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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Eb</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Eb"/>
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	<updated>2026-05-13T07:54:33Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Tree&amp;diff=25696</id>
		<title>40d Talk:Tree</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Tree&amp;diff=25696"/>
		<updated>2008-10-21T11:16:53Z</updated>

		<summary type="html">&lt;p&gt;Eb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;So what's the deal with named trees near elf settlements?  They seem to stop a short distance from the location of the closest elf.  I think I accidentally cut one down, but the elves haven't responded. [[User:Dolohov|Dolohov]] 10:48, 12 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Underground tree farm ==&lt;br /&gt;
&lt;br /&gt;
Well, out of fear of goblin ambushes... and many dead dwarfs later. I decided to make my very own tree farm. Ive got it working, and theres trees growing, but there are rocks all over the place. Do I need to move these rocks to be able to designate these trees to be cut down? I would prefer not to move these 3 or 400 rocks, but what must be done, must be done. --Wafl&lt;br /&gt;
:You do have to move the rocks. You can use the Designate Dump [[Macros_and_keymaps|AutoHotkey script]] to quickly dump a large area of stone, though. --[[User:GreyMario|GreyMario]] 00:17, 8 April 2008 (EDT)&lt;br /&gt;
::tower caps require moving water, and can supposedly spawn next to damp wall that fufills that requirement(moving water)&amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:eerr|eerr]]&amp;lt;/small&amp;gt;&lt;br /&gt;
::Moving water is not necessary. Mud is fine. A damp wall doesn't cut it. [[User:VengefulDonut|VengefulDonut]] 22:29, 17 August 2008 (EDT)&lt;br /&gt;
Okay, this was a bit complex, so bear with me here - I dug out a pit underground, and channeled it out so it extended all the way to the layer that was the surface, BUT left the surface layer untouched. Not just the floor, but the actual layer of soil. Channel around that, and let it collapse all the way down to the pit you created. Roof it over. Muddy it. Trees will grow - http://img80.imageshack.us/img80/207/indoortreeqt8.png. --[[User:Xaddak|Xaddak]] 16:18, 12 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Grow Time ==&lt;br /&gt;
In my current fortress, I've deforested the map. Then after it I dried the pools. This was in summer of 1055. Now is the late spring of 1057 and I have full-grown Mahogany in one of the pools. It matured in less than two years! Need to check this--[[User:Dorten|Dorten]] 08:27, 15 April 2008 (EDT)&lt;br /&gt;
:I've verified. The time, needed to grow is 1.5 years, not 3! At Pagebend, my current fort, treefarm was muddied at the late spring of 303, and now it's early winter of 304 and I already have some fully matured tower-caps! Changing article--[[User:Dorten|Dorten]]&lt;br /&gt;
&lt;br /&gt;
Do items produced from different tree's wood have different value? Are there more valuable trees than others? --[[User:DDouble|DDouble]] 20:27, 17 April 2008 (EDT)&lt;br /&gt;
:I'm pretty sure all wood is equally valuable.  But different woods have different weights, feather tree wood being extremely light. --[[User:Bouchart|Bouchart]] 21:07, 17 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Growing trees in soil ==&lt;br /&gt;
&lt;br /&gt;
I watered my stone in order to get trees to grow, but trees are not growing in my soil. Do I need to water the soil?--[[User:Wafl|Wafl]] 11:38, 18 April 2008 (EDT)&lt;br /&gt;
:Trees will not grow inside your fortress, unless you channel out the ceiling. If you want to make wood inside your fort you need to embark on a map with cave river or cave lake. When you discover them all non-smoothed muddied natural floor tiles will have a chance to spawn tower cap sapling. They don't need to be muddied with water from this underground feature, any mud will do. Channeling aboveground river underground won't create trees. To find underground water you can use regional prospector utility, it works very well. --[[User:Someone-else|Someone-else]] 15:15, 4 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Magma resistance ==&lt;br /&gt;
&lt;br /&gt;
Trees resist magma like they do resist water. Shouldn't that be included in the article? --[[User:Someone-else|Someone-else]] 15:16, 4 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Deciduousness ==&lt;br /&gt;
&lt;br /&gt;
I'm assuming that the &amp;quot;Autumnal&amp;quot; heading in the table was referring to trees whose leaves change colour in the autumn. I've changed the heading to &amp;quot;Deciduous&amp;quot;, because as far as I am aware &amp;quot;Autumnal&amp;quot; is used to describe a tree currently undergoing the colour change, rather than a tree which is capable of it. Fun with pedantry! --[[User:Raumkraut|Raumkraut]] 22:49, 11 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Supports ==&lt;br /&gt;
&lt;br /&gt;
I know it sounds crazy but once in adventure mode I smashed a Wolf onto a tree from the z-level above it. The dead body of the wolf stayed there for until I used the Travel Mode thing. Can anyone back this up? --[[User:Hoborobo|Hoborobo]] 03:43, 12 August 2008 (EDT)&lt;br /&gt;
:Yeah it happens. Trees support objects. --[[User:Ikkonoishi|Ikkonoishi]] 02:02, 5 September 2008 (EDT)&lt;br /&gt;
::Indeed, I had a dead troll fall on a tree, what a mess. [[User:HeWhoIsPale|HeWhoIsPale]] 08:43, 5 September 2008 (EDT)&lt;br /&gt;
:::Would the object in the tree join the wood pile made if the tree was chopped down? Can this be verified? --[[User:Stryc9fuego|Stryc9fuego]] 13:11, 5 September 2008 (EDT)&lt;br /&gt;
::::Yep, when I chopped down the tree my woodcutter was hip deep in troll chunks and ichor-stained clothing. [[User:HeWhoIsPale|HeWhoIsPale]] 13:45, 5 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Default density ==&lt;br /&gt;
&lt;br /&gt;
As the subject says. What is the default density? It lists several trees as having 'default' density, but I can't find what the default density actually is, anywhere. --[[User:Spoggerific|Spoggerific]] 19:57, 27 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Greenhouse&amp;quot; Trees ==&lt;br /&gt;
&lt;br /&gt;
Does an area have to be light, or above ground, to grow normal trees? I've been thinking of making a glass greenhouse to grow a large patch of trees. --[[User:Eb|Eb]] 07:16, 21 October 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Eb</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Bolt&amp;diff=15667</id>
		<title>40d:Bolt</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Bolt&amp;diff=15667"/>
		<updated>2008-08-01T14:48:27Z</updated>

		<summary type="html">&lt;p&gt;Eb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Bolts''' are the [[ammunition]] fired by [[crossbow]]s and [[Weapon trap|crossbow traps]].  Making bolts from [[wood]] or [[metal]] gives a stack of 25.  Making bolts from [[bone]] gives a stack of 5*number of [[bones]].  Any [[dwarf]] who is assigned a crossbow will also carry bolts, and use a [[quiver]] if one is available. &lt;br /&gt;
&lt;br /&gt;
Metal bolts are the most damaging, and are considered too valuable to be wasted on practice. Dwarves will carry metal bolts in their quivers, but will not fire them at [[archery target]]s. Wood and bone bolts will be used in practice, as well as combat, doing [[Weapon#Material_Damage_Effects|half the damage]] of iron bolts. &lt;br /&gt;
&lt;br /&gt;
Metal bolts are created at the [[metalsmith's forge]] and require [[weaponsmith]] skill.  Wood and bone bolts are created at the [[craftsdwarf's workshop]] and require [[woodcrafting]] and [[bone carving]] skills, respectively.&lt;br /&gt;
&lt;br /&gt;
Encrusting bolts with gems does nothing but improve their value. This can be considered as an [[exploit]] because doing so increases the value of a fortress by a ridiculous amount.&lt;br /&gt;
&lt;br /&gt;
In [[adventure mode]], bolts can also be thrown for about the same results as firing them, except that it uses the [[thrower]] skill.&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapons]]&lt;/div&gt;</summary>
		<author><name>Eb</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Soap&amp;diff=43891</id>
		<title>40d Talk:Soap</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Soap&amp;diff=43891"/>
		<updated>2008-08-01T14:44:21Z</updated>

		<summary type="html">&lt;p&gt;Eb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Can you actually build things out of soap? I'm going to have to give this a try, and make the cleanest fortress ever. Maybe build a swimming pool out of it and force my miners to have a bath. [[User:Dangerous Beans|Dangerous Beans]] 22:07, 30 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Bars is bars, I see no reason why not. I believe you can make things out of charcoal and ash and such, too. [[User:Bryan Derksen|Bryan Derksen]] 22:48, 30 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Better question- will water damage or wash away a soap wall, bridge, or other object?  Hmm.  --[[User:Eddie|Eddie]] 03:24, 31 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Based on what I've seen so far (wooden walls being untouched by magma) I believe that water will not damage any structures made of soap, I could be terribly wrong though, just give it a try? --[[User:Eb|Eb]] 05:45, 31 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I started a game with the intention to make a giant soap-bubble for my dwarves to live in. From this experience, I found that it takes a LONG time to even get started building anything sizeable from soap. And, unless you trade for all your lye, you'll get through a LOT of wood, too! I got bored before too long. :( --[[User:Raumkraut|Raumkraut]] 06:24, 31 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
By any chance, does soap gain quality modifiers? If so, a fortress built from masterpiece soap would be quite valuable and clean indeed. I assume not, since soap is a bar type, but I figured I'd ask anyway. --[[User:Lightning4|Lightning4]] 12:47, 31 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I don't believe that soap would have quality modifiers, unless if it were made into soap crafts or something. If you smelt ore into bars it doesn't have any quality modifiers, so I presume that soap acts the same until it is processed into some other item. --[[User:Eb|Eb]] 10:44, 1 August 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Eb</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Map_legend&amp;diff=7776</id>
		<title>40d Talk:Map legend</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Map_legend&amp;diff=7776"/>
		<updated>2008-08-01T14:39:13Z</updated>

		<summary type="html">&lt;p&gt;Eb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Need to update the templates on this wiki. Also, this needs to be updated with any new biomes and volcanoes and the such. [[User:Schm0|Schm0]] 23:05, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Kylith uploaded them and added the volcano tile, much obliged. :) [[User:Schm0|Schm0]] 10:07, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yeah, I just copied the old one over. I think some of the biomes and symbols may have changed, so the page may need further updates... Definitely there are differences with how colors are used, and they are not nearly as universal as they used to be. Ex, purple still is &amp;quot;haunted&amp;quot; or &amp;quot;terrifying&amp;quot;, but red can mean red sand, volcano, or &amp;quot;sinister&amp;quot; depending on context. However, I think that with the new more detailed info on the location map this legend is less important.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Mountain tiles do not show alignment. Instead they indicate the presence of snow.&amp;quot; -This is no longer true, good-aligned mountains seem to appear yellow. I'm not sure if that's just for the &amp;quot;Mirthful&amp;quot; designation, or for all of them. Also don't know if there's still an indication of snowy mountains or not. Have good-aligned areas generally had their colors changed? --[[User:BahamutZERO|BahamutZERO]] 12:31, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Evil mountains are purple, light and dark like the other evil tiles. I'd edit the wiki but I don't know how to add pictures. --[[User:BurnedToast|BurnedToast]] 15:28, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Can someone please explain the &amp;quot;relative elevation&amp;quot; screen on embark? How can I make sure I have a forest biome below 150, the tree line? --[[User:DDouble|DDouble]] 14:09, 19 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Ever since the newest update (v0.28.181.39e) I've noticed small gray circles on the embark map, local area, usually in mountains I've no idea what it is, is it some new feature? Some part of the map that wasn't previously shown? One of the glowing pits I keep hearing of which I refuse to spoil the experience? --[[User:Eb|Eb]] 10:39, 1 August 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Eb</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Soap&amp;diff=43888</id>
		<title>40d Talk:Soap</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Soap&amp;diff=43888"/>
		<updated>2008-07-31T09:45:55Z</updated>

		<summary type="html">&lt;p&gt;Eb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Can you actually build things out of soap? I'm going to have to give this a try, and make the cleanest fortress ever. Maybe build a swimming pool out of it and force my miners to have a bath. [[User:Dangerous Beans|Dangerous Beans]] 22:07, 30 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Bars is bars, I see no reason why not. I believe you can make things out of charcoal and ash and such, too. [[User:Bryan Derksen|Bryan Derksen]] 22:48, 30 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Better question- will water damage or wash away a soap wall, bridge, or other object?  Hmm.  --[[User:Eddie|Eddie]] 03:24, 31 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Based on what I've seen so far (wooden walls being untouched by magma) I beleive that water will not damage any structures made of soap, I could be terribly wrong though, just give it a try? --[[User:Eb|Eb]] 05:45, 31 July 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Eb</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Eb&amp;diff=43252</id>
		<title>User:Eb</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Eb&amp;diff=43252"/>
		<updated>2008-07-13T10:53:46Z</updated>

		<summary type="html">&lt;p&gt;Eb: New page: Eb has been playing dwarf fortress for a few months now, yet he still hasn't passed his third year in a fortress, not due to losing, but constantly creating new fortresses.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Eb has been playing dwarf fortress for a few months now, yet he still hasn't passed his third year in a fortress, not due to losing, but constantly creating new fortresses.&lt;/div&gt;</summary>
		<author><name>Eb</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Bolt&amp;diff=15666</id>
		<title>40d:Bolt</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Bolt&amp;diff=15666"/>
		<updated>2008-07-13T10:33:14Z</updated>

		<summary type="html">&lt;p&gt;Eb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Bolts''' are the [[ammunition]] fired by [[crossbow]]s and [[Weapon trap|crossbow traps]].  Making bolts from [[wood]] or [[metal]] gives a stack of 25.  Making bolts from [[bone]] gives a stack of 5*number of [[bones]].  Any [[dwarf]] who is assigned a crossbow will also carry bolts, and use a [[quiver]] if one is available. &lt;br /&gt;
&lt;br /&gt;
Metal bolts are the most damaging, and are considered too valuable to be wasted on practice. Dwarves will carry metal bolts in their quivers, but will not fire them at [[archery target]]s. Wood and bone bolts will be used in practice, as well as combat, doing [[Weapon#Material_Damage_Effects|half the damage]] of iron bolts. &lt;br /&gt;
&lt;br /&gt;
Metal bolts are created at the [[metalsmith's forge]] and require [[weaponsmith]] skill.  Wood and bone bolts are created at the [[craftsdwarf's workshop]] and require [[woodcrafting]] and [[bone carving]] skills, respectively.&lt;br /&gt;
&lt;br /&gt;
Encrusting bolts with gems does nothing but improve their value.&lt;br /&gt;
&lt;br /&gt;
In [[adventure mode]], bolts can also be thrown for about the same results as firing them, except that it uses the [[thrower]] skill.&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapons]]&lt;/div&gt;</summary>
		<author><name>Eb</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Batman&amp;diff=35134</id>
		<title>40d:Batman</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Batman&amp;diff=35134"/>
		<updated>2008-05-19T22:26:15Z</updated>

		<summary type="html">&lt;p&gt;Eb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Batman|symbol=b|color=rgb(192, 192, 192)|bones=N/A|fat=N/A|skin=N/A|skulls=N/A|chunks=N/A|meat=N/A|biome=* Subterrenean chasm}}&lt;br /&gt;
Half man, half bat.  These weak [[creatures]] are commonly found around [[chasm]] areas.&lt;br /&gt;
&lt;br /&gt;
They can fly and are sometimes armed with [[weapon]]s.&lt;br /&gt;
&lt;br /&gt;
With enough preparation time, they can defeat any foe.&lt;br /&gt;
&lt;br /&gt;
Do not confuse Batmen with the comic book hero, [http://en.wikipedia.org/wiki/Batman Batman].&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:BATMAN]&lt;br /&gt;
	[NAME:batman:batmen:batman]&lt;br /&gt;
	[TILE:'b'][COLOR:0:0:1]&lt;br /&gt;
	[LARGE_ROAMING]&lt;br /&gt;
	[BIOME:SUBTERRANEAN_CHASM]&lt;br /&gt;
	[PATTERNFLIER][FLIER]&lt;br /&gt;
	[GENPOWER:4]&lt;br /&gt;
	[BUTCHERABLE_NONSTANDARD]&lt;br /&gt;
	[LARGE_PREDATOR]&lt;br /&gt;
	[CAN_LEARN][CAN_SPEAK]&lt;br /&gt;
	[CANOPENDOORS]&lt;br /&gt;
	[POPULATION_NUMBER:15:30]&lt;br /&gt;
	[CLUSTER_NUMBER:5:7]&lt;br /&gt;
	[PREFSTRING:mystery]&lt;br /&gt;
	[BODY:HUMANOID_FLIER:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:4FINGERS:4TOES:MOUTH]&lt;br /&gt;
	[SIZE:4]&lt;br /&gt;
	[MAXAGE:10:20]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
	[ATTACK:SECOND:BYTYPE:MOUTH:bite:bites:1:2:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
	[FEATURE_ATTACK_GROUP]&lt;br /&gt;
	[EQUIPS]&lt;br /&gt;
	[FAT:1]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10067]&lt;br /&gt;
	[LAYERING:100]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>Eb</name></author>
	</entry>
</feed>