt;
Many metals can be mixed together to create alloys. In a few cases these alloys will result in an overall increase in value, or the resultant alloy will be more powerful when used to forge weapons or armour. Many alloys result in no overall increase in wealth. The main use of these alloys is to allow you to dilute any valuable metals you import, or to create items with interesting colours: for instance, [[rose gold]] is purple. An additional benefit is reduced fuel use as in some cases you can create alloys from raw ores.&lt;br /&gt;
&lt;br /&gt;
In terms of maximizing total material value, currently{{version|0.28.181.40d}} [[tin]] should be made into [[fine pewter]] or [[bronze]] (depending on availability of copper), and [[zinc]] should be made into [[brass]]. If [[copper]] is limited, it should be used for fine pewter. [[Nickel]] and [[lead]] do not form valuable alloys: &lt;br /&gt;
&lt;br /&gt;
*2 tin, 1 copper, and 1 lead can form 4 [[lay pewter]] worth 12, or 3 [[trifle pewter]] and 1 lead worth 14.&lt;br /&gt;
*2 nickel, 1 copper, and 1 zinc can form 4 [[nickel silver]] worth 12, or 2 nickel and 2 [[brass]] worth 18.&lt;br /&gt;
&lt;br /&gt;
On the other hand, nickel silver is [[magma-safe]], so it can be useful if you're short on nickel and [[iron]] and haven't found any [[bauxite]].&lt;br /&gt;
&lt;br /&gt;
== List of metals ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Reaction&amp;quot; indicates the recipe for an alloy metal; this does not include the [[fuel]] used in their creation.  &amp;quot;Profit&amp;quot; indicates the value gained per bar of metal and total value gained by performing this reaction, without counting the fuel used.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Metal&lt;br /&gt;
! Colors&lt;br /&gt;
! Value&lt;br /&gt;
! Density&lt;br /&gt;
! Weapon/Armor&lt;br /&gt;
! Other uses&lt;br /&gt;
! Reaction&lt;br /&gt;
! Profit&lt;br /&gt;
|-&lt;br /&gt;
![[Copper]]&lt;br /&gt;
|{{Tile|*|#808000|#800000}}||2||8.93||66%/66%||Ranged weapons, ammo, picks&lt;br /&gt;
|-&lt;br /&gt;
![[Nickel]]&lt;br /&gt;
|{{Tile|*|#c0c0c0|#008080}}||2||8.80&lt;br /&gt;
|-&lt;br /&gt;
![[Zinc]]&lt;br /&gt;
|{{Tile|*|#c0c0c0|#008080}}||2||7.13&lt;br /&gt;
|-&lt;br /&gt;
![[Tin]]&lt;br /&gt;
|{{Tile|*|#c0c0c0|#008080}}||2||7.28&lt;br /&gt;
|-&lt;br /&gt;
![[Lead]]&lt;br /&gt;
|{{Tile|*|#808080|#c0c0c0}}||2||11.34&lt;br /&gt;
|-&lt;br /&gt;
![[Bismuth]]&lt;br /&gt;
|{{Tile|*|#f0f|#800080}}||2||9.78||||Only used to make Bismuth Bronze&lt;br /&gt;
|-&lt;br /&gt;
![[Nickel silver]]&lt;br /&gt;
|{{Tile|*|#fff|#c0c0c0}}||3||8.65||||||Nickel x2 + Copper + Zinc||+1/+4&lt;br /&gt;
|-&lt;br /&gt;
![[Lay pewter]]&lt;br /&gt;
|{{Tile|*|#008080|#c0c0c0}}||3||7.28||||||Tin x2 + Copper + Lead||+1/+4&lt;br /&gt;
|-&lt;br /&gt;
![[Trifle pewter]]&lt;br /&gt;
|{{Tile|*|#c0c0c0|#008080}}||4||7.28||||||Tin x2 + Copper||+2/+6&lt;br /&gt;
|-&lt;br /&gt;
![[Fine pewter]]&lt;br /&gt;
|{{Tile|*|#fff|#c0c0c0}}||5||7.28||||||Tin x3 + Copper||+3/+12&lt;br /&gt;
|-&lt;br /&gt;
![[Bronze]]&lt;br /&gt;
|{{Tile|*|#808000|#800000}}||5||8.25||75%/75%||Ranged weapons, ammo, picks||Tin + Copper||+3/+6&lt;br /&gt;
|-&lt;br /&gt;
![[Billon]]&lt;br /&gt;
|{{Tile|*|#c0c0c0|#008080}}||6||8.93||||||Copper + Silver||+0/+0&lt;br /&gt;
|-&lt;br /&gt;
![[Bismuth bronze]]&lt;br /&gt;
|{{Tile|*|#ff0|#808000}}||6||8.25||75%/75%||Ranged weapons, ammo, picks||Tin + Copper x2 + Bismuth||+4/+16&lt;br /&gt;
|-&lt;br /&gt;
![[Brass]]&lt;br /&gt;
|{{Tile|*|#ff0|#808000}}||7||8.55||||||Zinc + Copper||+5/+10&lt;br /&gt;
|-&lt;br /&gt;
![[Sterling silver]]&lt;br /&gt;
|{{Tile|*|#fff|#c0c0c0}}||8||10.49||||||Silver x3 + Copper||+0/+0&lt;br /&gt;
|-&lt;br /&gt;
![[Pig iron]]&lt;br /&gt;
|{{Tile|*|#808080|#c0c0c0}}||10||7.85||||Only used to make steel||Iron + [[Flux]] stone + Coal||-4/-4&lt;br /&gt;
|-&lt;br /&gt;
![[Iron]]&lt;br /&gt;
|{{Tile|*|#808080|#c0c0c0}}||10||7.85||100%/100%||Ranged weapons, ammo, picks, anvils&lt;br /&gt;
|-&lt;br /&gt;
![[Silver]]&lt;br /&gt;
|{{Tile|*|#fff|#c0c0c0}}||10||10.49||50%/-||&lt;br /&gt;
|-&lt;br /&gt;
![[Black bronze]]&lt;br /&gt;
|{{Tile|*|#800080|#808000}}||11||8.93||||||Copper x2 + Silver + Gold||+0/+0&lt;br /&gt;
|-&lt;br /&gt;
![[Electrum]]&lt;br /&gt;
|{{Tile|*|#ff0|#808000}}||20||8.65||||||Silver + Gold||+0/+0&lt;br /&gt;
|-&lt;br /&gt;
![[Rose gold]]&lt;br /&gt;
|{{Tile|*|#f0f|#800080}}||23||19.32||||||Gold x3 + Copper||+0/+0&lt;br /&gt;
|-&lt;br /&gt;
![[Steel]]&lt;br /&gt;
|{{Tile|*|#808080|#c0c0c0}}||30||7.85||133%/133%||Ranged weapons, ammo, picks, anvils||Iron + Pig iron + Flux stone + Coal||+18/+36&lt;br /&gt;
|-&lt;br /&gt;
![[Gold]]&lt;br /&gt;
|{{Tile|*|#ff0|#808000}}||30||19.32&lt;br /&gt;
|-&lt;br /&gt;
![[Aluminum]]&lt;br /&gt;
|{{Tile|*|#fff|#c0c0c0}}||40||2.70&lt;br /&gt;
|-&lt;br /&gt;
![[Platinum]]&lt;br /&gt;
|{{Tile|*|#fff|#c0c0c0}}||40||21.40&lt;br /&gt;
|-&lt;br /&gt;
![[Adamantine]]&lt;br /&gt;
|{{Tile|*|#0ff|#008080}}||300||0.200||500%/500%||Everything except beds&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
''(Silver has a 50% armor multiplier, but can't be used to make armor. However, a dwarf with a [[strange mood]] can forge a silver armor.)'' &amp;lt;!-- Yes, the former statement is correct. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Raw file ==&lt;br /&gt;
&lt;br /&gt;
This is for reference until the metal articles are written. Then, it will be deleted.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;matgloss_metal&lt;br /&gt;
&lt;br /&gt;
[OBJECT:MATGLOSS]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_METAL:IRON]&lt;br /&gt;
[NAME:iron][ADJ:iron][COLOR:0:7:1]&lt;br /&gt;
[VALUE:10]&lt;br /&gt;
[SPEC_HEAT:450]&lt;br /&gt;
[MELTING_POINT:12768]&lt;br /&gt;
[BOILING_POINT:15150]&lt;br /&gt;
[WEAPON][WEAPON_RANGED][AMMO][DIGGER][ARMOR][ANVIL]&lt;br /&gt;
[DAMAGE_PERC:100]&lt;br /&gt;
[BLOCK_PERC:100]&lt;br /&gt;
[SOLID_DENSITY:7850]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_METAL:GOLD]&lt;br /&gt;
[NAME:gold][ADJ:golden][COLOR:6:6:1]&lt;br /&gt;
[VALUE:30]&lt;br /&gt;
[SPEC_HEAT:129]&lt;br /&gt;
[MELTING_POINT:11915]&lt;br /&gt;
[BOILING_POINT:15141]&lt;br /&gt;
[SOLID_DENSITY:19320]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_METAL:SILVER]&lt;br /&gt;
[NAME:silver][ADJ:silver][COLOR:7:7:1]&lt;br /&gt;
[VALUE:10]&lt;br /&gt;
[SPEC_HEAT:230]&lt;br /&gt;
[MELTING_POINT:11731]&lt;br /&gt;
[BOILING_POINT:13892]&lt;br /&gt;
[WEAPON][AMMO]&lt;br /&gt;
[SOLID_DENSITY:10490]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_METAL:COPPER]&lt;br /&gt;
[NAME:copper][ADJ:copper][COLOR:6:4:0]&lt;br /&gt;
[VALUE:2]&lt;br /&gt;
[SPEC_HEAT:385]&lt;br /&gt;
[MELTING_POINT:11952]&lt;br /&gt;
[BOILING_POINT:14611]&lt;br /&gt;
[WEAPON][WEAPON_RANGED][AMMO][DIGGER][ARMOR]&lt;br /&gt;
[DAMAGE_PERC:66]&lt;br /&gt;
[BLOCK_PERC:66]&lt;br /&gt;
[SOLID_DENSITY:8930]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_METAL:NICKEL]&lt;br /&gt;
[NAME:nickel][ADJ:nickel][COLOR:7:3:0]&lt;br /&gt;
[VALUE:2]&lt;br /&gt;
[SPEC_HEAT:444]&lt;br /&gt;
[MELTING_POINT:12619]&lt;br /&gt;
[BOILING_POINT:15243]&lt;br /&gt;
[SOLID_DENSITY:8800]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_METAL:ZINC]&lt;br /&gt;
[NAME:zinc][ADJ:zinc][COLOR:7:3:0]&lt;br /&gt;
[VALUE:2]&lt;br /&gt;
[SPEC_HEAT:390]&lt;br /&gt;
[MELTING_POINT:10755]&lt;br /&gt;
[BOILING_POINT:11633]&lt;br /&gt;
[SOLID_DENSITY:7135]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_METAL:BRONZE]&lt;br /&gt;
[NAME:bronze][ADJ:bronze][COLOR:6:4:0]&lt;br /&gt;
[VALUE:5]&lt;br /&gt;
[SPEC_HEAT:435]&lt;br /&gt;
[MELTING_POINT:11868]&lt;br /&gt;
[BOILING_POINT:14140]&lt;br /&gt;
[WEAPON][WEAPON_RANGED][AMMO][DIGGER][ARMOR]&lt;br /&gt;
[DAMAGE_PERC:75]&lt;br /&gt;
[BLOCK_PERC:75]&lt;br /&gt;
[SOLID_DENSITY:8250]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_METAL:BRASS]&lt;br /&gt;
[NAME:brass][ADJ:brass][COLOR:6:6:1]&lt;br /&gt;
[VALUE:7]&lt;br /&gt;
[SPEC_HEAT:377]&lt;br /&gt;
[MELTING_POINT:11656]&lt;br /&gt;
[BOILING_POINT:14068]&lt;br /&gt;
[SOLID_DENSITY:8550]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_METAL:STEEL]&lt;br /&gt;
[NAME:steel][ADJ:steel][COLOR:0:7:1]&lt;br /&gt;
[VALUE:30]&lt;br /&gt;
[SPEC_HEAT:500]&lt;br /&gt;
[MELTING_POINT:12718]&lt;br /&gt;
[BOILING_POINT:14968]&lt;br /&gt;
[WEAPON][WEAPON_RANGED][AMMO][DIGGER][ARMOR][ANVIL]&lt;br /&gt;
[DAMAGE_PERC:133]&lt;br /&gt;
[BLOCK_PERC:133]&lt;br /&gt;
[SOLID_DENSITY:7850]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_METAL:PIG_IRON]&lt;br /&gt;
[NAME:pig iron][ADJ:pig iron][COLOR:0:7:1]&lt;br /&gt;
[VALUE:10]&lt;br /&gt;
[SPEC_HEAT:500]&lt;br /&gt;
[MELTING_POINT:12106]&lt;br /&gt;
[BOILING_POINT:13968]&lt;br /&gt;
[BRITTLE]&lt;br /&gt;
[SOLID_DENSITY:7850]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_METAL:PLATINUM]&lt;br /&gt;
[NAME:platinum][ADJ:platinum][COLOR:7:7:1]&lt;br /&gt;
[VALUE:40]&lt;br /&gt;
[SPEC_HEAT:130]&lt;br /&gt;
[MELTING_POINT:13182]&lt;br /&gt;
[BOILING_POINT:16885]&lt;br /&gt;
[SOLID_DENSITY:21400]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_METAL:ELECTRUM]&lt;br /&gt;
[NAME:electrum][ADJ:electrum][COLOR:6:6:1]&lt;br /&gt;
[VALUE:20]&lt;br /&gt;
[SPEC_HEAT:180]&lt;br /&gt;
[MELTING_POINT:11828]&lt;br /&gt;
[BOILING_POINT:14968]&lt;br /&gt;
[SOLID_DENSITY:8650]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_METAL:TIN]&lt;br /&gt;
[NAME:tin][ADJ:tin][COLOR:7:3:0]&lt;br /&gt;
[VALUE:2]&lt;br /&gt;
[SPEC_HEAT:210]&lt;br /&gt;
[MELTING_POINT:10417]&lt;br /&gt;
[BOILING_POINT:14684]&lt;br /&gt;
[SOLID_DENSITY:7280]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_METAL:PEWTER_FINE]&lt;br /&gt;
[NAME:fine pewter][ADJ:fine pewter][COLOR:7:7:1]&lt;br /&gt;
[VALUE:5]&lt;br /&gt;
[SPEC_HEAT:210]&lt;br /&gt;
[MELTING_POINT:10417]&lt;br /&gt;
[BOILING_POINT:14684]&lt;br /&gt;
[SOLID_DENSITY:7280]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_METAL:PEWTER_TRIFLE]&lt;br /&gt;
[NAME:trifle pewter][ADJ:trifle pewter][COLOR:7:3:0]&lt;br /&gt;
[VALUE:4]&lt;br /&gt;
[SPEC_HEAT:210]&lt;br /&gt;
[MELTING_POINT:10417]&lt;br /&gt;
[BOILING_POINT:14684]&lt;br /&gt;
[SOLID_DENSITY:7280]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_METAL:PEWTER_LAY]&lt;br /&gt;
[NAME:lay pewter][ADJ:lay pewter][COLOR:3:7:0]&lt;br /&gt;
[VALUE:3]&lt;br /&gt;
[SPEC_HEAT:210]&lt;br /&gt;
[MELTING_POINT:10417]&lt;br /&gt;
[BOILING_POINT:14684]&lt;br /&gt;
[SOLID_DENSITY:7280]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_METAL:LEAD]&lt;br /&gt;
[NAME:lead][ADJ:lead][COLOR:0:7:1]&lt;br /&gt;
[VALUE:2]&lt;br /&gt;
[SPEC_HEAT:130]&lt;br /&gt;
[MELTING_POINT:10589]&lt;br /&gt;
[BOILING_POINT:13148]&lt;br /&gt;
[SOLID_DENSITY:11340]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_METAL:ALUMINUM]&lt;br /&gt;
[NAME:aluminum][ADJ:aluminum][COLOR:7:7:1]&lt;br /&gt;
[VALUE:40]&lt;br /&gt;
[SPEC_HEAT:900]&lt;br /&gt;
[MELTING_POINT:11188]&lt;br /&gt;
[BOILING_POINT:14534]&lt;br /&gt;
[SOLID_DENSITY:2700]&lt;br /&gt;
&lt;br /&gt;
temperature values unknown, used nickel&lt;br /&gt;
[MATGLOSS_METAL:NICKEL_SILVER]&lt;br /&gt;
[NAME:nickel silver][ADJ:nickel silver][COLOR:7:7:1]&lt;br /&gt;
[VALUE:3]&lt;br /&gt;
[SPEC_HEAT:444]&lt;br /&gt;
[MELTING_POINT:12619]&lt;br /&gt;
[BOILING_POINT:15243]&lt;br /&gt;
[SOLID_DENSITY:8650]&lt;br /&gt;
&lt;br /&gt;
temperature values unknown, used copper&lt;br /&gt;
[MATGLOSS_METAL:BILLON]&lt;br /&gt;
[NAME:billon][ADJ:billon][COLOR:7:3:0]&lt;br /&gt;
[VALUE:6]&lt;br /&gt;
[SPEC_HEAT:385]&lt;br /&gt;
[MELTING_POINT:11952]&lt;br /&gt;
[BOILING_POINT:14611]&lt;br /&gt;
[SOLID_DENSITY:8930] used copper&lt;br /&gt;
&lt;br /&gt;
temperature values unknown, used silver&lt;br /&gt;
value is weighted average of 3 silver and 1 copper&lt;br /&gt;
[MATGLOSS_METAL:STERLING_SILVER]&lt;br /&gt;
[NAME:sterling silver][ADJ:sterling silver][COLOR:7:7:1]&lt;br /&gt;
[VALUE:8]&lt;br /&gt;
[SPEC_HEAT:230]&lt;br /&gt;
[MELTING_POINT:11731]&lt;br /&gt;
[BOILING_POINT:13892]&lt;br /&gt;
[SOLID_DENSITY:10490] used silver&lt;br /&gt;
&lt;br /&gt;
temperature values unknown, used copper&lt;br /&gt;
also called shakudo or hepatizon depending on the proportions&lt;br /&gt;
(some have no silver)&lt;br /&gt;
got the name from black corinthian bronze, though these proportions&lt;br /&gt;
are more like regular corinthian bronze/brass&lt;br /&gt;
I just wanted the liver-colored one, dropped &amp;quot;corinthian&amp;quot;&lt;br /&gt;
because it sounds too location/culture specific&lt;br /&gt;
value of 11 is the weighted average value of 2copper/1silver/1gold components&lt;br /&gt;
[MATGLOSS_METAL:BLACK_BRONZE]&lt;br /&gt;
[NAME:black bronze][ADJ:black bronze][COLOR:5:6:0]&lt;br /&gt;
[VALUE:11]&lt;br /&gt;
[SPEC_HEAT:385]&lt;br /&gt;
[MELTING_POINT:11952]&lt;br /&gt;
[BOILING_POINT:14611]&lt;br /&gt;
[SOLID_DENSITY:8930]&lt;br /&gt;
&lt;br /&gt;
temperature values unknown, used gold&lt;br /&gt;
value is weighted average of 3 gold and 1 copper&lt;br /&gt;
[MATGLOSS_METAL:ROSE_GOLD]&lt;br /&gt;
[NAME:rose gold][ADJ:rose gold][COLOR:5:5:1]&lt;br /&gt;
[VALUE:23]&lt;br /&gt;
[SPEC_HEAT:129]&lt;br /&gt;
[MELTING_POINT:11915]&lt;br /&gt;
[BOILING_POINT:15141]&lt;br /&gt;
[SOLID_DENSITY:19320] used gold&lt;br /&gt;
&lt;br /&gt;
bismuth itself is brittle, but you can alloy it with tin/copper to make a light-colored bronze&lt;br /&gt;
[MATGLOSS_METAL:BISMUTH]&lt;br /&gt;
[NAME:bismuth][ADJ:bismuth][COLOR:5:5:1]&lt;br /&gt;
[VALUE:2]&lt;br /&gt;
[SPEC_HEAT:123]&lt;br /&gt;
[MELTING_POINT:10488]&lt;br /&gt;
[BOILING_POINT:12815]&lt;br /&gt;
[BRITTLE]&lt;br /&gt;
[SOLID_DENSITY:9780]&lt;br /&gt;
&lt;br /&gt;
you can make a lighter colored bronze by adding bismuth,&lt;br /&gt;
used temp values from bronze, used by incas, at least according to one source ha ha&lt;br /&gt;
[MATGLOSS_METAL:BISMUTH_BRONZE]&lt;br /&gt;
[NAME:bismuth bronze][ADJ:bismuth bronze][COLOR:6:6:1]&lt;br /&gt;
[VALUE:6]&lt;br /&gt;
[SPEC_HEAT:435]&lt;br /&gt;
[MELTING_POINT:11868]&lt;br /&gt;
[BOILING_POINT:14140]&lt;br /&gt;
[WEAPON][WEAPON_RANGED][AMMO][DIGGER][ARMOR]&lt;br /&gt;
[DAMAGE_PERC:75]&lt;br /&gt;
[BLOCK_PERC:75]&lt;br /&gt;
[SOLID_DENSITY:8250] used bronze&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_METAL:ADAMANTINE]&lt;br /&gt;
[NAME:adamantine][ADJ:adamantine][COLOR:3:3:1]&lt;br /&gt;
[VALUE:300]&lt;br /&gt;
[SPEC_HEAT:7500]&lt;br /&gt;
[MELTING_POINT:25000]&lt;br /&gt;
[BOILING_POINT:50000]&lt;br /&gt;
[WEAPON][WEAPON_RANGED][AMMO][DIGGER][ARMOR][ANVIL][ANY_USE]&lt;br /&gt;
[WAFERS]&lt;br /&gt;
[DAMAGE_PERC:500]&lt;br /&gt;
[BLOCK_PERC:500]&lt;br /&gt;
[SOLID_DENSITY:200]&lt;br /&gt;
[DEEP]&amp;lt;/pre&amp;gt;&lt;br /&gt;
[[Category:Metals]][[Category:Materials]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[ru:Металл]]&lt;/div&gt;</summary>
		<author><name>Dorten</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Metal&amp;diff=12262</id>
		<title>40d:Metal</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Metal&amp;diff=12262"/>
		<updated>2009-01-23T05:06:15Z</updated>

		<summary type="html">&lt;p&gt;Dorten: /* Alloys */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Metal''' is a [[material]] extracted from [[ore]] at a [[smelter]]. It is then sometimes combined with other materials to form an '''alloy''' metal. An alloy usually improves on the properties of its components to give more uses and [[Item value|value]]. The metal bars resulting from the [[smelting]] are used to make items such as [[weapon]]s, [[armor]], and [[furniture]] at a [[Metalsmith's forge|forge]]. Smelting pure ores into the corresponding bars raises the base value from 3 (for stone) to 5. This value is then multiplied against the base value of the metal (except adamantine, which produces wafers instead of bars).&lt;br /&gt;
&lt;br /&gt;
==Alloys==&lt;br /&gt;
Many metals can be mixed together to create alloys. In a few cases these alloys will result in an overall increase in value, or the resultant alloy will be more powerful when used to forge weapons or armour. Many alloys result in no overall increase in wealth. The main use of these alloys is to allow you to dilute any valuable metals you import, or to create items with interesting colours: for instance, [[rose gold]] is purple. An additional benefit is reduced fuel use as in some cases you can create alloys from raw ores.&lt;br /&gt;
&lt;br /&gt;
In terms of maximizing total material value, currently{{version|0.28.181.40d}} [[tin]] should be made into [[fine pewter]] or [[bronze]] (depending on availability of copper), and [[zinc]] should be made into [[brass]]. If [[copper]] is limited, it should be used for fine pewter. [[Nickel]] and [[lead]] do not form valuable alloys: &lt;br /&gt;
&lt;br /&gt;
*2 tin, 1 copper, and 1 lead can form 4 [[lay pewter]] worth 12, or 3 [[trifle pewter]] and 1 lead worth 14.&lt;br /&gt;
*2 nickel, 1 copper, and 1 zinc can form 4 [[nickel silver]] worth 12, or 2 nickel and 2 [[brass]] worth 18.&lt;br /&gt;
&lt;br /&gt;
On the other hand, nickel silver is [[magma-safe]], so it can be useful if you're short on nickel and [[iron]] and haven't found any [[bauxite]].&lt;br /&gt;
&lt;br /&gt;
== List of metals ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Reaction&amp;quot; indicates the recipe for an alloy metal; this does not include the [[fuel]] used in their creation.  &amp;quot;Profit&amp;quot; indicates the value gained per bar of metal and total value gained by performing this reaction.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Metal&lt;br /&gt;
! Colors&lt;br /&gt;
! Value&lt;br /&gt;
! Density&lt;br /&gt;
! Weapon/Armor&lt;br /&gt;
! Other uses&lt;br /&gt;
! Reaction&lt;br /&gt;
! Profit&lt;br /&gt;
|-&lt;br /&gt;
![[Copper]]&lt;br /&gt;
|{{Tile|*|#808000|#800000}}||2||8.93||66%/66%||Ranged weapons, ammo, picks&lt;br /&gt;
|-&lt;br /&gt;
![[Nickel]]&lt;br /&gt;
|{{Tile|*|#c0c0c0|#008080}}||2||8.80&lt;br /&gt;
|-&lt;br /&gt;
![[Zinc]]&lt;br /&gt;
|{{Tile|*|#c0c0c0|#008080}}||2||7.13&lt;br /&gt;
|-&lt;br /&gt;
![[Tin]]&lt;br /&gt;
|{{Tile|*|#c0c0c0|#008080}}||2||7.28&lt;br /&gt;
|-&lt;br /&gt;
![[Lead]]&lt;br /&gt;
|{{Tile|*|#808080|#c0c0c0}}||2||11.34&lt;br /&gt;
|-&lt;br /&gt;
![[Bismuth]]&lt;br /&gt;
|{{Tile|*|#f0f|#800080}}||2||9.78||||Only used to make Bismuth Bronze&lt;br /&gt;
|-&lt;br /&gt;
![[Nickel silver]]&lt;br /&gt;
|{{Tile|*|#fff|#c0c0c0}}||3||8.65||||||Nickel x2 + Copper + Zinc||+1/+4&lt;br /&gt;
|-&lt;br /&gt;
![[Lay pewter]]&lt;br /&gt;
|{{Tile|*|#008080|#c0c0c0}}||3||7.28||||||Tin x2 + Copper + Lead||+1/+4&lt;br /&gt;
|-&lt;br /&gt;
![[Trifle pewter]]&lt;br /&gt;
|{{Tile|*|#c0c0c0|#008080}}||4||7.28||||||Tin x2 + Copper||+2/+6&lt;br /&gt;
|-&lt;br /&gt;
![[Fine pewter]]&lt;br /&gt;
|{{Tile|*|#fff|#c0c0c0}}||5||7.28||||||Tin x3 + Copper||+3/+12&lt;br /&gt;
|-&lt;br /&gt;
![[Bronze]]&lt;br /&gt;
|{{Tile|*|#808000|#800000}}||5||8.25||75%/75%||Ranged weapons, ammo, picks||Tin + Copper||+3/+6&lt;br /&gt;
|-&lt;br /&gt;
![[Billon]]&lt;br /&gt;
|{{Tile|*|#c0c0c0|#008080}}||6||8.93||||||Copper + Silver||+0/+0&lt;br /&gt;
|-&lt;br /&gt;
![[Bismuth bronze]]&lt;br /&gt;
|{{Tile|*|#ff0|#808000}}||6||8.25||75%/75%||Ranged weapons, ammo, picks||Tin + Copper x2 + Bismuth||+4/+16&lt;br /&gt;
|-&lt;br /&gt;
![[Brass]]&lt;br /&gt;
|{{Tile|*|#ff0|#808000}}||7||8.55||||||Zinc + Copper||+5/+10&lt;br /&gt;
|-&lt;br /&gt;
![[Sterling silver]]&lt;br /&gt;
|{{Tile|*|#fff|#c0c0c0}}||8||10.49||||||Silver x3 + Copper||+0/+0&lt;br /&gt;
|-&lt;br /&gt;
![[Pig iron]]&lt;br /&gt;
|{{Tile|*|#808080|#c0c0c0}}||10||7.85||||Only used to make steel||Iron + [[Flux]] stone + Coal||+0/-2&lt;br /&gt;
|-&lt;br /&gt;
![[Iron]]&lt;br /&gt;
|{{Tile|*|#808080|#c0c0c0}}||10||7.85||100%/100%||Ranged weapons, ammo, picks, anvils&lt;br /&gt;
|-&lt;br /&gt;
![[Silver]]&lt;br /&gt;
|{{Tile|*|#fff|#c0c0c0}}||10||10.49||50%/-||&lt;br /&gt;
|-&lt;br /&gt;
![[Black bronze]]&lt;br /&gt;
|{{Tile|*|#800080|#808000}}||11||8.93||||||Copper x2 + Silver + Gold||+0/+0&lt;br /&gt;
|-&lt;br /&gt;
![[Electrum]]&lt;br /&gt;
|{{Tile|*|#ff0|#808000}}||20||8.65||||||Silver + Gold||+0/+0&lt;br /&gt;
|-&lt;br /&gt;
![[Rose gold]]&lt;br /&gt;
|{{Tile|*|#f0f|#800080}}||23||19.32||||||Gold x3 + Copper||+0/+0&lt;br /&gt;
|-&lt;br /&gt;
![[Steel]]&lt;br /&gt;
|{{Tile|*|#808080|#c0c0c0}}||30||7.85||133%/133%||Ranged weapons, ammo, picks, anvils||Iron + Pig iron + Flux stone + Coal||+20/+38&lt;br /&gt;
|-&lt;br /&gt;
![[Gold]]&lt;br /&gt;
|{{Tile|*|#ff0|#808000}}||30||19.32&lt;br /&gt;
|-&lt;br /&gt;
![[Aluminum]]&lt;br /&gt;
|{{Tile|*|#fff|#c0c0c0}}||40||2.70&lt;br /&gt;
|-&lt;br /&gt;
![[Platinum]]&lt;br /&gt;
|{{Tile|*|#fff|#c0c0c0}}||40||21.40&lt;br /&gt;
|-&lt;br /&gt;
![[Adamantine]]&lt;br /&gt;
|{{Tile|*|#0ff|#008080}}||300||0.200||500%/500%||Everything except beds&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
''(Silver has a 50% armor multiplier, but can't be used to make armor. However, a dwarf with a [[strange mood]] can forge a silver armor.)'' &amp;lt;!-- Yes, the former statement is correct. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Raw file ==&lt;br /&gt;
&lt;br /&gt;
This is for reference until the metal articles are written. Then, it will be deleted.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;matgloss_metal&lt;br /&gt;
&lt;br /&gt;
[OBJECT:MATGLOSS]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_METAL:IRON]&lt;br /&gt;
[NAME:iron][ADJ:iron][COLOR:0:7:1]&lt;br /&gt;
[VALUE:10]&lt;br /&gt;
[SPEC_HEAT:450]&lt;br /&gt;
[MELTING_POINT:12768]&lt;br /&gt;
[BOILING_POINT:15150]&lt;br /&gt;
[WEAPON][WEAPON_RANGED][AMMO][DIGGER][ARMOR][ANVIL]&lt;br /&gt;
[DAMAGE_PERC:100]&lt;br /&gt;
[BLOCK_PERC:100]&lt;br /&gt;
[SOLID_DENSITY:7850]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_METAL:GOLD]&lt;br /&gt;
[NAME:gold][ADJ:golden][COLOR:6:6:1]&lt;br /&gt;
[VALUE:30]&lt;br /&gt;
[SPEC_HEAT:129]&lt;br /&gt;
[MELTING_POINT:11915]&lt;br /&gt;
[BOILING_POINT:15141]&lt;br /&gt;
[SOLID_DENSITY:19320]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_METAL:SILVER]&lt;br /&gt;
[NAME:silver][ADJ:silver][COLOR:7:7:1]&lt;br /&gt;
[VALUE:10]&lt;br /&gt;
[SPEC_HEAT:230]&lt;br /&gt;
[MELTING_POINT:11731]&lt;br /&gt;
[BOILING_POINT:13892]&lt;br /&gt;
[WEAPON][AMMO]&lt;br /&gt;
[SOLID_DENSITY:10490]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_METAL:COPPER]&lt;br /&gt;
[NAME:copper][ADJ:copper][COLOR:6:4:0]&lt;br /&gt;
[VALUE:2]&lt;br /&gt;
[SPEC_HEAT:385]&lt;br /&gt;
[MELTING_POINT:11952]&lt;br /&gt;
[BOILING_POINT:14611]&lt;br /&gt;
[WEAPON][WEAPON_RANGED][AMMO][DIGGER][ARMOR]&lt;br /&gt;
[DAMAGE_PERC:66]&lt;br /&gt;
[BLOCK_PERC:66]&lt;br /&gt;
[SOLID_DENSITY:8930]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_METAL:NICKEL]&lt;br /&gt;
[NAME:nickel][ADJ:nickel][COLOR:7:3:0]&lt;br /&gt;
[VALUE:2]&lt;br /&gt;
[SPEC_HEAT:444]&lt;br /&gt;
[MELTING_POINT:12619]&lt;br /&gt;
[BOILING_POINT:15243]&lt;br /&gt;
[SOLID_DENSITY:8800]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_METAL:ZINC]&lt;br /&gt;
[NAME:zinc][ADJ:zinc][COLOR:7:3:0]&lt;br /&gt;
[VALUE:2]&lt;br /&gt;
[SPEC_HEAT:390]&lt;br /&gt;
[MELTING_POINT:10755]&lt;br /&gt;
[BOILING_POINT:11633]&lt;br /&gt;
[SOLID_DENSITY:7135]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_METAL:BRONZE]&lt;br /&gt;
[NAME:bronze][ADJ:bronze][COLOR:6:4:0]&lt;br /&gt;
[VALUE:5]&lt;br /&gt;
[SPEC_HEAT:435]&lt;br /&gt;
[MELTING_POINT:11868]&lt;br /&gt;
[BOILING_POINT:14140]&lt;br /&gt;
[WEAPON][WEAPON_RANGED][AMMO][DIGGER][ARMOR]&lt;br /&gt;
[DAMAGE_PERC:75]&lt;br /&gt;
[BLOCK_PERC:75]&lt;br /&gt;
[SOLID_DENSITY:8250]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_METAL:BRASS]&lt;br /&gt;
[NAME:brass][ADJ:brass][COLOR:6:6:1]&lt;br /&gt;
[VALUE:7]&lt;br /&gt;
[SPEC_HEAT:377]&lt;br /&gt;
[MELTING_POINT:11656]&lt;br /&gt;
[BOILING_POINT:14068]&lt;br /&gt;
[SOLID_DENSITY:8550]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_METAL:STEEL]&lt;br /&gt;
[NAME:steel][ADJ:steel][COLOR:0:7:1]&lt;br /&gt;
[VALUE:30]&lt;br /&gt;
[SPEC_HEAT:500]&lt;br /&gt;
[MELTING_POINT:12718]&lt;br /&gt;
[BOILING_POINT:14968]&lt;br /&gt;
[WEAPON][WEAPON_RANGED][AMMO][DIGGER][ARMOR][ANVIL]&lt;br /&gt;
[DAMAGE_PERC:133]&lt;br /&gt;
[BLOCK_PERC:133]&lt;br /&gt;
[SOLID_DENSITY:7850]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_METAL:PIG_IRON]&lt;br /&gt;
[NAME:pig iron][ADJ:pig iron][COLOR:0:7:1]&lt;br /&gt;
[VALUE:10]&lt;br /&gt;
[SPEC_HEAT:500]&lt;br /&gt;
[MELTING_POINT:12106]&lt;br /&gt;
[BOILING_POINT:13968]&lt;br /&gt;
[BRITTLE]&lt;br /&gt;
[SOLID_DENSITY:7850]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_METAL:PLATINUM]&lt;br /&gt;
[NAME:platinum][ADJ:platinum][COLOR:7:7:1]&lt;br /&gt;
[VALUE:40]&lt;br /&gt;
[SPEC_HEAT:130]&lt;br /&gt;
[MELTING_POINT:13182]&lt;br /&gt;
[BOILING_POINT:16885]&lt;br /&gt;
[SOLID_DENSITY:21400]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_METAL:ELECTRUM]&lt;br /&gt;
[NAME:electrum][ADJ:electrum][COLOR:6:6:1]&lt;br /&gt;
[VALUE:20]&lt;br /&gt;
[SPEC_HEAT:180]&lt;br /&gt;
[MELTING_POINT:11828]&lt;br /&gt;
[BOILING_POINT:14968]&lt;br /&gt;
[SOLID_DENSITY:8650]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_METAL:TIN]&lt;br /&gt;
[NAME:tin][ADJ:tin][COLOR:7:3:0]&lt;br /&gt;
[VALUE:2]&lt;br /&gt;
[SPEC_HEAT:210]&lt;br /&gt;
[MELTING_POINT:10417]&lt;br /&gt;
[BOILING_POINT:14684]&lt;br /&gt;
[SOLID_DENSITY:7280]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_METAL:PEWTER_FINE]&lt;br /&gt;
[NAME:fine pewter][ADJ:fine pewter][COLOR:7:7:1]&lt;br /&gt;
[VALUE:5]&lt;br /&gt;
[SPEC_HEAT:210]&lt;br /&gt;
[MELTING_POINT:10417]&lt;br /&gt;
[BOILING_POINT:14684]&lt;br /&gt;
[SOLID_DENSITY:7280]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_METAL:PEWTER_TRIFLE]&lt;br /&gt;
[NAME:trifle pewter][ADJ:trifle pewter][COLOR:7:3:0]&lt;br /&gt;
[VALUE:4]&lt;br /&gt;
[SPEC_HEAT:210]&lt;br /&gt;
[MELTING_POINT:10417]&lt;br /&gt;
[BOILING_POINT:14684]&lt;br /&gt;
[SOLID_DENSITY:7280]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_METAL:PEWTER_LAY]&lt;br /&gt;
[NAME:lay pewter][ADJ:lay pewter][COLOR:3:7:0]&lt;br /&gt;
[VALUE:3]&lt;br /&gt;
[SPEC_HEAT:210]&lt;br /&gt;
[MELTING_POINT:10417]&lt;br /&gt;
[BOILING_POINT:14684]&lt;br /&gt;
[SOLID_DENSITY:7280]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_METAL:LEAD]&lt;br /&gt;
[NAME:lead][ADJ:lead][COLOR:0:7:1]&lt;br /&gt;
[VALUE:2]&lt;br /&gt;
[SPEC_HEAT:130]&lt;br /&gt;
[MELTING_POINT:10589]&lt;br /&gt;
[BOILING_POINT:13148]&lt;br /&gt;
[SOLID_DENSITY:11340]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_METAL:ALUMINUM]&lt;br /&gt;
[NAME:aluminum][ADJ:aluminum][COLOR:7:7:1]&lt;br /&gt;
[VALUE:40]&lt;br /&gt;
[SPEC_HEAT:900]&lt;br /&gt;
[MELTING_POINT:11188]&lt;br /&gt;
[BOILING_POINT:14534]&lt;br /&gt;
[SOLID_DENSITY:2700]&lt;br /&gt;
&lt;br /&gt;
temperature values unknown, used nickel&lt;br /&gt;
[MATGLOSS_METAL:NICKEL_SILVER]&lt;br /&gt;
[NAME:nickel silver][ADJ:nickel silver][COLOR:7:7:1]&lt;br /&gt;
[VALUE:3]&lt;br /&gt;
[SPEC_HEAT:444]&lt;br /&gt;
[MELTING_POINT:12619]&lt;br /&gt;
[BOILING_POINT:15243]&lt;br /&gt;
[SOLID_DENSITY:8650]&lt;br /&gt;
&lt;br /&gt;
temperature values unknown, used copper&lt;br /&gt;
[MATGLOSS_METAL:BILLON]&lt;br /&gt;
[NAME:billon][ADJ:billon][COLOR:7:3:0]&lt;br /&gt;
[VALUE:6]&lt;br /&gt;
[SPEC_HEAT:385]&lt;br /&gt;
[MELTING_POINT:11952]&lt;br /&gt;
[BOILING_POINT:14611]&lt;br /&gt;
[SOLID_DENSITY:8930] used copper&lt;br /&gt;
&lt;br /&gt;
temperature values unknown, used silver&lt;br /&gt;
value is weighted average of 3 silver and 1 copper&lt;br /&gt;
[MATGLOSS_METAL:STERLING_SILVER]&lt;br /&gt;
[NAME:sterling silver][ADJ:sterling silver][COLOR:7:7:1]&lt;br /&gt;
[VALUE:8]&lt;br /&gt;
[SPEC_HEAT:230]&lt;br /&gt;
[MELTING_POINT:11731]&lt;br /&gt;
[BOILING_POINT:13892]&lt;br /&gt;
[SOLID_DENSITY:10490] used silver&lt;br /&gt;
&lt;br /&gt;
temperature values unknown, used copper&lt;br /&gt;
also called shakudo or hepatizon depending on the proportions&lt;br /&gt;
(some have no silver)&lt;br /&gt;
got the name from black corinthian bronze, though these proportions&lt;br /&gt;
are more like regular corinthian bronze/brass&lt;br /&gt;
I just wanted the liver-colored one, dropped &amp;quot;corinthian&amp;quot;&lt;br /&gt;
because it sounds too location/culture specific&lt;br /&gt;
value of 11 is the weighted average value of 2copper/1silver/1gold components&lt;br /&gt;
[MATGLOSS_METAL:BLACK_BRONZE]&lt;br /&gt;
[NAME:black bronze][ADJ:black bronze][COLOR:5:6:0]&lt;br /&gt;
[VALUE:11]&lt;br /&gt;
[SPEC_HEAT:385]&lt;br /&gt;
[MELTING_POINT:11952]&lt;br /&gt;
[BOILING_POINT:14611]&lt;br /&gt;
[SOLID_DENSITY:8930]&lt;br /&gt;
&lt;br /&gt;
temperature values unknown, used gold&lt;br /&gt;
value is weighted average of 3 gold and 1 copper&lt;br /&gt;
[MATGLOSS_METAL:ROSE_GOLD]&lt;br /&gt;
[NAME:rose gold][ADJ:rose gold][COLOR:5:5:1]&lt;br /&gt;
[VALUE:23]&lt;br /&gt;
[SPEC_HEAT:129]&lt;br /&gt;
[MELTING_POINT:11915]&lt;br /&gt;
[BOILING_POINT:15141]&lt;br /&gt;
[SOLID_DENSITY:19320] used gold&lt;br /&gt;
&lt;br /&gt;
bismuth itself is brittle, but you can alloy it with tin/copper to make a light-colored bronze&lt;br /&gt;
[MATGLOSS_METAL:BISMUTH]&lt;br /&gt;
[NAME:bismuth][ADJ:bismuth][COLOR:5:5:1]&lt;br /&gt;
[VALUE:2]&lt;br /&gt;
[SPEC_HEAT:123]&lt;br /&gt;
[MELTING_POINT:10488]&lt;br /&gt;
[BOILING_POINT:12815]&lt;br /&gt;
[BRITTLE]&lt;br /&gt;
[SOLID_DENSITY:9780]&lt;br /&gt;
&lt;br /&gt;
you can make a lighter colored bronze by adding bismuth,&lt;br /&gt;
used temp values from bronze, used by incas, at least according to one source ha ha&lt;br /&gt;
[MATGLOSS_METAL:BISMUTH_BRONZE]&lt;br /&gt;
[NAME:bismuth bronze][ADJ:bismuth bronze][COLOR:6:6:1]&lt;br /&gt;
[VALUE:6]&lt;br /&gt;
[SPEC_HEAT:435]&lt;br /&gt;
[MELTING_POINT:11868]&lt;br /&gt;
[BOILING_POINT:14140]&lt;br /&gt;
[WEAPON][WEAPON_RANGED][AMMO][DIGGER][ARMOR]&lt;br /&gt;
[DAMAGE_PERC:75]&lt;br /&gt;
[BLOCK_PERC:75]&lt;br /&gt;
[SOLID_DENSITY:8250] used bronze&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_METAL:ADAMANTINE]&lt;br /&gt;
[NAME:adamantine][ADJ:adamantine][COLOR:3:3:1]&lt;br /&gt;
[VALUE:300]&lt;br /&gt;
[SPEC_HEAT:7500]&lt;br /&gt;
[MELTING_POINT:25000]&lt;br /&gt;
[BOILING_POINT:50000]&lt;br /&gt;
[WEAPON][WEAPON_RANGED][AMMO][DIGGER][ARMOR][ANVIL][ANY_USE]&lt;br /&gt;
[WAFERS]&lt;br /&gt;
[DAMAGE_PERC:500]&lt;br /&gt;
[BLOCK_PERC:500]&lt;br /&gt;
[SOLID_DENSITY:200]&lt;br /&gt;
[DEEP]&amp;lt;/pre&amp;gt;&lt;br /&gt;
[[Category:Metals]][[Category:Materials]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[ru:Металл]]&lt;/div&gt;</summary>
		<author><name>Dorten</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Cave-in&amp;diff=3862</id>
		<title>40d:Cave-in</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Cave-in&amp;diff=3862"/>
		<updated>2008-12-23T08:23:57Z</updated>

		<summary type="html">&lt;p&gt;Dorten: /* Using cave-ins */ It made no sense&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''cave-in''' will occur if constructions or ground tiles are detached from all supporting tiles (bridges and the like do not support constructions). Since it is only a placeholder, the system is highly unrealistic &amp;amp;ndash; you can hold up a giant megafortress by a slender pillar of soap. [[Toady]] has stated he intends to implement more realistic cave-ins in future versions. &lt;br /&gt;
&lt;br /&gt;
Cave-ins can be disabled through the [[Technical tricks|init]] file, by changing [CAVEINS:YES] to [CAVEINS:NO].&lt;br /&gt;
&lt;br /&gt;
== How cave-ins work ==&lt;br /&gt;
&lt;br /&gt;
Any ''unconnected'' section of terrain ([[rock]], dirt, or [[construction]] that is completely disconnected from the rest of the world) will cave in. The game checks for terrain connections along the X, Y, and Z axes (that's left/right, up/down, and high/low). Diagonal connections are not taken into account yet. [[Stairs]] and [[support|supports]] will hold up the terrain. There are not (m)any [[bridge]]s that will hold up the terrain.&lt;br /&gt;
&lt;br /&gt;
== Results of a cave-in ==&lt;br /&gt;
&lt;br /&gt;
* Any [[creature]] caught under the falling material is crushed and killed.&lt;br /&gt;
* Any item caught under falling &amp;lt;s&amp;gt;natural&amp;lt;/s&amp;gt; terrain is &amp;lt;s&amp;gt;encased in [[stone]] and must be dug out&amp;lt;/s&amp;gt; destroyed completely.{{verify}}&lt;br /&gt;
* Anything standing on the area that caves in falls and may be wounded. The fall victim has a chance of being unable to walk away, somewhat proportional to the distance fallen but not set in stone. No pun intended.&lt;br /&gt;
* A large amount of dust is generated. Any creature caught by the dust from the collapse is knocked [[unconscious]] and thrown a few tiles, which may cause them to fall off a narrow bridge fifty z-levels above the ground.&lt;br /&gt;
* All [[building]]s and [[construction]]s under and above the falling area are destroyed&lt;br /&gt;
* Natural terrain will remain intact during the cave-in; the only effect is they are revealed.&lt;br /&gt;
* Constructions will deconstruct when they collide with solid terrain.&lt;br /&gt;
* Any terrain crashes through multiple [[floor]]s, and stops only upon reaching solid ground, where natural terrain piles up and constructions deconstruct.&lt;br /&gt;
* Mined stairs and [[ramp]]s will settle like unmined rock; Stairs down that fall onto previously empty [[floor]]s will reveal the level below. If there's rock or floor above them, it'll cover the stairs.&lt;br /&gt;
* Anything falling into a flow (like [[water]]) sinks to the bottom. Therefore, it is not a good idea to punch a skylight into your meeting area if you forgot that e.g. your [[gem]] pile was directly below and you had a [[magma]] tube three Z levels afterward... you get the idea.&lt;br /&gt;
* If your [[dwarves]], [[animals]], items, or even the seven simultaneous [[goblin]] [[siege]]s at your [[door]] are unfortunate enough to be caught in a cave-in flow (which, by the way, travels up Z levels quite often) they will be pushed around and likely sucked into a lower level.&lt;br /&gt;
:* This can be used to an advantage (i.e. drop a [[wood]]en floor such that the cave-in flow will push the invaders into your magma [[moat]]).&lt;br /&gt;
&lt;br /&gt;
== Avoiding cave-ins ==&lt;br /&gt;
&lt;br /&gt;
Do not make unconnected sections of rock.&lt;br /&gt;
&lt;br /&gt;
Actually, you're quite unlikely to cause cave-ins unless you are actively trying to cause them. In which case, you'd be wondering how to avoid cave-ins that ''cause damage'' to your folks. That's simple: Add a support under the stone mass, and link it to a distant [[lever]]. When you're done, hide everyone, pull the lever and watch the fireworks.&lt;br /&gt;
&lt;br /&gt;
One of the more common accidental cave-ins results when you're taking out the floor in a checker-pattern (dwarves [[channel]]ing may sometimes tend to make this mistake) and the area below isn't supported, resulting in a situation like the diagram below:&lt;br /&gt;
&lt;br /&gt;
 Floor -1&lt;br /&gt;
 ▒▒▒▒▒▒&lt;br /&gt;
 ▒    ▒&lt;br /&gt;
 ▒ X +▒ &amp;lt;-- The X is a floor tile. It's not attached, so it will fall down.&lt;br /&gt;
 ▒  +&amp;gt;▒&lt;br /&gt;
 ▒    ▒&lt;br /&gt;
 ▒▒▒▒▒▒&lt;br /&gt;
 &lt;br /&gt;
 Floor -2&lt;br /&gt;
 ▒▒▒▒▒▒&lt;br /&gt;
 ▒....▒&lt;br /&gt;
 ▒...▒▒ &amp;lt;-- Causing this area to receive a cave-in flow and knocking out any dwarves in its reach.&lt;br /&gt;
 ▒...&amp;lt;▒&lt;br /&gt;
 ▒....▒&lt;br /&gt;
 ▒▒▒▒▒▒&lt;br /&gt;
&lt;br /&gt;
Another thing to watch out for is if you want to dig away a hill above ground, to make room for your fancy overground fort. You may dig away the hill on one level, and then have a huge platform of &amp;quot;floor&amp;quot; on the z-level above that falls on your [[miner]] if they get disconnected from the ground. Easy thing to miss the first time you do it.&lt;br /&gt;
&lt;br /&gt;
The solution here is to dig ramps instead, since these take away both the [[soil]] on the level you are digging on and the floor on the level above. This is not foolproof, however, as [[tree]]s will prevent the floor it's on from being removed, resulting a free-hanging floor when you carve the ramp around it. In addition, ramps do not provide support for other tiles on the higher z-level; depending upon the order they are constructed, cave-ins may still occur. &lt;br /&gt;
&lt;br /&gt;
== Using cave-ins ==&lt;br /&gt;
&lt;br /&gt;
Intentional cave-ins serve four purposes:&lt;br /&gt;
&lt;br /&gt;
* Dams. Dropping a section of natural rock above an [[underground river]] can provide a way to dam the river. Similarly, causing a cave-in is probably the easiest way to be able to dig beneath an [[aquifer]] you can't dig around. This only works with natural rock; [[constructions]] will revert to their components, and not block the river at all.&lt;br /&gt;
* Death. Since a cave-in kills most [[creatures]] instantly, it can provide a convenient or amusing way to off a group of creatures. &lt;br /&gt;
* Easy removal of floor tiles. Causing a cave-in will destroy non-reinforced (no wall or support underneath) floor tiles directly underneath the falling terrain - this is a good way to e.g. hollow out a large area. All that's left to do is a little bit of cleanup on the edges, but look at all the channeling you save yourself!&lt;br /&gt;
* Destroying items. Elven siege left behind a bunch of worthless wooden weapons? Got some fire imp fat in your butcher's shop? Need an amusing way to off your stone? Smash it with a cave-in and you'll never see it again.&lt;br /&gt;
&lt;br /&gt;
{{Mining FAQ}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Rooms]]&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Physics]]&lt;/div&gt;</summary>
		<author><name>Dorten</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Reactions&amp;diff=13807</id>
		<title>40d:Reactions</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Reactions&amp;diff=13807"/>
		<updated>2008-12-19T10:25:08Z</updated>

		<summary type="html">&lt;p&gt;Dorten: /* Type 1 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Reactions currently control the actions of the [[smelter]] building. They consist of at least one reagent and one product. Eventually the goal is to include all buildings and their actions within the raws.&lt;br /&gt;
&lt;br /&gt;
You may have multiple reagents and products within a reaction. By including a product that replaces a consumed reagent, you could create things like tools and catalytic reactions.&lt;br /&gt;
&lt;br /&gt;
Additions to reaction_standard.txt do not take effect until you generate a new world, but changes to existing reactions take effect next time you open the game.&lt;br /&gt;
&lt;br /&gt;
==Anatomy of a Reaction==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[REACTION:BITUMINOUS_COAL_TO_COKE] &amp;lt;-- The name of the reaction. Not referenced elsewhere yet, but must be unique.&lt;br /&gt;
===NAME===&lt;br /&gt;
[NAME:make coke from bituminous coal] &amp;lt;-- What appears in the game when the necessary reagents are available.&lt;br /&gt;
===SMELTER===&lt;br /&gt;
[SMELTER] &amp;lt;-- Says the reaction is performed in the smelter. There are currently no other building tokens.&lt;br /&gt;
===REAGENT===&lt;br /&gt;
Reagents come in two main types.&lt;br /&gt;
====Type 1====&lt;br /&gt;
[REAGENT:&amp;lt;Quantity&amp;gt;:&amp;lt;[[Item Token|ITEM_TOKEN]]&amp;gt;:&amp;lt;ITEM_SUBTYPE&amp;gt;:&amp;lt;[[Material_tokens|MATGLOSS_TOKEN]]&amp;gt;:&amp;lt;MATGLOSS_SUBTYPE&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
As with all raw entries the values here are separated by semicolons. This style of reaction has six variables.&lt;br /&gt;
=====REAGENT=====&lt;br /&gt;
This is always the string REAGENT&lt;br /&gt;
=====Quantity=====&lt;br /&gt;
The number of items this reaction produces. Does not seem to have a hard upper limit. High numbers will most likely crash the game out of sheer lag though.&lt;br /&gt;
=====ITEM_TOKEN=====&lt;br /&gt;
A value from the &amp;lt;[[Item Tokens|ITEM_TOKEN]]&amp;gt; list for the item you want to make.&lt;br /&gt;
=====ITEM_SUBTYPE=====&lt;br /&gt;
An item identifier from the raw file for this item type. For instance if you want to make gloves you would look in the item_gloves.txt file and find the name of one of the items there like ITEM_GLOVES_GLOVES. You would also need to set the ITEM_TOKEN to GLOVES.&lt;br /&gt;
If you don't have a subtype to use just put &amp;quot;NONE&amp;quot;.&lt;br /&gt;
=====MATGLOSS_TOKEN=====&lt;br /&gt;
You put the general category of the material you want to use here.&lt;br /&gt;
=====MATGLOSS_SUBTYPE=====&lt;br /&gt;
The specific type goes here. Like the ITEM_SUBTYPE, you can look up the possible values from the raws. The &amp;lt;[[Matgloss_tokens]]&amp;gt; page has information on where to find the subtype.&lt;br /&gt;
&lt;br /&gt;
====Type 2====&lt;br /&gt;
[REAGENT:1:REACTION_CLASS:FLUX] &amp;lt;-- Reaction_class can be replaced with METAL_ORE and possibly STONE_NAME and THREAD_METAL though those aren't used in the basic reaction types.&lt;br /&gt;
Those are special cases that identify items that use the tags like [STONE_NAME:platinum nuggets] or [THREAD_METAL:ADAMANTINE:100]  {{Verify}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===PRODUCT===&lt;br /&gt;
[PRODUCT:100:3:BAR:NO_SUBTYPE:COAL:COKE] &amp;lt;-- The end product(s) of the reaction. The first parameter might be probability of success. The rest is the same as in REAGENT.&lt;br /&gt;
===FUEL===&lt;br /&gt;
[FUEL] &amp;lt;-- Says the reaction uses fuel.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
The smelter cannot look inside containers for reagents; this means not only bins and barrels, but bags, coffers, et cetera. In practice this makes it seemingly impossible to use extracts of any sort (liquid, powder, and so on) in smelter reactions. It likely won't show up on the job list at all and, if it does, will result in immediate cancellation when a dwarf tries to select it from the job queue. Extracts can be the product of a reaction but since they must be stored, they will immediately be &amp;quot;spilled&amp;quot; upon creation and be impossible to store and use. &lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;/div&gt;</summary>
		<author><name>Dorten</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Advanced_world_generation&amp;diff=43404</id>
		<title>40d:Advanced world generation</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Advanced_world_generation&amp;diff=43404"/>
		<updated>2008-12-18T04:46:03Z</updated>

		<summary type="html">&lt;p&gt;Dorten: /* World Painter Parameters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[World generation]] allows advanced options for customizing worlds. These parameters are not all well understood, so please contribute here as you experiment. [http://www.bay12games.com/forum/index.php?topic=20512.0 This forum post] has additional information on the parameters.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Advanced Parameters =&lt;br /&gt;
&lt;br /&gt;
To access advanced parameters, press 'e' when at the screen for creating new worlds with parameters screen. This will bring you to an editable list of various guidelines the world-gen process will use when creating your new world.&lt;br /&gt;
&lt;br /&gt;
Parameter sets are stored in ''world_gen.txt'' in the ''\data\init'' folder, using [[world tokens]]. You can copy and paste other player's sets of parameters into your ''world_gen.txt'' to use their parameter sets, and some are provided at [[Pregenerated worlds]]. Another place to find parameter sets is the [http://www.bay12games.com/forum/index.php?topic=20638.0 Worldgen cookbook] thread on the official forums.&lt;br /&gt;
&lt;br /&gt;
== Seed Parameters ==&lt;br /&gt;
&lt;br /&gt;
==== Use Seed ====&lt;br /&gt;
This determines the seed number that will be used by the random-number generator in determining the randomness factors that go into creating your world. &lt;br /&gt;
&lt;br /&gt;
==== Use History Seed ====&lt;br /&gt;
Same as above but instead of determining terrian and world structure it handles historical figures and event outcomes. Some experimenting will need to be done to see if the same seed and a different World seed produce different events and figures. &lt;br /&gt;
&lt;br /&gt;
==== Use Name Seed ====&lt;br /&gt;
Same as above but used to determine the randomly selected name used by the program. &lt;br /&gt;
&lt;br /&gt;
== Terrain Parameters ==&lt;br /&gt;
&lt;br /&gt;
==== Minimum Savagery/Maximum Savagery ====&lt;br /&gt;
Defines the minimum and maximum savagery per tile.&lt;br /&gt;
* 0 -  32: Benign&lt;br /&gt;
*33 -  65: Neutral &lt;br /&gt;
*66 - 100: Savage&lt;br /&gt;
&lt;br /&gt;
Humans and Dwarves will not settle in savage areas.&lt;br /&gt;
&lt;br /&gt;
==== Minimum Volcanism/Maximum Volcanism ====&lt;br /&gt;
&lt;br /&gt;
From what I have found out so far I can say [[Igneous extrusive layer]] are only found in areas with a volcanism higher than 90. Volcanoes are only placed on tiles with a volcanism of 100.&lt;br /&gt;
&lt;br /&gt;
==== Minimum Volcano Number ====&lt;br /&gt;
&lt;br /&gt;
Places volcanoes on tiles with a volcanism of 100.  If there are not enough viable tiles the world is rejected.&lt;br /&gt;
&lt;br /&gt;
==== Minimum Mountain Peak Number ====&lt;br /&gt;
&lt;br /&gt;
Places mountain peaks on tiles with an pre-erosion elevation of at least 380.  If there are not enough viable tiles the world is rejected.&lt;br /&gt;
&lt;br /&gt;
I'm not exactly sure what effect the peaks have but I suppose they withstand erosion better.&lt;br /&gt;
&lt;br /&gt;
==== Erosion Cycle Count ====&lt;br /&gt;
&lt;br /&gt;
Higher numbers make the mountains less steep and river canyons deeper.&lt;br /&gt;
&lt;br /&gt;
== Historical Parameters ==&lt;br /&gt;
&lt;br /&gt;
==== End Year ====&lt;br /&gt;
&lt;br /&gt;
Used to determine when the program will cease its generation and allow for play. As of right now other factors prevent the generator from getting to this date and is often cut off long before reaching it.&lt;br /&gt;
&lt;br /&gt;
==== Population Cap after Civ Creation ====&lt;br /&gt;
&lt;br /&gt;
How many creatures can exist in the game once civilizations have been added into generation.&lt;br /&gt;
&lt;br /&gt;
==== Percentage Beasts Dead for Stoppage ====&lt;br /&gt;
&lt;br /&gt;
Determines how many megabeasts need to be dead before the world gen stops creating history. Is one likely cause for why the generator rarely reaches the entered End Date.&lt;br /&gt;
&lt;br /&gt;
==== Year to Begin Checking Megabeast Percentage ====&lt;br /&gt;
&lt;br /&gt;
Determines when the game begins checking for the above precentage to see when the game should stop generating the world. &lt;br /&gt;
&lt;br /&gt;
==== Cull Unimportant Historical Figures ====&lt;br /&gt;
&lt;br /&gt;
Instead of listing every event that happens, this option removes those events without related importance to the wider world, effectively reducing the number of events reviewable in the legends screen. &lt;br /&gt;
&lt;br /&gt;
==== Reveal All Historical Events ====&lt;br /&gt;
&lt;br /&gt;
Determines whether all events are open to review in the legends screen when you choose to begin a game. Setting this to no would require the usual exploration, talking, and engraving searching as before. &lt;br /&gt;
&lt;br /&gt;
== Creature Parameters ==&lt;br /&gt;
&lt;br /&gt;
==== Maximum Natural Cave Size ====&lt;br /&gt;
&lt;br /&gt;
Determines the size and depth of caves formed by world-gen. Currently unknown what the number means and effects. May determine the number of caves period.&lt;br /&gt;
&lt;br /&gt;
==== Number of Mountain Caves ====&lt;br /&gt;
&lt;br /&gt;
Determines the number of caves to be placed in mountain regions. &lt;br /&gt;
&lt;br /&gt;
==== Number of Non-Mountain Caves ====&lt;br /&gt;
&lt;br /&gt;
Determines the number of caves to be placed in other regions.&lt;br /&gt;
&lt;br /&gt;
==== Make Caves Visible ====&lt;br /&gt;
&lt;br /&gt;
Makes caves visible on the world location selection screen.&lt;br /&gt;
&lt;br /&gt;
==== Number of Civilizations ====&lt;br /&gt;
&lt;br /&gt;
Determines how many civilizations will be seeded into the generated world. Five is the typical number to produce the usual Dwarves, Humans, Elves, Goblins, and Kobolds. &lt;br /&gt;
&lt;br /&gt;
* Error Code: Not enough entity placement locations: Decrease the Number of Civilizations, edit the settings so proper biomes are generated or generate bigger map.&lt;br /&gt;
&lt;br /&gt;
==== Playable Civilization Required ====&lt;br /&gt;
&lt;br /&gt;
If set, all worlds where the no playable civilization has been placed at the beginning of history are rejected.&lt;br /&gt;
&lt;br /&gt;
* Error Code: No controllable entity definitions available: Add some high (mountain) elevations to the map. Dwarf civ's will only appear on these tiles.&lt;br /&gt;
&lt;br /&gt;
= Experimenting with Parameters =&lt;br /&gt;
&lt;br /&gt;
To experiment with the parameters and to effectively see why rejections are coming back because of changes to the parameters, first you need to edit your init.txt and set&lt;br /&gt;
[LOG_MAP_REJECTS:NO] to YES. This will create a text document that will describe why each copy of the generated world is rejected. &lt;br /&gt;
&lt;br /&gt;
By going back and forth between this document and the parameters, you can begin to get an idea as to why endless cycles of rejected worlds come up. As you experiment please share your findings under each heading.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== World Painter Parameters ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When using the world painter tool the following parameters produce these regions:&amp;lt;br /&amp;gt;&lt;br /&gt;
- low mountain - elevation &amp;gt; 299 {{Biome|∆|∆|#808080|#808080}}&lt;br /&gt;
- mountain - elevation &amp;gt; 332 {{Biome|▲|▲|#808080|#808080}}&lt;br /&gt;
- high mountain - elevation &amp;gt;365 {{Biome|▲|▲|#C0C0C0|#C0C0C0}}&lt;br /&gt;
- peak - elevation = 400 {{Raw Tile|^|#808080|#000000}} (verify?)&lt;br /&gt;
&lt;br /&gt;
The rest of the regions can be obtained mostly through choice of rain and drainage values.&amp;lt;br /&amp;gt;&lt;br /&gt;
For rain 0-9 and:&amp;lt;br /&amp;gt;&lt;br /&gt;
drain 0-32 - sand desert {{Biome|~|≈|#FFFF00|#FFFF00}}&lt;br /&gt;
drain 33-49 - rock desert {{Biome|,|´|#808000|#808080}}&lt;br /&gt;
drain 50-65 - badlands {{Biome|n|∩|#808080|#808000}}&lt;br /&gt;
drain 66-100 - badlands {{Biome|V|√|#808000|#808000}}&lt;br /&gt;
&lt;br /&gt;
For rain 10-19:&amp;lt;br /&amp;gt;&lt;br /&gt;
drain 0-49 - grassland {{Biome|.|ⁿ|#00FF00|#00FF00}}&lt;br /&gt;
drain 50-100 - hills {{Biome|n|∩|#00FF00|#00FF00}}&lt;br /&gt;
&lt;br /&gt;
For rain 20-32:&amp;lt;br /&amp;gt;&lt;br /&gt;
drain 0-49 - savanna {{Biome|&amp;quot;|ⁿ|#00FF00|#00FF00}}&lt;br /&gt;
drain 50-100 - hills {{Biome|n|∩|#00FF00|#00FF00}}&lt;br /&gt;
&lt;br /&gt;
For rain 33-65:&amp;lt;br /&amp;gt;&lt;br /&gt;
drain 0-32 - marsh {{Biome|&amp;quot;|&amp;quot;|#008000|#008000}}&lt;br /&gt;
drain 33-49 - shrubland {{Biome|&amp;quot;|γ|#00FF00|#00FF00}}&lt;br /&gt;
drain 50-100 - hills {{Biome|n|∩|#00FF00|#00FF00}}&lt;br /&gt;
&lt;br /&gt;
For rain 66-100:&amp;lt;br /&amp;gt;&lt;br /&gt;
drain 0-32 - swamp {{Biome|⌠|⌠|#008000|#008000}}&lt;br /&gt;
drain 33-100 - forest {{Biome|↑|↨|#00FF00|#00FF00}}&lt;br /&gt;
&lt;br /&gt;
The forest regions can be changed between conifer, to broadleaf types by varying the temperature (to around &amp;gt; 65, depending on rain value).&lt;br /&gt;
&lt;br /&gt;
The magma value (at 100%) can produce volcanoes if painted on the same tile as a mountain.&lt;br /&gt;
&lt;br /&gt;
[[Category:World]]&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Dorten</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Weaver&amp;diff=46499</id>
		<title>40d Talk:Weaver</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Weaver&amp;diff=46499"/>
		<updated>2008-12-17T04:36:18Z</updated>

		<summary type="html">&lt;p&gt;Dorten: /* Silk Collecting and web immunity */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Silk Collecting and web immunity==&lt;br /&gt;
I've just noticed, that while all other dwarves will get stuck in the GCS webs, my weaver with collect silk job will happily run through it to collect the distant pieces of it. Does activating this job makes the dwarves immune to webbing? --[[User:Dorten|Dorten]] 01:01, 15 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:It may just be that a dwarf actively doing a &amp;quot;collect webs&amp;quot; task won't get caught in webs.  If they did get caught in a web they intended to collect, they would destroy it instead.--[[User:Maximus|Maximus]] 11:07, 15 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::And there is the question: is it active job preference or an actively doing a &amp;quot;collect webs&amp;quot; task? I have no idea how to check this properly --[[User:Dorten|Dorten]] 23:36, 16 December 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Dorten</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Weaver&amp;diff=46497</id>
		<title>40d Talk:Weaver</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Weaver&amp;diff=46497"/>
		<updated>2008-12-15T06:01:09Z</updated>

		<summary type="html">&lt;p&gt;Dorten: Silk Collecting and web immunity&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Silk Collecting and web immunity==&lt;br /&gt;
I've just noticed, that while all other dwarves will get stuck in the GCS webs, my weaver with collect silk job will happily run through it to collect the distant pieces of it. Does activating this job makes the dwarves immune to webbing? --[[User:Dorten|Dorten]] 01:01, 15 December 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Dorten</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Giant_bat&amp;diff=44153</id>
		<title>40d Talk:Giant bat</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Giant_bat&amp;diff=44153"/>
		<updated>2008-12-04T04:38:31Z</updated>

		<summary type="html">&lt;p&gt;Dorten: /* Bats wear clothes? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;blockquote&amp;gt;&lt;br /&gt;
They also tend to run away, and only attack when threatened.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I don't think this is true at all, at least in 0.27.176.38c. The giant bats my dwarves encounter are terrifying dwarf-seeking killing machines that drop from the sky and tear a dwarf to pieces before they have a chance to do anything. I've lost at least 20-30 dwarves to giant bats alone. --[[User:Katt|Katt]] 02:53, 9 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Draft a woodchopper and a peasant, the peasant is attacked and the now axedwarf should easily tear the bat apart. (Admittedly, I have only used a woodcutter, but an additional living shield might be safer) [[User:Qwertyu|Qwertyu]] 06:07, 9 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::They can be killed, it just requires a fully equipped dwarf with metal armor to withstand the initial &amp;quot;Hi, I'm a giant bat, let me chew up a limb or two to stun you.&amp;quot; All I'm saying though, at least in .38c, Giant Bats seem incredibly aggressive and regularly come down from the mountains to eat dwarves without any provocation.&lt;br /&gt;
&lt;br /&gt;
::They did solve my Gorilla problem for me though, so I suppose that's good. --[[User:Katt|Katt]] 06:24, 9 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Bats wear clothes? ==&lt;br /&gt;
&lt;br /&gt;
Once a giant bat managed to get inside my fortress, and whilst it was massacring dwarves I checked it's inventory and found that it was wearing a *cave-spider silk sock* Any idea how this happened?&lt;br /&gt;
:I think, that it tore the sock from one of your dwarves and was holding it in it's mouth--[[User:Dorten|Dorten]] 23:38, 3 December 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Dorten</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Fortification&amp;diff=30067</id>
		<title>40d Talk:Fortification</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Fortification&amp;diff=30067"/>
		<updated>2008-12-03T05:20:16Z</updated>

		<summary type="html">&lt;p&gt;Dorten: /* Open questions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Can water or magma flow through fortifications?==&lt;br /&gt;
Can water or magma flow through fortifications?--[[User:Javiskefka|Javiskefka]] 03:45, 29 November 2007 (EST)&lt;br /&gt;
:Yes. I use this all the time to keep the pesky fire imps out of my magma channels. --[[User:Valdemar|Valdemar]] 21:12, 5 January 2008 (EST)&lt;br /&gt;
::I did so, too. But after some time the magma melted the fortification away and the imps could pass through unhindered again.--[[User:Doub|Doub]] 13:42, 12 March 2007 (EST)&lt;br /&gt;
::: Use [[bauxite]]. --[[User:Koltom|Koltom]] 01:20, 14 March 2008 (EDT)&lt;br /&gt;
::::Possible alternative: Will fortifications melt if they are carved instead of constructed? Perhaps instead of mining out the last tile before fleeing, the dwarf could carve a fortification in the obsidian. It's conceivable that that tile, being one of the original tube liners, could be magma-proof by fiat. --[[User:Alfador|Alfador]] 11:27, 20 March 2008 (EDT)&lt;br /&gt;
:::::I tried this when breaching into a magma pipe and yes, the (warm) obsidian fortification is still present many years later. Unfortunately, the same cannot be said for the Dwarf who had the misfortune of being the one assigned the task of carving the fortification. Magma apparently flows faster than a dwarf can run, especially when their feet are on fire. -- [[User:Raumkraut|Raumkraut]] 04:33, 19 April 2008 (EDT)&lt;br /&gt;
:::::Ditto -- carved fortifications don't melt. (I built like this: lava-wall-fortification, then channelled the wall from above) It appears the game tends to treat carved and constructed things very differently. [[User:Anydwarf|Anydwarf]] 12:57, 19 April 2008 (EDT)&lt;br /&gt;
::::::I just build [[vertical bars]] in channels, usually out of iron.  Keeps bad things and good things out, lets water and magma flow through. --[[User:JT|JT]] 16:42, 19 April 2008 (EDT)&lt;br /&gt;
:::::::Yeah, I built bauxite grates at first, but then I had a thought that [[magma men]] (being buildingdestroyer:2) could bust them open. [[User:Anydwarf|Anydwarf]] 17:48, 19 April 2008 (EDT)&lt;br /&gt;
::::::I just embarked without any preparations (random items/skills) on a site with volcano. I created empty pool, and then carved fortifications near it. After that I channeled rock before the fortifications, and now I see just lying obsidian... Looks like carved fortifications melt too, at least in the current version. --[[User:Someone-else|Someone-else]] 10:08, 24 April 2008 (EDT)&lt;br /&gt;
:::::::No, the fortification is still there, it just looks like magma until you loo{{k|k}} at it. While I was checking this I noticed a fire imp on the wrong side of the fortification, so I guess it isn't enough. (or can they spawn anywhere?) [[User:Anydwarf|Anydwarf]] 13:59, 24 April 2008 (EDT)&lt;br /&gt;
::::::::Strong current can currently push creatures through any kind of obstacle that allows liquid flow. I will retry check with the obsidian fortification in my obsidian factory. --[[User:Someone-else|Someone-else]] 19:15, 4 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Open questions ==&lt;br /&gt;
*What depth is required for a liquid such as water or magma to flow through a fortification? minimum 4/7? --[[User:Nexii Malthus|Nexii Malthus]] 19:11, 9 March 2008 (EDT)&lt;br /&gt;
:I've just tried this with constructed fortifications (green glass) and water. The fortification doesn't seem to impede the flow of water at all. -- [[User:Raumkraut|Raumkraut]] 10:15, 19 April 2008 (EDT)&lt;br /&gt;
:I had a section of fortress walled off from my moat with fortifications, and it filled with magma at the same rate as the rest of the moat. I think they are considered clear for the purposes of liquid flow. [[User:Dangerous Beans|Dangerous Beans]] 06:14, 1 December 2008 (EST)&lt;br /&gt;
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*At what angle can one shoot through fortifications?&lt;br /&gt;
:As far as I'm concerned the angle is pretty sharp - I'd say about 30-25 degree. On close distances the dwarf has to be pretty much in straight line with target. I'm not sure if this applies to fortifications that don't touch walls such as ones in aboveground archery towers or long carved walls. --[[User:Someone-else|Someone-else]] 19:33, 19 April 2008 (EDT)&lt;br /&gt;
::Just think of fortifications as of empty space in that concern. Just with a skill check to shoot through. --[[User:Dorten|Dorten]] 00:20, 3 December 2008 (EST)&lt;br /&gt;
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*some people claim that you can shoot at attackers from one z level above (thats true for sure), but they cant shoot back. Is this true? --[[User:Koltom|Koltom]] 11:48, 8 March 2008 (EST)&lt;br /&gt;
:Yes, it works great. I think they can shoot down more than 1 z-level but I can't confirm this.[[User:Moonman|Moonman]] 10:47, 11 March 2008 (EDT)&lt;br /&gt;
::iirc, they CAN shoot back, they just cant hit well. if you are next to the fortification you are shooting through theres no penalty. trying to shoot through from more than 1 square away is a skill check. if the fortification is up a z-level, the dwarf on the inside will still be next to the fortification, but the enemy can never be, so must alway shoot at a penalty. --[[User:Chariot|Chariot]] 15:33, 11 March 2008 (EDT)&lt;br /&gt;
::I've had goblins shooting back at my fortifications one z-level above and regular crossbowmen have difficulty, but elite goblin crossbowmen can hit and kill in one shot. However, three z-levels above and there's little to no return fire, and my dwarves seem to have better range firing down too (but I can't confirm this for sure). This would make complete sense, as high ground certainly does give a tactical advantage in reality.--[[User:TimE|TimE]] 05:37, 20 March 2008 (EDT)&lt;br /&gt;
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*Do fortifications provide support for constructions above? --[[User:Someone-else|Someone-else]] 19:34, 19 April 2008 (EDT)&lt;br /&gt;
:Built fortifications provide no support/floor above them.  Not sure about carved fortifications. --[[User:Squirrelloid|Squirrelloid]] 11:17, 24 April 2008 (EDT)&lt;br /&gt;
:Fortifications act like a floor with a support on it. They do not provide a floor to the tile above them, but I built a 1x1 tower of fortifications five tall that remained even after deconstructing the scaffold, so they definitely support things above them. A fortification is impassible to creatures (except as pushed by liquid flow). --[[User:Rkyeun|Rkyeun]] 18:11, 2 December 2008 (EST)&lt;br /&gt;
::Except your dwarves can walk through supports, while they can't fortifications. --[[User:GreyMario|GreyMaria]] 15:57, 2 December 2008 (EST)&lt;br /&gt;
:::And supports don't provide marksdwarves with cover... was there a point to that remark? --[[User:N9103|Edward]] 17:41, 2 December 2008 (EST)&lt;br /&gt;
::::Yeah, there was. He specifically said that fortifications act like a floor tile with a support on it. This was partially wrong, so I pointed it out.&amp;lt;br&amp;gt;Ryuken: definitely ''not'' flamewar seeds --[[User:GreyMario|GreyMaria]] 18:21, 2 December 2008 (EST)&lt;br /&gt;
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*Can fortifications be carved from metal walls? --[[User:Sublight|Sublight]] 16:07 28 November 2008 (JST)&lt;br /&gt;
:Yes, they can. Just tried it our this weekend. --[[User:Sublight|Sublight]] 11:19 01 December 2008 (JST)&lt;br /&gt;
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==Difficulty of firing through fortifications==&lt;br /&gt;
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It has long been held that there is a penalty to firing through a fortification from a distance, but I haven't observed any such penalty in actual practice.  Can we confirm this through experimentation? --[[User:JT|JT]] 22:12, 21 June 2008 (EDT)&lt;br /&gt;
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Seems like you could set up two or three identical archery targets with fortifications at different distances, and look for busted ammunition near the fortifications.  Any bolt that &amp;quot;splashes&amp;quot; on the fortifications should leave evidence of its passage. --[[User:Jurph|Jurph]] 13:08, 1 December 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Dorten</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Plant_token&amp;diff=46275</id>
		<title>40d Talk:Plant token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Plant_token&amp;diff=46275"/>
		<updated>2008-12-03T04:55:58Z</updated>

		<summary type="html">&lt;p&gt;Dorten: GENPOWER is used?&lt;/p&gt;
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&lt;div&gt;==GENPOWER==&lt;br /&gt;
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In my for I experiencing this: every time I harvest plants from my underground forest I end up with 200-300 plump helmets and dimple cups and less than 50 of other underground plants. The only difference I can see, that might affect this is GENPOWER (2 on PH and DC and 1 on other).--[[User:Dorten|Dorten]] 23:55, 2 December 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Dorten</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Magma&amp;diff=11272</id>
		<title>40d Talk:Magma</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Magma&amp;diff=11272"/>
		<updated>2008-11-28T09:38:13Z</updated>

		<summary type="html">&lt;p&gt;Dorten: /* Regarding Boatmurdered */&lt;/p&gt;
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&lt;div&gt;Are you certain that steel is a requirement for metals in contact with magma? This info conflicts with the [[Magma smelter]] article, which state that using [[Fire-safe materials]] is enough. Don't have a fort with magma yet, but could someone check which one is correct?[[User:Thexor|Thexor]] 19:23, 31 October 2007 (EDT)&lt;br /&gt;
:If i disable temperature can my dwarfs swim through the magma unharmed? Will it still cause water to steam? [[User:Diabl0658|Diabl0658]] 22:28, 31 October 2007 (EDT)&lt;br /&gt;
:: Yes, dwarves seem to be able to swim through magma unharmed when temperature is off(I've had them shoved in during a fight, not 100% sure), but they'll violently resist this, even without danger. Water will still steam, it seems to be hard coded. --[[User:Erathoniel|Erathoniel]] 16:50, 12 November 2008 (EST)&lt;br /&gt;
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Does the type of rock around the mountainous areas hint at magma? If you check out [http://en.wikipedia.org/wiki/Volcanic_rocks#Naming this article] and [http://en.wikipedia.org/wiki/Igneous_rock#Mineralogical_classification this site] list a bunch of common volcanic rocks: Granite, Rhyolite, Diorite, Andesite, Gabbro, Basalt, Peridotite and Komatite. Perhaps some clues as to where to find magma?&lt;br /&gt;
:It may be possible to find magma vents by searching for extrusive igneous rocks (such as basalt, felsite, rhyolite and andesite), but continental shelves and deep earth are just naturally made of intrusive igneous rock (such as granite, diorite and gabbro). It's generally indicative of rock that has been pushed up to the surface (or erosion has withered the rock down), and not a volcano.&lt;br /&gt;
::So areas with surface igneous rocks such as basalt, felsite, rhyolite and andesite have a high chance of finding a source of magma below the surface? I'd like to know if it's entirely random or if there is some order or pattern to it. [[User:Schm0|Schm0]] 08:38, 5 November 2007 (EST)&lt;br /&gt;
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On a completely different topic: I keep setting up on magma vents but not actually having a magma chamber visible. I assumed one problem was the lack of a border on my plot (so somehow the volcano was actually outside my plot), but even after making it bigger there was still no magma (...but it did have a fancy cave)...This has happened the last 4 times I've tried to start on a volcano, and the world regenerating takes quite a while for ~10 named volcanoes, and then all of the livable ones don't actually have magma.--[[User:UltimaGecko|UltimaGecko]] 16:50, 3 November 2007 (EDT)&lt;br /&gt;
:You might try using reveal.exe to see if the volcano is underground. I just built on a site with a volcano which was not visible from the surface, and used reveal to make sure I hadn't lost my mind (then I killed DF and restarted it so I wouldn't still have the map revealed) - The volcano was entirely underground, covered by layer(s) of rock. I've also added a note to the article saying that it is possible to find a volcano which is visible on the starting screen but not from the surface on-site.--[[User:SL|SL]] 21:54, 7 November 2007 (EST)&lt;br /&gt;
::I think this is related to the temperature of the area. I've got a map with a magma vent in the middle of a glacier. There was no surface magma, but there was a nice flat, round patch of obsidian surrounded by ice. After digging down three levels through this &amp;quot;cap&amp;quot;, I hit live magma. It's actually a nice setup, as I've basically set up a small fort *in* the cap--basically my dwarves are living in the mouth of the volcano, with the basement level dedicated to magma smelters, forges, glass furnaces, etc. --[[User:RedKing|RedKing]] 04:26, 9 November 2007 (EST)&lt;br /&gt;
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== Magmapool/pipe section ==&lt;br /&gt;
Zara, you recently added some info about all magma pipes having cliffs over them -- this is incorrect. I've played a very large number of magma pipe maps, and very often they are completely exposed to the air. I've also removed the line about them being &amp;quot;as small as two z-levels!&amp;quot;, because it needs better phrasing. I may fix it later. [[User:MOOMANiBE|MOOMANiBE]] 22:39, 26 February 2008 (EST)&lt;br /&gt;
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:in the meantime I had figured that out, too. But what is the difference between a magma pipe and a volcano, then? &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Zara|Zara]]&amp;lt;/small&amp;gt;&lt;br /&gt;
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::As far as I know, the distinction comes down to whether it reaches the surface. If so, some would then call it a volcano rather than a magma pipe. I believe that magma pipes which reach the surface (or volcanoes, if you will) are the only ones which actually show up on the embark map, while underground magma pipes and magma pools do not (unless you use the Regional Prospector tool). --[[User:Janus|Janus]] 23:07, 10 March 2008 (EDT)&lt;br /&gt;
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:::No, similar to Moonanibe,I've played on several maps where, on the embark screen, the magma pipe was only visible using regional prospector. However, as soon as I took a look at the place, I found the magma partly (or completely) exposed on the surface. [[User:Zara|Zara]] 01:59, 11 March 2008 (EDT)&lt;br /&gt;
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== Added new section ==&lt;br /&gt;
I added a section regarding &amp;quot;Built objects vs. Magma&amp;quot;. I think it's absolutely vital we establish what does and doesn't melt in magma, in a clean list. There are quite a few things that could be added to that list (Constructed floors for one) so please, do add to it. [[User:MOOMANiBE|MOOMANiBE]] 17:31, 18 February 2008 (EST)&lt;br /&gt;
:Have you tested the bridges? I conjecture that all buildings and constructions without mechanisms are perfectly fine with magma contact. [[User:VengefulDonut|VengefulDonut]] 10:37, 19 February 2008 (EST)&lt;br /&gt;
:: The bridges part was cut from another section of the article and moved in there. Since it was already here, I assumed it was accurate. I haven't actually checked myself. [[User:MOOMANiBE|MOOMANiBE]] 16:54, 19 February 2008 (EST)&lt;br /&gt;
:I will verify bridges one way or the other. I'm pretty sure they cant melt, though. [[User:VengefulDonut|VengefulDonut]] 21:03, 19 February 2008 (EST)&lt;br /&gt;
::they dont melt, as they arent actually within the magma. that was copied over from the 2d wiki and nobody removed it -[[User:Chariot|Chariot]] 22:29, 19 February 2008 (EST)&lt;br /&gt;
::: I noticed you removed the line about bridges. It seems silly not to mention them at all, so I've written up a line about them working no matter what the material and stuck it in. [[User:MOOMANiBE|MOOMANiBE]] 23:12, 19 February 2008 (EST)&lt;br /&gt;
::::yea they should definately be mentioned, wasnt thinking when i removed it completely(recovering from a bad cold and brain is still a bit foggy) -[[User:Chariot|Chariot]] 00:49, 20 February 2008 (EST)&lt;br /&gt;
Tested. Non-magmaiproof bridges -over- magma are fine. Non-magma-proof submerged in magma will melt. [[User:VengefulDonut|VengefulDonut]] 12:39, 21 February 2008 (EST)&lt;br /&gt;
: Interesting. I'll edit the article to say as much. [[User:MOOMANiBE|MOOMANiBE]] 15:30, 21 February 2008 (EST)&lt;br /&gt;
This is what I've found: ANY Construction is safe from magma (even wooden ones. Walls, stairs, fortifications, etc). Any building is unaffected by magma if the magma doesn't occupy the same tile as the building. Example: a door is safe if it's closed, even if it's made of non-safe rock or wood. If you lock it open with a mechanism, or if it's jammed, then the magma interacts with the components, burning/melting them if they can't stand the heat. A pump made of wood or any other material is also safe, as long as the magma doesn't flow *over* it. Since the &amp;quot;out&amp;quot; side acts as a wall, if it's correctly isolated from the magma it won't get damaged and will pump the magma without any trouble. --[[User:Sergius|Sergius]] 01:41, 21 May 2008 (EDT)&lt;br /&gt;
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Anyone clear on Vertical Bars in magma?  I am attempting to keep imps and such from moving through my magma feeding tunnel and was curious if anyone had any good solutions to this problem. --[[User:Stalinbulldog|Stalinbulldog]] 16:23, 14 June 2008 (EDT)&lt;br /&gt;
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:I just use a bauxite wall grate, it works fine for me. --[[User:Zombiejustice|Zombiejustice]] 01:02, 15 June 2008 (EDT)&lt;br /&gt;
:: Ah, thank you, I just wanted to be sure they didn't melt regardless --[[User:Stalinbulldog|Stalinbulldog]] 02:32, 15 June 2008 (EDT)&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
I made a few tests with magma and buildings/constructions and I can confirm some known results and I can provide a few new aspects. Constructions (b-&amp;gt;C) are magma safe (walls, floors, stairs, others not tested). No matter what the material is.&lt;br /&gt;
*&amp;lt;s&amp;gt;bridges build with bauxite *rocks* are not magma safe (bauxite mechanism or not)&amp;lt;/s&amp;gt;&lt;br /&gt;
*bridges build with bauxite *blocks* are magma safe (test with mechanism is pending)&lt;br /&gt;
*bridges build with steel bars are magma safe (test with mechanism is pending)&lt;br /&gt;
Open test: bridge with blocks considered as not magma safe.&lt;br /&gt;
&amp;lt;br&amp;gt;[[User:Imajia|Imajia]] 12:14, 11 July 2008 (EDT)&lt;br /&gt;
::I'm sorry, I made a mistake. The bridges build with bauxite rocks were previously connected with a lever. Unfortunately the mechanism is not removed from the bridge when you remove the lever. Well, at least it seems that the rules for magma safe materials are valid for bridges. With one exception: raised bridges can contain any mechanism, only when magma flows over the bridge it is destroyed.--[[User:Imajia|Imajia]] 13:18, 13 July 2008 (EDT)&lt;br /&gt;
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== Replenishing Magma ==&lt;br /&gt;
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Since magma replenishes now, I've rewritten that snippet from the article. If I've missed something(a kind of magma not regenerating, though this always worked for me on several maps), feel free to correct things. --[[User:Romantic Warrior|Romantic Warrior]] 15:47, 18 February 2008 (EST).&lt;br /&gt;
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I have a very good feeling that the replenishing magma is just &amp;quot;pressurized&amp;quot; magma. I haven't tested fully, but i have poured water over a magma pipe and re-mined it, and in that case the magma flow was upwards. --[[User:Sphexx|Sphexx]] 03:49, 23 May 2008 (EDT)&lt;br /&gt;
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== Temperature ==&lt;br /&gt;
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Does magma increase the temperature of things around it? Can it be used to melt ice? --[[User:Ikkonoishi|Ikkonoishi]] 20:26, 3 November 2007 (EDT)&lt;br /&gt;
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:I'm not sure how the temperature calculations are done, but I CAN tell you that magma will melt nearby ice. Check out http://mkv25.net/dfma/movie-153-meltingwateronglacier to see it in action. [[User:Zaranthan|Zaranthan]] 15:23, 26 January 2008 (EST)&lt;br /&gt;
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::It should be a flow, just like the magma itself. One of the other visible results is warm stone. The same can probably be said for water and damp stone as well. --[[User:N9103|Edward]] 17:01, 26 January 2008 (EST)&lt;br /&gt;
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==Flow?==&lt;br /&gt;
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I have a magma pipe (pit) in my current fortress... I breached the pipe from the lowest level because of the diagonal bug when I discovered it, and it filled some long exploratory shafts. Since then, the top magma layer is down to 5/7 and 6/7 running all over the surface. After a little while, it's easy to see that magma act curiously: instead of bouncing from wall to wall like real water physics, in my game the 5/7 (the flow) seems to all move in the same direction at the same time. The direction change often, and seem to change randomly. --[[User:Eagle of Fire|Eagle of Fire]] 22:43, 26 November 2007 (EST)&lt;br /&gt;
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There is another way to stop a flow of magma that's moving through a tunnel. You can go one z-level higher, dig to a spot above the magma-filled tunnel, then build a channel above where the magma is flowing and assign it as a Pond Zone. So long as you have buckets and a viable Water Source zone, a dwarf will come along and drop water on the magma, instantly turning it into obsidian and blocking the tunnel. --[[User:Stromko]] January 6th, 2007&lt;br /&gt;
: I've tried this - it rarely works. Usually you just destroy 1/7 of the magma per bucket, along with the water from the bucket, and nothing turns to obsidian. You need to hit it with larger quantities of water at once to get reliable results. --[[User:SL|SL]] 10:35, 6 January 2008 (EST)&lt;br /&gt;
::Actually, you have to hit it from two levels up. Just one won't do anything.--[[User:Demosthenes|Demosthenes]] 17:07, 18 February 2008 (EST)&lt;br /&gt;
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I have added a section to the main page on magma flow, based on frequent confusion in the forums, and on some investigations I have been making into the behavior of magma when pumped (I'm not the first to discover this behavior, but I did go to a fair degree of effort to test how it behaves in differing circumstances) --[[User:Kaypy|Kaypy]] 21:16, 8 October 2008 (EDT)&lt;br /&gt;
:Now THAT is how you make a diagram! Awesome. --[[User:GreyMario|GreyMaria]] 22:20, 8 October 2008 (EDT)&lt;br /&gt;
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==Criteria for Magma Buildings==&lt;br /&gt;
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Is there a special condition that must be met before Magma Smelters/Forges/Furnaces and so on will appear on the build menus?  I have a magma pit and some channels over it so that I can access it for magma, but I cannot build any magma-using buildings. - [[User:Confused Rat|Confused Rat]]&lt;br /&gt;
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:Magma furnaces and forges need a hole somewhere on the ground where they are built. This is to allow the furnace/forge to take the heat from the magma as they are used. --[[User:Eagle of Fire|Eagle of Fire]] 19:43, 25 January 2008 (EST)&lt;br /&gt;
:What he means is that the magma furnaces don't even appear in the build menu. This is because you haven't discovered magma through natural means. The only way this can happen is if you used reveal to find the magma. You'll have to use the [[Utilities#Enable_Magma_Buildings|Enable Magma Buildings]] utility to make them appear. --[[User:Valdemar|Valdemar]] 20:03, 25 January 2008 (EST)&lt;br /&gt;
:Reclaimed fortresses may be bugged. If you reclaimed you fortress you probably can't do anything with it without 3rd party programs (like one mentioned above). Magma in [[pit]]s isn't enough to allow magma buildings. You need to discover true magma pipe and get pop-up informing about this. --[[User:Someone-else|Someone-else]] 08:37, 23 May 2008 (EDT)&lt;br /&gt;
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== Infinity Generators? ==&lt;br /&gt;
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Because magma is currently a finite resource, would it be a good idea to add how to make an infinity generator as workarround untill Toady gives us some more of the stuff?&amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:Highlord Asehujiko|Highlord Asehujiko]] ([[User talk:Highlord Asehujiko|talk]]•[[Special:Contributions/Highlord Asehujiko|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
:Not on the main article as it would easily be considered cheating. In here, or the [[cheating]] article itself would be fine, the latter probably more appropriate as it could be applied to water as well for those scorching maps. --[[User:N9103|Edward]] 19:16, 27 January 2008 (EST)&lt;br /&gt;
::Magma regenerates in most cases, which pretty much means it's infinite. --[[User:Someone-else|Someone-else]] 19:19, 26 April 2008 (EDT)&lt;br /&gt;
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== Lava vs. Magma ==&lt;br /&gt;
&lt;br /&gt;
I hadn't noticed it until just now, but both Lava and Magma occur in the game.  I haven't seen this fact referenced in the wiki.  Magma is a fluid which occurs in Magma Pipes, and in areas directly connected to Magma Pipes.  Lava appears to occur in disconnected areas.  I'm not sure what happens if you reconnect.  If you use {{k|k}} to view a square, you'll see either Magma or Lava depths given.  I'm not clear on what difference there is between the two fluids. --[[User:Doctorlucky|Doctorlucky]] 02:58, 23 March 2008 (EDT)&lt;br /&gt;
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:There is none, just the name. --[[User:Savok|Savok]] 10:30, 23 March 2008 (EDT)&lt;br /&gt;
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::both in df, and irl, molten rock in open air is called lava, while subterranean is called magma -[[User:Chariot|Chariot]] 15:40, 23 March 2008 (EDT)&lt;br /&gt;
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::: Ah, so magma which is ''Outside'' is lava.  Cool.  I guess my disjoint areas are all also outside :)  I suppose we ought to mention this somewhere on the page? --[[User:Doctorlucky|Doctorlucky]] 19:19, 23 March 2008 (EDT)&lt;br /&gt;
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== Magma vs puppy? ==&lt;br /&gt;
&lt;br /&gt;
I have encountered an interesting glitch. I have 2 puppies and a kitten in magma that aren't dying, and yes I have temperature setting on. http://mkv25.net/dfma/movie-570-magmavspuppy&lt;br /&gt;
&lt;br /&gt;
For those interested in trying to recreate it, I believe it has to do with designating the animal to slaughter while trying to throw it into a pit. A few of my dwarves were having pathing errors to try and slaughter them when I noticed the 3 invulnerable pests. After saving and reloading, the critters were insta-gibbed.&lt;br /&gt;
--[[User:Sphexx|Sphexx]] 04:59, 23 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Chasm Confusion ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The minerals directly adjacent to the magma vent will also be immediately visible, even at the lowest level of the map, which can give some hints about where to prospect for ores.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Magma, at least in my experience, has always been surrounded only by Obsidian, as a result you cannot get any kind of insight as to the surrounding minerals, this differs from a chasm where the veins coming up to a chasm are directly reflected in the walls.&lt;br /&gt;
&lt;br /&gt;
--[[User:Stalinbulldog|Stalinbulldog]] 04:18, 26 July 2008 (EDT)&lt;br /&gt;
:volcanoes and magmapipes can form large &amp;quot;chasms&amp;quot; above them, though it depends on how rocky the map is&lt;br /&gt;
:Confirmed, various minerals and gems were visible in the 'crater' area two levels above the magma in my magma pipe.  --[[User:Corona688|Corona688]] 15:05, 5 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== gruesome accident in reall really older 2d version ==&lt;br /&gt;
&lt;br /&gt;
beware wooden floodgates&lt;br /&gt;
not only do they burn(as I planned)&lt;br /&gt;
but i scattered magma all around the room&lt;br /&gt;
it rolled around quickly in all directions, flooding the tunnels, burning miners, smelters, war dogs and puppies alike without remorse.&lt;br /&gt;
it has thus far filled the entire message screen with &amp;quot; someone&amp;quot; or &amp;quot;something&amp;quot; has burned to death &lt;br /&gt;
it appears to gain mass from creeping down hallways! oh god...&lt;br /&gt;
60 deaths, at least 25 dwarves and 15 puppies22:08, 28 July 2008 (EDT)[[User:Eerr|Eerr]]&lt;br /&gt;
&lt;br /&gt;
== Magma cooling? ==&lt;br /&gt;
&lt;br /&gt;
Ive noticed at a 1/7 depth, the magma seems to cool and go away. v40d  --[[User:OmegaX|OmegaX]] 17:28, 3 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: That is probably what the author meant by &amp;quot;Magma that is only 1 deep &amp;quot;evaporates&amp;quot; over time.&amp;quot; [[User:MagicGuigz|MagicGuigz]] 19:58, 3 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Mechanisms on Non-Floodgates ==&lt;br /&gt;
&lt;br /&gt;
I want to power my underground smelting operations with magma, so I'm digging a tunnel into the side of a magma pipe. I don't want magma creatures coming in that way, so I need a set of [[bars]] across it. However, once I set up the bars, I need to open them to get a miner past and cut the last bit of stone and open the tunnel to the magma. I was going to just attach the bars to a level, but the question of what to use for the [[mechanism]] is bugging me. I don't want to waste my precious imported [[Bauxite]] on the mechanism, and once it closes behind the miner it never need to open again so it's fine it it melts, but not if the melting mechanism will cause the bars to deconstruct! Anyone know what happens to things other than floodgates when their mechanisms get melted off?&lt;br /&gt;
--17:11, 7 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Or you could make your life much simpler with [[Fortifications]]. [[User:RomeoFalling|RomeoFalling]] 23:09, 14 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: How? [[Fortification|Fortifications]] allow liquid to pass through and stop creatures, yes, but you can't open them ''at all''. How am I supposed to get my dwarf back after he digs the last square of the channel if there's a fortification blocking the way?--[[User:Macdjord|Macdjord]] 15:49, 16 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::I used a fortification to keep fire imps out of my magma channel; I dug a stairway totally unconnected to the rest of my fortress to a spot adjacent to the top layer of the magma pipe, then dug a tunnel from within the fortress to within one tile of the stairway.  I fortified the tile that separated the two, then dug a channel (from outside) that let the magma flow against the &amp;quot;outside&amp;quot; face of the fortification.  The magma flowed through the fortification and into the &amp;quot;inside&amp;quot; tunnel.&lt;br /&gt;
&lt;br /&gt;
:::For good measure, in case I want to drain the inside tunnel at some point, I put an s-turn in the inside tunnel and situated a nickel/bauxite floodgate around the corner, out of sight of the fortification.&lt;br /&gt;
&lt;br /&gt;
:::Viewed from above, basically it looks like this:&lt;br /&gt;
&lt;br /&gt;
 ~============&lt;br /&gt;
 ~~=====..X...&lt;br /&gt;
 ~~=====.=====&lt;br /&gt;
 ~~=&amp;lt;#...=====&lt;br /&gt;
 ~~===========&lt;br /&gt;
 ~============&lt;br /&gt;
 &lt;br /&gt;
 ~ - Magma pipe&lt;br /&gt;
 = - Unmined tile (wall)&lt;br /&gt;
 . - Mined tile (channel)&lt;br /&gt;
 &amp;lt; - Stairway&lt;br /&gt;
 # - Fortification&lt;br /&gt;
 X - Floodgate&lt;br /&gt;
&lt;br /&gt;
:::The last step here is to remove the tile between the magma and the stairway by digging a channel from one z-level up.&lt;br /&gt;
:::--[[User:Maximus|Maximus]] 03:16, 17 October 2008 (EDT)&lt;br /&gt;
::::Why do you need a stairway? Couldn't you have just put the fortification on the tile where you have the stairway now? I'm also not sure why you need a turn as opposed to having the floodgate directly in line; i.e. {{qd|cols=7|~|`|╬|{{qd/ch{{!}}X{{!}}888|ccc}}|.|.|.}} &lt;br /&gt;
::::[[User:Random832|Random832]] 08:55, 17 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::I believe you can't create a fortification from above, though I could be wrong.  It doesn't cost anything to dig one extra z-level down to get yourself a tile with an open face front and back which fortifies up nicely.  Also, I put the kink in the tunnel just to be paranoid -- I don't want things shooting fireballs down it.  I'm not sure if a fireball can destroy a floodgate.  Again, it didn't cost me anything to make it a touch more elaborate.--[[User:Maximus|Maximus]] 18:29, 17 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Well, if I dug in from above, I could just use a non-retracting set of bars. Fortifications allow liquid to flow, but they slow it down. But I'm not digging at the top level of the pipe. I suppose I could just use a sacrificial non-magma-safe floodgate, set up the bars behind it, and then open it and let it melt.&lt;br /&gt;
::::--[[User:Macdjord|Macdjord]] 13:20, 17 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Magma Ate My Wall ==&lt;br /&gt;
While digging my channel to a magma pipe, I came across a vein of Lignite which ran perpendicular to my channel. I mined it out, hauled the lignite over to my fortress, and then built some walls over the side passages. It's now less than a year later, and one of those wall-units is missing. Unless there's some way a fire imp or other magma creature can destroy walls, the magma must have melted the wall. --[[User:RomeoFalling|RomeoFalling]] 07:12, 5 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Wasn't that wall a Lignite wall ? It may have burnt, then. [[User:Timst|Timst]] 09:46, 5 November 2008 (EST)&lt;br /&gt;
:Yes, it sounds like it was a liginite wall.  Magma will ignite coke-bearing rock, this has been the case for a long time. --[[User:ThunderClaw|ThunderClaw]] 09:56, 5 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:: No, the wall was built from rock salt. All the lignite was hauled away, and as an economic stone, not a material choice I could have made by accident. The floor is still lignite though. Think that may have been a factor? --[[User:RomeoFalling|RomeoFalling]] 09:58, 5 November 2008 (EST)&lt;br /&gt;
:::That's possible, but I find it unlikely.  Also, I misinterpreted what you meant by 'built a wall', didn't realize it was a construction.  I thought it was a smoothed rock face.  It's been a persisting question (at least in #df on synIRC) if magma will melt constructions not made of bauxite.  You may have just answered that for us.  Perhaps you could test by letting magma into a 5x5 room with one natural rock pillar in the middle, and a wall construction of the same type of stone?  That'd answer the question once and for all, I think. --[[User:ThunderClaw|ThunderClaw]] 10:11, 5 November 2008 (EST)&lt;br /&gt;
:::I've had magma against some of my constructed walls for years and years without damage.  A good thing too, I've got quarters on the other side!  They're almost certainly basalt.  I wouldn't rule out the vanishing wall being caused by a burning floor;  lignite can burn for years before vanishing.  --[[User:Corona688|Corona688]] 15:14, 5 November 2008 (EST)&lt;br /&gt;
::::Interesting.  It was probably the liginite floor, then, but that begs the question of how a burning floor could consume a wall; stone should be fire-safe.  A really interesting situation, to be sure. --[[User:ThunderClaw|ThunderClaw]] 17:26, 5 November 2008 (EST)&lt;br /&gt;
:::Also -- as for 'not a material choice I could have made by accident', I've found my masons will happily convert expensive imported ores and flux into blocks if they decide your depot's closer than the nearest basalt.  And once anything's blocked, it's useless but for constructions. --[[User:Corona688|Corona688]] 16:39, 5 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::: @Corona: That's for a mason's workshop, though. When you build walls, you choose the specific rocks to build from. Although, I have to say that I've never had a mason use a rock from the restricted list.&lt;br /&gt;
::::: For clarity, here's an image capture. The east-west shaft was my original tunnel towards the magma pipe. Every mined-out tile north or south of that shaft was Lignite. However, the opening just below the cursor, where my missing wall is supposed to be, is listed as Rock Salt as well. This is because dwarves kept building that section of wall from the wrong side, and I had to deconstruct it and put it back up several times -- which kills our &amp;quot;burning lignite floor&amp;quot; theory. Hrm.....now that I think about it, I can't be sure that I did build that wall in the end. I can't remember if a dwarf ever built it from the correct side. I'll let you know if another wall section disappears.&lt;br /&gt;
[[Image:romeofalling1.GIF]]&lt;br /&gt;
&lt;br /&gt;
--[[User:RomeoFalling|RomeoFalling]] 18:54, 5 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Disambiguation ==&lt;br /&gt;
&lt;br /&gt;
I see the term ''magma pipe'' and ''magma vent'' being used interchangeably. Do these terms mean the same thing? --[[User:RomeoFalling|RomeoFalling]] 20:25, 8 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Basically, yes. Magma vents, however, are visible from the surface, whereas magma pipes are not. --[[User:GreyMario|GreyMaria]] 00:26, 9 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Magma Vs. Sand ==&lt;br /&gt;
&lt;br /&gt;
In a failed experiment with wooden screw pumps with magma proof blocks, I have discovered something horrible and intriguing.  Magma/lava can burn it's way through sand, so now I have an above ground magma cistern half flooding back into the magma pipe I filled it from, and half into my underground workshops through 2 z-levels of sand flooring.  I have picture proof too, but I have no idea how to upload pictures from my laptop to a wiki. --[[User:Alkyon|Alkyon]] 14:19, 11 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;Upload file&amp;quot;, toolbox, left side of this page.--[[User:Maximus|Maximus]] 14:34, 11 November 2008 (EST)&lt;br /&gt;
::Ah, thanks. --[[User:Alkyon|Alkyon]] 20:12, 11 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Do you mean it goes down z-levels, or does it just move across the sand? magma can normally move across anything except water, I think. --[[User:Destor|Destor]] 14:41, 11 November 2008 (EST)&lt;br /&gt;
:Vertically, through z-levels.  It created a hole that wasn't there before through a sand floor, into my main hallway, and then through the floor there into my workshops and stockpiles.  From there, it simply followed the path of least resistance down the stairs and into the living quarters (not shown).  The magma seems to only tunnel through floor tiles that have no wall tile below them, which is understandable but I've never had this happen before.  Though, admittedly I have never tried to create a lava cistern on top of sand before. --[[User:Alkyon|Alkyon]] 20:12, 11 November 2008 (EST)&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:DF-0.JPG|Above ground (sorry for large size despite jpeg compression)&lt;br /&gt;
Image:DF-1.JPG|1 z-level down (main hallway)&lt;br /&gt;
Image:DF-2.JPG|2 z-levels down (workshops and rock, bar, and wood stockpiles)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Regarding Boatmurdered ==&lt;br /&gt;
&lt;br /&gt;
I have this intense desire to flood the world in magma. (yes, I'm playing the 2D Dwarf Fortress. Sue me.) How did they get the magma onto the surface? Last I checked, pumps don't exist, sooo... --[[User:GreyMario|GreyMaria]] 02:45, 28 November 2008 (EST)&lt;br /&gt;
:Channels and aqueducts... They'll transport any liquid anywhere. And bridges too!--[[User:Dorten|Dorten]]&lt;/div&gt;</summary>
		<author><name>Dorten</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Marriage&amp;diff=40295</id>
		<title>40d:Marriage</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Marriage&amp;diff=40295"/>
		<updated>2008-11-26T13:27:43Z</updated>

		<summary type="html">&lt;p&gt;Dorten: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Dwarves]] will get married occassionally. It is unknown if Dwarves will involve in same-sex relationships, but it does not appear so. Dwarves must be &amp;quot;lovers&amp;quot; before becoming married, the current mechanism is unknown. Dwarves may celebrate marriages with a [[party]] if you have provided a [[room]] for them to do so in. After marriage they will share bedrooms, start to sleep in the same bed, share the same account (if the [[dwarven economy]] is in effect), and pop babies like rabbits. New migrants to the fortress can already be married when they arrive.&lt;br /&gt;
&lt;br /&gt;
In the Relationships screen ( {{k|v}} {{k|p}} {{k|z}} {{k|r}} ), '''Husband''' or '''Wife''' tops the list, coming above their deity.&lt;br /&gt;
&lt;br /&gt;
Currently (v0.27.176.38c), dwarven marriage is not voided by death, which means that the spouse of a dwarf will continue to show up in the relations screen and that beds owned by a married couple will still be listed as owned by both partners.&lt;br /&gt;
This also means dwarves do not remarry, or initiate new romantic relationships after being widowed.&lt;br /&gt;
&lt;br /&gt;
{{Expand Topic}}&lt;/div&gt;</summary>
		<author><name>Dorten</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Maximus&amp;diff=39299</id>
		<title>User talk:Maximus</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Maximus&amp;diff=39299"/>
		<updated>2008-11-26T11:19:09Z</updated>

		<summary type="html">&lt;p&gt;Dorten: /* For pictures */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Is... is [[:Image:92001 busy.png|that]] a butchered version of my small tileset? --[[User:Savok|Savok]] 13:18, 17 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Hey. Maximus. You've been online. Is it? --[[User:Savok|Savok]] 16:52, 21 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Yo, Savok.  Yes, it was, and thank you for it.  With the introduction of custom grid sizes, I've switched to a square tileset, Anikki's 10x10.--[[User:Maximus|Maximus]] 17:34, 21 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::I'm glad you liked it, but I would've preferred to make a tileset of the requested size (9x18?) for your use than see a work of art of mine butchered. No offense intended; I have done similar things for my personal use with other tilesets. --[[User:Savok|Savok]] 11:48, 22 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::I believe I didn't change it at all.  I use 200% font scaling on my PC, though, so maybe that's what you're referring to.  &amp;lt;small&amp;gt;Savok has suffered the travesty of art defacement lately?&amp;lt;/small&amp;gt;--[[User:Maximus|Maximus]] 16:06, 22 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::Definitely not what he's referring to. Dwarf Fortress doesn't use fonts, at least not in a traditional manner. It seems to me more like a bunch of tiles drawn on a canvas. --[[User:GreyMario|GreyMaria]] 16:20, 22 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::::As it so happens it scales things other than fonts.  For instance, I'm using a 10-pixel-wide DF tilest in 80 columns on 1600x1200 resolution, and the DF window is 1600 pixels wide, not 800 -- which is how I want it.--[[User:Maximus|Maximus]] 16:33, 22 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
A miller is a dwarf who mills plants at either a quern or millstone, placing the resulting goods into bags. Milling produces one unit of dye, flour or sugar per item milled. '''Milled items have no extra quality associated with them.Verify'''&lt;br /&gt;
&lt;br /&gt;
A quern must be operated by the dwarf himself, while the millstone uses outside mechanical power (either a waterwheel or a windmill).&lt;br /&gt;
&lt;br /&gt;
To mill a plant you need the plant to be milled and a bag. Milling does preserve plant seeds.&lt;br /&gt;
&lt;br /&gt;
Milling plants is always done at 1:1 ratio; item number stays the same, but '''value is increased.Verify'''&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
You can't verify one and ignore the other, mate. --[[User:Juckto|Juckto]] 22:55, 5 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Sure I can.  I know the first one is definitely true but I don't know about the second.  You're saying I shouldn't have verified the first one because of that?--[[User:Maximus|Maximus]] 23:23, 5 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Thanks for answering all my questions man.  Do you just add all the interesting talk pages to your watchlist or what? [[User:Gairabad|Gairabad]] 22:54, 10 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:You're welcome.  I keep an eye on [[Special:Recentchanges]], as any good wiki obsessive does.--[[User:Maximus|Maximus]] 00:00, 11 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;coal worked the same way it does now&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
Coal is now part of a unified stone/gem/ore type. Stone, gem, and ore were logically distinct in the 2d version. Which (if any) class was coal in? (I suspect it was treated as an ore) [[User:Random832|Random832]] 19:35, 25 November 2008 (EST)&lt;br /&gt;
:nevermind, this is something i can check myself; i've been meaning to download the 2d version. sorry to bother you [[User:Random832|Random832]] 19:36, 25 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::I believe it was an ore.  You could smelt it (&amp;quot;make coal bars&amp;quot;) but not make tables out of it or cut it into a gem.  How the game treats it internally is beyond the scope of the History of DF page, though.--[[User:Maximus|Maximus]] 22:42, 25 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::(checks History page) Ah, yes, it was an ore: legendary miners would produce it 100% of the time from a vein.--[[User:Maximus|Maximus]] 22:47, 25 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== For pictures ==&lt;br /&gt;
I have nothing against your tileset, but rule '''I''' states &amp;quot;'''default''' tileset&amp;quot; and not &amp;quot;'''clear''' tileset&amp;quot;. There's the difference. I can be a bitch sometimes, sorry, no offence. --[[User:Dorten|Dorten]] 03:58, 26 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:If you think the tileset I'm using causes problems, I'll respond to it.  Rules are meaningless unless there's an actual reason to enforce them.  Is there an actual reason in this case?--[[User:Maximus|Maximus]] 04:54, 26 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::I just suppose, that every rule on community potal has a reason. As I've said: I can be a bitch sometimes. --[[User:Dorten|Dorten]] 06:19, 26 November 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Dorten</name></author>
	</entry>
</feed>