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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=FangXianfu</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-05-25T07:52:09Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Roller&amp;diff=227495</id>
		<title>Roller</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Roller&amp;diff=227495"/>
		<updated>2016-11-01T14:47:01Z</updated>

		<summary type="html">&lt;p&gt;FangXianfu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|23:48, 30 May 2014 (UTC)}}&lt;br /&gt;
{{Machine component|name=Roller|key=r&lt;br /&gt;
|construction=&lt;br /&gt;
* 1 or more [[Mechanism]]s&lt;br /&gt;
* 1 [[Rope]]&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Mechanic|Mechanics]]&lt;br /&gt;
|power=Uses 2 power per tile (independent of speed).&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
A '''roller''' is a [[power]]ed [[machine component]] for the automated propulsion of [[minecart]]s. They are built over the top of existing tracks with {{K|b}} {{K|M}} {{K|r}}, requiring a [[mechanic]], ''(length/4)+1'' [[mechanism]]s and a [[rope]]. Rollers are very useful to maintain a cart's momentum along long routes, to get them to climb Z-levels without dwarfpower involved, and to get them to reach speeds unattainable by guiding dwarves. These devices are variable-length (1-10), variable-direction and variable-speed ([[Minecart#Numbers_behind_the_scene|see here]]), all traits that can be set at construction time. A roller uses two units of power per tile it is long. &lt;br /&gt;
&lt;br /&gt;
Rollers do not provide acceleration but rather set the cart's velocity to a new value: if a cart moves across an active roller in the direction the roller works and moves slower than the roller's specified speed, the cart will be set to the roller's speed. Carts going faster than the roller are unaffected.&lt;br /&gt;
&lt;br /&gt;
Relative Speeds:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Feature&lt;br /&gt;
! Speed&lt;br /&gt;
|-&lt;br /&gt;
| Down ramp *&lt;br /&gt;
| 4900&lt;br /&gt;
|-&lt;br /&gt;
| Dwarf push **&lt;br /&gt;
| 20000&lt;br /&gt;
|-&lt;br /&gt;
| Roller lowest&lt;br /&gt;
| 10000&lt;br /&gt;
|-&lt;br /&gt;
| Roller low&lt;br /&gt;
| 20000&lt;br /&gt;
|-&lt;br /&gt;
| Roller medium&lt;br /&gt;
| 30000&lt;br /&gt;
|-&lt;br /&gt;
| Roller high&lt;br /&gt;
| 40000&lt;br /&gt;
|-&lt;br /&gt;
| Roller Highest &lt;br /&gt;
| 50000&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
 * Ramps provides acceleration rather than setting a new velocity, and are subject to friction in the same tile.&lt;br /&gt;
 ** A dwarf Push sets the speed of the vehicle, but is subject to friction and starts moving from halfway through the tile.&lt;br /&gt;
 (see the [[Minecart#Numbers_behind_the_scene|Minecart]] page for details)&lt;br /&gt;
&lt;br /&gt;
A cart going against a roller's movement direction will be sent back the way it came (once again at the roller's speed), unless it was moving extremely fast, well over derailing speed. A cart crossing over a roller perpendicular to its current movement direction will gain the roller's amount of speed in the perpendicular direction without directly changing its forward motion. Without an adjacent wall to constrict its movement, this will typically send a cart off the rails on a diagonal path, completely unable to follow any tracks until it collides with a wall or is otherwise brought to rest.&lt;br /&gt;
&lt;br /&gt;
Rollers may be placed directly on ramps to help pull carts up Z levels. Currently rollers can only be placed on up or down ramps or open spaces if this results in being connected to designated powered components (gears, axles, or pumps). The components do not need to be constructed, only designated, so you can designate a gear that would power a roller if the gear were powered, designate the roller on a ramp, and remove the gear designation, all without unpausing.&lt;br /&gt;
&lt;br /&gt;
Care must be taken in [[glacier]]s and other extremely cold [[biome]]s, since rollers (and the machinery used to power them) will not operate when constructed on natural [[ice]] floors{{cite forum|109460/3284745}}. Rollers can be constructed over trackless floor or without any floor at all (supported by other machinery) but will not affect carts in either case.&lt;br /&gt;
&lt;br /&gt;
Because of their one-way nature, rollers are unsuitable for most two-way minecart tracks. However, a minecart set to be ''guided'' is not affected by rollers at all{{cite forum|109460/3286235}} &amp;amp;mdash; this allows a one-way track to be used in both directions. In addition, unpowered rollers do not affect minecarts: switching mechanisms (such as a [[pressure plate]] attached to powering [[gear assembly]]) can be used to create complex paths.&lt;br /&gt;
&lt;br /&gt;
All rollers transmit power ''perpendicular'' to their activity direction. Rollers that are only one tile long transmit power in all four cardinal directions, on the same level, and can thus serve as a replacement for gear assemblies when switching power on/off or vertical connection is not required; the roller takes a mechanism and a rope to build, but only consumes two power. Longer rollers can ''also'' transmit power along their activity direction (along the tracks) if the 'build order' is correct, but the rules are complicated and such power transmission will permanently cease or never become available if the conditions are not met. It's generally better not to rely on such transmission.&lt;br /&gt;
&lt;br /&gt;
Rollers cannot be powered from above.&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>FangXianfu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:FangXianfu&amp;diff=61679</id>
		<title>User:FangXianfu</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:FangXianfu&amp;diff=61679"/>
		<updated>2010-01-26T18:02:06Z</updated>

		<summary type="html">&lt;p&gt;FangXianfu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &amp;lt;b&amp;gt;New Fort Checklist&amp;lt;/b&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Set-up ===&lt;br /&gt;
&lt;br /&gt;
Test&lt;br /&gt;
&lt;br /&gt;
* Refuse&lt;br /&gt;
* Tunnels&lt;br /&gt;
: Farm&lt;br /&gt;
: Food pile&lt;br /&gt;
* Trees (and plants!)&lt;br /&gt;
: Carpenter&lt;br /&gt;
:* Beds (barracks)&lt;br /&gt;
:* Furniture pile&lt;br /&gt;
* Excavation&lt;br /&gt;
: Down to stone and a workshop layer, 3+ levels below&lt;br /&gt;
: Booze&lt;br /&gt;
: Mason&lt;br /&gt;
:* Doors&lt;br /&gt;
* Cooking and stone menus, while you're thinking about it.&lt;br /&gt;
* Indoor piles:&lt;br /&gt;
: Furniture&lt;br /&gt;
: Bones&lt;br /&gt;
: Wood&lt;br /&gt;
: Finished Goods&lt;br /&gt;
: Cloth&lt;br /&gt;
: Leather&lt;br /&gt;
: Bars/Blocks&lt;br /&gt;
* Down to [[Bedroom Design#High density single floor housing|bedrooms]] ([http://img401.imageshack.us/img401/1593/roomyr4.png nobles]),  at least 5 levels&lt;br /&gt;
* Dining Room (think room for expansion!)&lt;br /&gt;
: Tables, chairs&lt;br /&gt;
: Remember, not a meeting hall, a meeting ZONE.&lt;br /&gt;
: Once done, disassemble wagon.&lt;br /&gt;
* Move the booze and food downstairs&lt;br /&gt;
: Watch the booze levels with no broker - use two stockpiles. Minimum barrels a plus.&lt;br /&gt;
: Set up a trade depot upstairs in the space. Think about where the new barracks is going to go.&lt;br /&gt;
&lt;br /&gt;
=== Expansion ===&lt;br /&gt;
&lt;br /&gt;
* More workshops:&lt;br /&gt;
: Crafts&lt;br /&gt;
: Indoor Carpentry (bins and barrels galore)&lt;br /&gt;
: Mechanic&lt;br /&gt;
: Leather Works&lt;br /&gt;
: Tannery&lt;br /&gt;
: Farmer’s Workshop&lt;br /&gt;
: Kitchens&lt;br /&gt;
: Butcher&lt;br /&gt;
: Wood Furnace&lt;br /&gt;
* Think about outdoor farming&lt;br /&gt;
: Outdoor meeting area too&lt;br /&gt;
* A storage cavern&lt;br /&gt;
: Block&lt;br /&gt;
: Gem&lt;br /&gt;
: Animal&lt;br /&gt;
: Goods&lt;br /&gt;
: Cloth&lt;br /&gt;
: Leather&lt;br /&gt;
: Furniture&lt;br /&gt;
: Wood&lt;br /&gt;
: Ammo&lt;br /&gt;
: Weapons&lt;br /&gt;
: Armor&lt;br /&gt;
: Mechanisms - start thinking traps NOW rather than later. Get a couple of mechanics going from the first immigrant wave.&lt;br /&gt;
* Magma!&lt;br /&gt;
: Glass industry, get it going asap.&lt;br /&gt;
: Armor and Shields for the coming military. You have a while.&lt;br /&gt;
* Flesh out the dining room.&lt;br /&gt;
* Trap the living hell out of everything. Cages for now, weapons as soon as OPERATION MAGMA is done&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Military ===&lt;br /&gt;
&lt;br /&gt;
* Treasurer&lt;br /&gt;
* After immigrants, you need to get military going&lt;br /&gt;
: Pump-gym&lt;br /&gt;
: Get the new barracks built if it's not already&lt;br /&gt;
: Once they're all pumped, assign shields and armor and get sparring&lt;br /&gt;
: Remember to make them go outdoors plenty&lt;br /&gt;
* Leather works for backpacks, quivers, waterskins&lt;br /&gt;
: Get some butchers if that's not already going&lt;br /&gt;
: Remember to put the cage nearby&lt;br /&gt;
* Start thinking about a well somewhere&lt;br /&gt;
* Animal Training&lt;br /&gt;
: Chain some dogs by the door to catch snatchers and thieves&lt;br /&gt;
&lt;br /&gt;
=== Finishing Off ===&lt;br /&gt;
&lt;br /&gt;
* Start thinking about some REAL defence&lt;br /&gt;
* Marksdwarves&lt;br /&gt;
: They need bolts&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;b&amp;gt;Siege Checklist&amp;lt;/b&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
Mercilessly stolen from [[User:0x517A5D|0x517A5D]], I'm mirroring it here because no doubt I'll want to tinker with it a bit.&lt;br /&gt;
&lt;br /&gt;
* Turn off the [[Skill|Mechanic]] skill on all dwarves.&lt;br /&gt;
:This stops reloading of cage traps and stone traps.&lt;br /&gt;
* Turn off [[Standing_orders|animal gathering]] {{K|o}}{{K|a}}.&lt;br /&gt;
:This prevents gathering of occupied cages.&lt;br /&gt;
* Turn off [[Standing_orders|wood gathering]] {{K|o}}{{K|w}}.&lt;br /&gt;
* Turn off [[Standing_orders#Refuse_orders|collect outside refuse]] {{K|o}}{{K|r}}{{K|o}}.&lt;br /&gt;
* Turn on all [[Standing_orders|Forbid]] orders {{K|o}}{{K|F}}{{K|pcoit}}.&lt;br /&gt;
* Consider turning on only soldiers can go outdoors {{K|o}}{{K|i}}.&lt;br /&gt;
* Lock someone in the lever room.&lt;br /&gt;
:Draft them, station them, relieve them of duty.&lt;br /&gt;
* [[Forbid_items/buildings|Forbid]] all traps {{K|d}}{{K|b}}{{K|f}} &amp;lt;u&amp;gt;before&amp;lt;/u&amp;gt; enemies trigger them.&lt;br /&gt;
:This prevents clean trap jobs, and possibly gathering of occupied cages.&lt;br /&gt;
&lt;br /&gt;
=== Post-Siege Checklist ===&lt;br /&gt;
&lt;br /&gt;
* Ensure that enemies have left the map.&lt;br /&gt;
* Bring some or all squads off-duty.&lt;br /&gt;
* Turn on [[Skill|Mechanic]] on [[Mechanic]] units and some [[Legendary|legendary]] units.&lt;br /&gt;
* Turn on animal gathering.&lt;br /&gt;
* Turn on wood gathering.&lt;br /&gt;
* Re-set Forbid orders.&lt;br /&gt;
* Allow all dwarves to go outdoors.&lt;br /&gt;
* Unlock the lever room.&lt;br /&gt;
* Reclaim all dead bodies through stocks menu.&lt;br /&gt;
* Reclaim all traps through stocks menu.&lt;br /&gt;
* Wait for bodies to be hauled to refuse piles and graveyards.&lt;br /&gt;
* Mass-mark enemy equipment for melting.&lt;br /&gt;
* Unmark trap components for melting through stocks menu.&lt;br /&gt;
* Reclaim equipment.&lt;br /&gt;
* (Unknown)&lt;br /&gt;
* Profit!&lt;/div&gt;</summary>
		<author><name>FangXianfu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:RustyMcloon&amp;diff=44566</id>
		<title>User talk:RustyMcloon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:RustyMcloon&amp;diff=44566"/>
		<updated>2009-06-01T05:31:22Z</updated>

		<summary type="html">&lt;p&gt;FangXianfu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I am indeed a Tolstoy fan :)  (Sorry for the late response, I usually browse not-logged-in) [[User:Dolohov|Dolohov]] 14:27, 24 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Enjoy Anna Karenina!  I love the opening line; I did my degree in robotics and was very fond of saying &amp;quot;The robots that work all work the same.  The robots that don't work, don't work in their own special ways.&amp;quot; -[[User:Dolohov|Dolohov]] 13:00, 9 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Are you really Chinese?&amp;quot;&lt;br /&gt;
Nope, I stole my name from an online story about ten years ago :) Just out of curiosity, what does it mean? I've been using this name for a decade and never actually found out. I remember hearing that it has multiple meanings due to the way the Chinese alphabet is transcribed? --[[User:FangXianfu|FangXianfu]] 05:31, 1 June 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>FangXianfu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:FangXianfu&amp;diff=49390</id>
		<title>User talk:FangXianfu</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:FangXianfu&amp;diff=49390"/>
		<updated>2009-06-01T05:29:25Z</updated>

		<summary type="html">&lt;p&gt;FangXianfu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I am the fellow who made the comment about the shoe making a plaintive gesture. I'm glad you appreciated it. I'm curious about your screen name. Are you really Chinese? --[[User:RustyMcloon|Rusty Mcloon]] 02:41, 1 June 2009 (UTC)&lt;br /&gt;
* Nope, I stole it from an online story about ten years ago :) Just out of curiosity, what does it mean? I've been using this name for a decade and never actually found out. I remember hearing that it has multiple meanings due to the way the Chinese alphabet is transcribed? --[[User:FangXianfu|FangXianfu]] 05:29, 1 June 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>FangXianfu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:FangXianfu&amp;diff=49389</id>
		<title>User talk:FangXianfu</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:FangXianfu&amp;diff=49389"/>
		<updated>2009-06-01T05:29:10Z</updated>

		<summary type="html">&lt;p&gt;FangXianfu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I am the fellow who made the comment about the shoe making a plaintive gesture. I'm glad you appreciated it. I'm curious about your screen name. Are you really Chinese? --[[User:RustyMcloon|Rusty Mcloon]] 02:41, 1 June 2009 (UTC)&lt;br /&gt;
* Nope, I stole it from an online story about ten years ago :) Just out of curiosity, what does it mean? I've been using this name for a decade and never actually found out. I remember hearing that it has multiple meanings due to the way the Chinese alphabet is transcribed?&lt;/div&gt;</summary>
		<author><name>FangXianfu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:FangXianfu&amp;diff=48046</id>
		<title>User:FangXianfu</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:FangXianfu&amp;diff=48046"/>
		<updated>2009-05-17T01:54:04Z</updated>

		<summary type="html">&lt;p&gt;FangXianfu: /* Set-up */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &amp;lt;b&amp;gt;New Fort Checklist&amp;lt;/b&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Set-up ===&lt;br /&gt;
&lt;br /&gt;
* Refuse&lt;br /&gt;
* Tunnels&lt;br /&gt;
: Farm&lt;br /&gt;
: Food pile&lt;br /&gt;
* Trees (and plants!)&lt;br /&gt;
: Carpenter&lt;br /&gt;
:* Beds (barracks)&lt;br /&gt;
:* Furniture pile&lt;br /&gt;
* Excavation&lt;br /&gt;
: Down to stone and a workshop layer, 3+ levels below&lt;br /&gt;
: Booze&lt;br /&gt;
: Mason&lt;br /&gt;
:* Doors&lt;br /&gt;
* Cooking and stone menus, while you're thinking about it.&lt;br /&gt;
* Indoor piles:&lt;br /&gt;
: Furniture&lt;br /&gt;
: Bones&lt;br /&gt;
: Wood&lt;br /&gt;
: Finished Goods&lt;br /&gt;
: Cloth&lt;br /&gt;
: Leather&lt;br /&gt;
: Bars/Blocks&lt;br /&gt;
* Down to [[Bedroom Design#High density single floor housing|bedrooms]] ([http://img401.imageshack.us/img401/1593/roomyr4.png nobles]),  at least 5 levels&lt;br /&gt;
* Dining Room (think room for expansion!)&lt;br /&gt;
: Tables, chairs&lt;br /&gt;
: Remember, not a meeting hall, a meeting ZONE.&lt;br /&gt;
: Once done, disassemble wagon.&lt;br /&gt;
* Move the booze and food downstairs&lt;br /&gt;
: Watch the booze levels with no broker - use two stockpiles. Minimum barrels a plus.&lt;br /&gt;
: Set up a trade depot upstairs in the space. Think about where the new barracks is going to go.&lt;br /&gt;
&lt;br /&gt;
=== Expansion ===&lt;br /&gt;
&lt;br /&gt;
* More workshops:&lt;br /&gt;
: Crafts&lt;br /&gt;
: Indoor Carpentry (bins and barrels galore)&lt;br /&gt;
: Mechanic&lt;br /&gt;
: Leather Works&lt;br /&gt;
: Tannery&lt;br /&gt;
: Farmer’s Workshop&lt;br /&gt;
: Kitchens&lt;br /&gt;
: Butcher&lt;br /&gt;
: Wood Furnace&lt;br /&gt;
* Think about outdoor farming&lt;br /&gt;
: Outdoor meeting area too&lt;br /&gt;
* A storage cavern&lt;br /&gt;
: Block&lt;br /&gt;
: Gem&lt;br /&gt;
: Animal&lt;br /&gt;
: Goods&lt;br /&gt;
: Cloth&lt;br /&gt;
: Leather&lt;br /&gt;
: Furniture&lt;br /&gt;
: Wood&lt;br /&gt;
: Ammo&lt;br /&gt;
: Weapons&lt;br /&gt;
: Armor&lt;br /&gt;
: Mechanisms - start thinking traps NOW rather than later. Get a couple of mechanics going from the first immigrant wave.&lt;br /&gt;
* Magma!&lt;br /&gt;
: Glass industry, get it going asap.&lt;br /&gt;
: Armor and Shields for the coming military. You have a while.&lt;br /&gt;
* Flesh out the dining room.&lt;br /&gt;
* Trap the living hell out of everything. Cages for now, weapons as soon as OPERATION MAGMA is done&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Military ===&lt;br /&gt;
&lt;br /&gt;
* Treasurer&lt;br /&gt;
* After immigrants, you need to get military going&lt;br /&gt;
: Pump-gym&lt;br /&gt;
: Get the new barracks built if it's not already&lt;br /&gt;
: Once they're all pumped, assign shields and armor and get sparring&lt;br /&gt;
: Remember to make them go outdoors plenty&lt;br /&gt;
* Leather works for backpacks, quivers, waterskins&lt;br /&gt;
: Get some butchers if that's not already going&lt;br /&gt;
: Remember to put the cage nearby&lt;br /&gt;
* Start thinking about a well somewhere&lt;br /&gt;
* Animal Training&lt;br /&gt;
: Chain some dogs by the door to catch snatchers and thieves&lt;br /&gt;
&lt;br /&gt;
=== Finishing Off ===&lt;br /&gt;
&lt;br /&gt;
* Start thinking about some REAL defence&lt;br /&gt;
* Marksdwarves&lt;br /&gt;
: They need bolts&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;b&amp;gt;Siege Checklist&amp;lt;/b&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
Mercilessly stolen from [[User:0x517A5D|0x517A5D]], I'm mirroring it here because no doubt I'll want to tinker with it a bit.&lt;br /&gt;
&lt;br /&gt;
* Turn off the [[Skill|Mechanic]] skill on all dwarves.&lt;br /&gt;
:This stops reloading of cage traps and stone traps.&lt;br /&gt;
* Turn off [[Standing_orders|animal gathering]] {{K|o}}{{K|a}}.&lt;br /&gt;
:This prevents gathering of occupied cages.&lt;br /&gt;
* Turn off [[Standing_orders|wood gathering]] {{K|o}}{{K|w}}.&lt;br /&gt;
* Turn off [[Standing_orders#Refuse_orders|collect outside refuse]] {{K|o}}{{K|r}}{{K|o}}.&lt;br /&gt;
* Turn on all [[Standing_orders|Forbid]] orders {{K|o}}{{K|F}}{{K|pcoit}}.&lt;br /&gt;
* Consider turning on only soldiers can go outdoors {{K|o}}{{K|i}}.&lt;br /&gt;
* Lock someone in the lever room.&lt;br /&gt;
:Draft them, station them, relieve them of duty.&lt;br /&gt;
* [[Forbid_items/buildings|Forbid]] all traps {{K|d}}{{K|b}}{{K|f}} &amp;lt;u&amp;gt;before&amp;lt;/u&amp;gt; enemies trigger them.&lt;br /&gt;
:This prevents clean trap jobs, and possibly gathering of occupied cages.&lt;br /&gt;
&lt;br /&gt;
=== Post-Siege Checklist ===&lt;br /&gt;
&lt;br /&gt;
* Ensure that enemies have left the map.&lt;br /&gt;
* Bring some or all squads off-duty.&lt;br /&gt;
* Turn on [[Skill|Mechanic]] on [[Mechanic]] units and some [[Legendary|legendary]] units.&lt;br /&gt;
* Turn on animal gathering.&lt;br /&gt;
* Turn on wood gathering.&lt;br /&gt;
* Re-set Forbid orders.&lt;br /&gt;
* Allow all dwarves to go outdoors.&lt;br /&gt;
* Unlock the lever room.&lt;br /&gt;
* Reclaim all dead bodies through stocks menu.&lt;br /&gt;
* Reclaim all traps through stocks menu.&lt;br /&gt;
* Wait for bodies to be hauled to refuse piles and graveyards.&lt;br /&gt;
* Mass-mark enemy equipment for melting.&lt;br /&gt;
* Unmark trap components for melting through stocks menu.&lt;br /&gt;
* Reclaim equipment.&lt;br /&gt;
* (Unknown)&lt;br /&gt;
* Profit!&lt;/div&gt;</summary>
		<author><name>FangXianfu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Insanity&amp;diff=29385</id>
		<title>40d:Insanity</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Insanity&amp;diff=29385"/>
		<updated>2009-05-17T01:42:06Z</updated>

		<summary type="html">&lt;p&gt;FangXianfu: /* Dealing with insanity */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Insanity''' causes a dwarf to immediately stop what they were doing and go mad, rendering them useless as they refuse to follow orders or perform any job. They also stop [[Food|eating]], [[Alcohol|drinking]] and even [[sleep|sleeping]]. Insanity comes in three flavors: melancholy, stark raving mad and berserk. &lt;br /&gt;
&lt;br /&gt;
The effect is permanent and there is no current way to cure them. Insanity always ends in the death of the afflicted dwarf, whether by suicide or homicide, which will upset their [[friends]] and [[Relationships|family]].  This can lead to a vicious circle of depression and [[tantrum]]s. Make sure to build [[coffin]]s to avoid compounded unhappiness from their friends [[Rot|decaying]] on open air.&lt;br /&gt;
&lt;br /&gt;
Even [[children]] and [[babies]] can be afflicted by insanity. And yes, that is awesome.&lt;br /&gt;
&lt;br /&gt;
==Causes==&lt;br /&gt;
&lt;br /&gt;
Certain events/conditions can drive a dwarf insane. It is not possible to force insanity, only to foster its growth.&lt;br /&gt;
&lt;br /&gt;
* Entering a [[strange mood]] but failing to complete a [[legendary artifact]].&lt;br /&gt;
* Being very [[thought|unhappy]] or miserable for a long time. Unlike a failed mood, this is not a guaranteed insanity, and dwarves can remain unhappy  for many months without snapping.&lt;br /&gt;
* [[diplomat|Diplomats]] and [[merchant|merchants]] who are trapped inside your fortress for a long time will also go insane, even though you do not technically &amp;quot;own&amp;quot; them. This includes their pack [[animals]] used to haul the goods. A caged diplomat will go insane immediately (e.g. if he falls [[unconscious]] while standing on [[cage trap]])&lt;br /&gt;
&lt;br /&gt;
==Types==&lt;br /&gt;
&lt;br /&gt;
There are three types of insanity. It is only possible for a dwarf to be one type of insanity, and it is believed to be assigned randomly.&lt;br /&gt;
&lt;br /&gt;
* Stark raving mad (Running around babbling!)&lt;br /&gt;
:The afflicted dwarf will drop all of their items (including [[clothes]]) one by one until they are entirely naked. They will then wander your halls (or sometimes stick to their [[room]]) babbling incoherently until they eventually die of dehydration or starvation. They do not actively seek out their own deaths, but death does a pretty good job at finding them anyways.&lt;br /&gt;
&lt;br /&gt;
* Melancholy (Stricken by melancholy...)&lt;br /&gt;
:The afflicted dwarf is overcome by depression and will seek out ways to end their life. If they cannot find a [[cliff]] to jump off of or [[water]]/[[magma]] to [[Swimmer#Drowning|drown]]/[[Fire|burn up]] in, they will simply starve themselves to death.&lt;br /&gt;
&lt;br /&gt;
* Berserk (In a berserk rage!)&lt;br /&gt;
:The afflicted dwarf attacks friend and foe alike in a blind rage. This can be dangerous if it happens to an experienced dwarf (especially one carrying an [[artifact]] weapon); [[war dog]]s will quickly pull down an unskilled dwarf though.&lt;br /&gt;
:The dwarf in question becomes an enemy to your civilization, meaning your [[military]] will engage him and the berserk dwarf can set off traps.&lt;br /&gt;
&lt;br /&gt;
==Dealing with insanity==&lt;br /&gt;
&lt;br /&gt;
As stated, there is no cure for the insane. But there are ways you can deal with dwarf quickly and efficiently which can have little impact on your fort's health. Of course, that isn't always as [[fun]].&lt;br /&gt;
&lt;br /&gt;
*Lock the [[door]] or otherwise seal them in&lt;br /&gt;
:Insane dwarves - even the berserk kind - cannot get by a locked door. If your insane or soon-to-be-insane dwarf is in a lockable room, just lock the door; you can then wait for them to starve themselves to death. Even if your workshops aren't in rooms on their own, you'll have a month or two while your dwarf stands in their workshop waiting for the items they need. You can use that time to build a wall around the workshop and seal the dwarf in.&lt;br /&gt;
&lt;br /&gt;
*Station your military around them&lt;br /&gt;
:If you suspect a dwarf is about to go insane, whether from misery or a failed mood, you can station a squad of soldiers by them&lt;br /&gt;
:This is the best solution to dealing with a berserk dwarf. Better they charge into an axe than an unlucky [[mason]] walking along.&lt;br /&gt;
&lt;br /&gt;
*Make sure you have a cliff and that the bottom is accessible&lt;br /&gt;
:As cruel as it might sound, making sure your melancholy dwarves have a place to jump off of provides a quick and easy death instead of waiting for them to eventually starve. If you're able to access the bottom of the cliff you can quickly bury the corpse and fetch his items.&lt;br /&gt;
&lt;br /&gt;
*Assign [[dog|wardogs]] to a potential case, or to those around them&lt;br /&gt;
:Similar to military, wardogs will recognize the insane as an enemy, and rip them apart the moment they become a danger. This tends to only work with the more violent types.  One or two is enough for a non-wrestler, and has the advantage of following the dwarf wherever they go.&lt;br /&gt;
&lt;br /&gt;
==Insanity in Adventure Mode==&lt;br /&gt;
&lt;br /&gt;
In [[Adventure Mode]], it is possible to have your adventurer become stark raving mad, this can be caused by extreme drowsiness.  When this happens, your adventurer will be able to fall off cliffs without using the ALT-key, and possibly won't be able to swim during this state. Other than that, nothing really else happens, and the effect goes away when you travel on the world map.&lt;br /&gt;
&lt;br /&gt;
[[Category:Thoughts]]&lt;/div&gt;</summary>
		<author><name>FangXianfu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:FangXianfu&amp;diff=48045</id>
		<title>User:FangXianfu</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:FangXianfu&amp;diff=48045"/>
		<updated>2009-05-16T23:40:36Z</updated>

		<summary type="html">&lt;p&gt;FangXianfu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &amp;lt;b&amp;gt;New Fort Checklist&amp;lt;/b&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Set-up ===&lt;br /&gt;
&lt;br /&gt;
* Refuse&lt;br /&gt;
* Tunnels&lt;br /&gt;
: Farm&lt;br /&gt;
: Food pile&lt;br /&gt;
* Trees (and plants!)&lt;br /&gt;
: Carpenter&lt;br /&gt;
:* Beds (barracks)&lt;br /&gt;
:* Furniture pile&lt;br /&gt;
* Excavation&lt;br /&gt;
: Down to stone and a workshop layer, 3+ levels below&lt;br /&gt;
: Booze&lt;br /&gt;
: Mason&lt;br /&gt;
:* Doors&lt;br /&gt;
* Cooking and stone menus, while you're thinking about it.&lt;br /&gt;
* Indoor piles:&lt;br /&gt;
: Furniture&lt;br /&gt;
: Bones&lt;br /&gt;
: Wood&lt;br /&gt;
: Finished Goods&lt;br /&gt;
: Cloth&lt;br /&gt;
: Leather&lt;br /&gt;
: Bars/Blocks&lt;br /&gt;
* Down to [[Bedroom Design#High density single floor housing|bedrooms]] ([http://www.bay12games.com/forum/index.php?topic=16901.msg163257#msg163257 nobles]),  at least 5 levels&lt;br /&gt;
* Dining Room (think room for expansion!)&lt;br /&gt;
: Tables, chairs&lt;br /&gt;
: Remember, not a meeting hall, a meeting ZONE.&lt;br /&gt;
: Once done, disassemble wagon.&lt;br /&gt;
* Move the booze and food downstairs&lt;br /&gt;
: Watch the booze levels with no broker - use two stockpiles. Minimum barrels a plus.&lt;br /&gt;
: Set up a trade depot upstairs in the space. Think about where the new barracks is going to go.&lt;br /&gt;
&lt;br /&gt;
=== Expansion ===&lt;br /&gt;
&lt;br /&gt;
* More workshops:&lt;br /&gt;
: Crafts&lt;br /&gt;
: Indoor Carpentry (bins and barrels galore)&lt;br /&gt;
: Mechanic&lt;br /&gt;
: Leather Works&lt;br /&gt;
: Tannery&lt;br /&gt;
: Farmer’s Workshop&lt;br /&gt;
: Kitchens&lt;br /&gt;
: Butcher&lt;br /&gt;
: Wood Furnace&lt;br /&gt;
* Think about outdoor farming&lt;br /&gt;
: Outdoor meeting area too&lt;br /&gt;
* A storage cavern&lt;br /&gt;
: Block&lt;br /&gt;
: Gem&lt;br /&gt;
: Animal&lt;br /&gt;
: Goods&lt;br /&gt;
: Cloth&lt;br /&gt;
: Leather&lt;br /&gt;
: Furniture&lt;br /&gt;
: Wood&lt;br /&gt;
: Ammo&lt;br /&gt;
: Weapons&lt;br /&gt;
: Armor&lt;br /&gt;
: Mechanisms - start thinking traps NOW rather than later. Get a couple of mechanics going from the first immigrant wave.&lt;br /&gt;
* Magma!&lt;br /&gt;
: Glass industry, get it going asap.&lt;br /&gt;
: Armor and Shields for the coming military. You have a while.&lt;br /&gt;
* Flesh out the dining room.&lt;br /&gt;
* Trap the living hell out of everything. Cages for now, weapons as soon as OPERATION MAGMA is done&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Military ===&lt;br /&gt;
&lt;br /&gt;
* Treasurer&lt;br /&gt;
* After immigrants, you need to get military going&lt;br /&gt;
: Pump-gym&lt;br /&gt;
: Get the new barracks built if it's not already&lt;br /&gt;
: Once they're all pumped, assign shields and armor and get sparring&lt;br /&gt;
: Remember to make them go outdoors plenty&lt;br /&gt;
* Leather works for backpacks, quivers, waterskins&lt;br /&gt;
: Get some butchers if that's not already going&lt;br /&gt;
: Remember to put the cage nearby&lt;br /&gt;
* Start thinking about a well somewhere&lt;br /&gt;
* Animal Training&lt;br /&gt;
: Chain some dogs by the door to catch snatchers and thieves&lt;br /&gt;
&lt;br /&gt;
=== Finishing Off ===&lt;br /&gt;
&lt;br /&gt;
* Start thinking about some REAL defence&lt;br /&gt;
* Marksdwarves&lt;br /&gt;
: They need bolts&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;b&amp;gt;Siege Checklist&amp;lt;/b&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
Mercilessly stolen from [[User:0x517A5D|0x517A5D]], I'm mirroring it here because no doubt I'll want to tinker with it a bit.&lt;br /&gt;
&lt;br /&gt;
* Turn off the [[Skill|Mechanic]] skill on all dwarves.&lt;br /&gt;
:This stops reloading of cage traps and stone traps.&lt;br /&gt;
* Turn off [[Standing_orders|animal gathering]] {{K|o}}{{K|a}}.&lt;br /&gt;
:This prevents gathering of occupied cages.&lt;br /&gt;
* Turn off [[Standing_orders|wood gathering]] {{K|o}}{{K|w}}.&lt;br /&gt;
* Turn off [[Standing_orders#Refuse_orders|collect outside refuse]] {{K|o}}{{K|r}}{{K|o}}.&lt;br /&gt;
* Turn on all [[Standing_orders|Forbid]] orders {{K|o}}{{K|F}}{{K|pcoit}}.&lt;br /&gt;
* Consider turning on only soldiers can go outdoors {{K|o}}{{K|i}}.&lt;br /&gt;
* Lock someone in the lever room.&lt;br /&gt;
:Draft them, station them, relieve them of duty.&lt;br /&gt;
* [[Forbid_items/buildings|Forbid]] all traps {{K|d}}{{K|b}}{{K|f}} &amp;lt;u&amp;gt;before&amp;lt;/u&amp;gt; enemies trigger them.&lt;br /&gt;
:This prevents clean trap jobs, and possibly gathering of occupied cages.&lt;br /&gt;
&lt;br /&gt;
=== Post-Siege Checklist ===&lt;br /&gt;
&lt;br /&gt;
* Ensure that enemies have left the map.&lt;br /&gt;
* Bring some or all squads off-duty.&lt;br /&gt;
* Turn on [[Skill|Mechanic]] on [[Mechanic]] units and some [[Legendary|legendary]] units.&lt;br /&gt;
* Turn on animal gathering.&lt;br /&gt;
* Turn on wood gathering.&lt;br /&gt;
* Re-set Forbid orders.&lt;br /&gt;
* Allow all dwarves to go outdoors.&lt;br /&gt;
* Unlock the lever room.&lt;br /&gt;
* Reclaim all dead bodies through stocks menu.&lt;br /&gt;
* Reclaim all traps through stocks menu.&lt;br /&gt;
* Wait for bodies to be hauled to refuse piles and graveyards.&lt;br /&gt;
* Mass-mark enemy equipment for melting.&lt;br /&gt;
* Unmark trap components for melting through stocks menu.&lt;br /&gt;
* Reclaim equipment.&lt;br /&gt;
* (Unknown)&lt;br /&gt;
* Profit!&lt;/div&gt;</summary>
		<author><name>FangXianfu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:FangXianfu&amp;diff=48044</id>
		<title>User:FangXianfu</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:FangXianfu&amp;diff=48044"/>
		<updated>2009-05-16T23:40:17Z</updated>

		<summary type="html">&lt;p&gt;FangXianfu: /* Set-up */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &amp;lt;b&amp;gt;New Fort Checklist&amp;lt;/b&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Set-up ===&lt;br /&gt;
&lt;br /&gt;
* Refuse&lt;br /&gt;
* Tunnels&lt;br /&gt;
: Farm&lt;br /&gt;
: Food pile&lt;br /&gt;
* Trees (and plants!)&lt;br /&gt;
: Carpenter&lt;br /&gt;
:* Beds (barracks)&lt;br /&gt;
:* Furniture pile&lt;br /&gt;
* Excavation&lt;br /&gt;
: Down to stone and a workshop layer, 3+ levels below&lt;br /&gt;
: Booze&lt;br /&gt;
: Mason&lt;br /&gt;
:* Doors&lt;br /&gt;
* Cooking and stone menus, while you're thinking about it.&lt;br /&gt;
* Indoor piles:&lt;br /&gt;
: Furniture&lt;br /&gt;
: Bones&lt;br /&gt;
: Wood&lt;br /&gt;
: Finished Goods&lt;br /&gt;
: Cloth&lt;br /&gt;
: Leather&lt;br /&gt;
: Bars/Blocks&lt;br /&gt;
* Down to [[Bedroom Design#High density single floor housing|bedrooms]] ([http://www.bay12games.com/forum/index.php?topic=16901.msg163257#msg163257|target='_blank' nobles]),  at least 5 levels&lt;br /&gt;
* Dining Room (think room for expansion!)&lt;br /&gt;
: Tables, chairs&lt;br /&gt;
: Remember, not a meeting hall, a meeting ZONE.&lt;br /&gt;
: Once done, disassemble wagon.&lt;br /&gt;
* Move the booze and food downstairs&lt;br /&gt;
: Watch the booze levels with no broker - use two stockpiles. Minimum barrels a plus.&lt;br /&gt;
: Set up a trade depot upstairs in the space. Think about where the new barracks is going to go.&lt;br /&gt;
&lt;br /&gt;
=== Expansion ===&lt;br /&gt;
&lt;br /&gt;
* More workshops:&lt;br /&gt;
: Crafts&lt;br /&gt;
: Indoor Carpentry (bins and barrels galore)&lt;br /&gt;
: Mechanic&lt;br /&gt;
: Leather Works&lt;br /&gt;
: Tannery&lt;br /&gt;
: Farmer’s Workshop&lt;br /&gt;
: Kitchens&lt;br /&gt;
: Butcher&lt;br /&gt;
: Wood Furnace&lt;br /&gt;
* Think about outdoor farming&lt;br /&gt;
: Outdoor meeting area too&lt;br /&gt;
* A storage cavern&lt;br /&gt;
: Block&lt;br /&gt;
: Gem&lt;br /&gt;
: Animal&lt;br /&gt;
: Goods&lt;br /&gt;
: Cloth&lt;br /&gt;
: Leather&lt;br /&gt;
: Furniture&lt;br /&gt;
: Wood&lt;br /&gt;
: Ammo&lt;br /&gt;
: Weapons&lt;br /&gt;
: Armor&lt;br /&gt;
: Mechanisms - start thinking traps NOW rather than later. Get a couple of mechanics going from the first immigrant wave.&lt;br /&gt;
* Magma!&lt;br /&gt;
: Glass industry, get it going asap.&lt;br /&gt;
: Armor and Shields for the coming military. You have a while.&lt;br /&gt;
* Flesh out the dining room.&lt;br /&gt;
* Trap the living hell out of everything. Cages for now, weapons as soon as OPERATION MAGMA is done&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Military ===&lt;br /&gt;
&lt;br /&gt;
* Treasurer&lt;br /&gt;
* After immigrants, you need to get military going&lt;br /&gt;
: Pump-gym&lt;br /&gt;
: Get the new barracks built if it's not already&lt;br /&gt;
: Once they're all pumped, assign shields and armor and get sparring&lt;br /&gt;
: Remember to make them go outdoors plenty&lt;br /&gt;
* Leather works for backpacks, quivers, waterskins&lt;br /&gt;
: Get some butchers if that's not already going&lt;br /&gt;
: Remember to put the cage nearby&lt;br /&gt;
* Start thinking about a well somewhere&lt;br /&gt;
* Animal Training&lt;br /&gt;
: Chain some dogs by the door to catch snatchers and thieves&lt;br /&gt;
&lt;br /&gt;
=== Finishing Off ===&lt;br /&gt;
&lt;br /&gt;
* Start thinking about some REAL defence&lt;br /&gt;
* Marksdwarves&lt;br /&gt;
: They need bolts&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;b&amp;gt;Siege Checklist&amp;lt;/b&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
Mercilessly stolen from [[User:0x517A5D|0x517A5D]], I'm mirroring it here because no doubt I'll want to tinker with it a bit.&lt;br /&gt;
&lt;br /&gt;
* Turn off the [[Skill|Mechanic]] skill on all dwarves.&lt;br /&gt;
:This stops reloading of cage traps and stone traps.&lt;br /&gt;
* Turn off [[Standing_orders|animal gathering]] {{K|o}}{{K|a}}.&lt;br /&gt;
:This prevents gathering of occupied cages.&lt;br /&gt;
* Turn off [[Standing_orders|wood gathering]] {{K|o}}{{K|w}}.&lt;br /&gt;
* Turn off [[Standing_orders#Refuse_orders|collect outside refuse]] {{K|o}}{{K|r}}{{K|o}}.&lt;br /&gt;
* Turn on all [[Standing_orders|Forbid]] orders {{K|o}}{{K|F}}{{K|pcoit}}.&lt;br /&gt;
* Consider turning on only soldiers can go outdoors {{K|o}}{{K|i}}.&lt;br /&gt;
* Lock someone in the lever room.&lt;br /&gt;
:Draft them, station them, relieve them of duty.&lt;br /&gt;
* [[Forbid_items/buildings|Forbid]] all traps {{K|d}}{{K|b}}{{K|f}} &amp;lt;u&amp;gt;before&amp;lt;/u&amp;gt; enemies trigger them.&lt;br /&gt;
:This prevents clean trap jobs, and possibly gathering of occupied cages.&lt;br /&gt;
&lt;br /&gt;
=== Post-Siege Checklist ===&lt;br /&gt;
&lt;br /&gt;
* Ensure that enemies have left the map.&lt;br /&gt;
* Bring some or all squads off-duty.&lt;br /&gt;
* Turn on [[Skill|Mechanic]] on [[Mechanic]] units and some [[Legendary|legendary]] units.&lt;br /&gt;
* Turn on animal gathering.&lt;br /&gt;
* Turn on wood gathering.&lt;br /&gt;
* Re-set Forbid orders.&lt;br /&gt;
* Allow all dwarves to go outdoors.&lt;br /&gt;
* Unlock the lever room.&lt;br /&gt;
* Reclaim all dead bodies through stocks menu.&lt;br /&gt;
* Reclaim all traps through stocks menu.&lt;br /&gt;
* Wait for bodies to be hauled to refuse piles and graveyards.&lt;br /&gt;
* Mass-mark enemy equipment for melting.&lt;br /&gt;
* Unmark trap components for melting through stocks menu.&lt;br /&gt;
* Reclaim equipment.&lt;br /&gt;
* (Unknown)&lt;br /&gt;
* Profit!&lt;/div&gt;</summary>
		<author><name>FangXianfu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Scamps&amp;diff=48649</id>
		<title>Talk:Scamps</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Scamps&amp;diff=48649"/>
		<updated>2009-05-15T17:46:05Z</updated>

		<summary type="html">&lt;p&gt;FangXianfu: /* To: whoever it was */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Please do not delete this ==&lt;br /&gt;
&lt;br /&gt;
This is just meant for fun. Keep in my the DF Wiki is not help up to the same standards as Wikipedia. Thanks! --[[User:RustyMcloon|Rusty Mcloon]] 08:10, 25 April 2009 (UTC)&lt;br /&gt;
:I have an enourmous problem with this page... Scamps needs his own RAWs! Also, he doesn't have a tail, which is worthy of note--[[User:Jackrabbit|Jackrabbit]] 11:46, 25 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
Aieee! It menaces with spikes of cutite!  It is decorated with stripes of adorablemite! Urist McTuffguy stops activity, interrupted by kitten.--[[User:Albedo|Albedo]] 20:23, 27 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
But we do need to remove the link for page for scamps on wikipedia, if they keep reverting it out of existance it's going to get protected in non existance and sombody peeved at us.  --[[User:Nightwind|Nightwind]] 00:10, 1 May 2009 (UTC)&lt;br /&gt;
:Done. --[[User:FunkyWaltDogg|FunkyWaltDogg]] 02:24, 1 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== To: whoever it was ==&lt;br /&gt;
&lt;br /&gt;
who added &amp;quot;the shoe is making a plaintive gesture&amp;quot;&lt;br /&gt;
&lt;br /&gt;
You, sir, are a king among men. I laughed a that for longer than I should've. [[User:FangXianfu|FangXianfu]] 17:46, 15 May 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>FangXianfu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Scamps&amp;diff=48648</id>
		<title>Talk:Scamps</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Scamps&amp;diff=48648"/>
		<updated>2009-05-15T17:42:02Z</updated>

		<summary type="html">&lt;p&gt;FangXianfu: /* To: whoever it was */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Please do not delete this ==&lt;br /&gt;
&lt;br /&gt;
This is just meant for fun. Keep in my the DF Wiki is not help up to the same standards as Wikipedia. Thanks! --[[User:RustyMcloon|Rusty Mcloon]] 08:10, 25 April 2009 (UTC)&lt;br /&gt;
:I have an enourmous problem with this page... Scamps needs his own RAWs! Also, he doesn't have a tail, which is worthy of note--[[User:Jackrabbit|Jackrabbit]] 11:46, 25 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
Aieee! It menaces with spikes of cutite!  It is decorated with stripes of adorablemite! Urist McTuffguy stops activity, interrupted by kitten.--[[User:Albedo|Albedo]] 20:23, 27 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
But we do need to remove the link for page for scamps on wikipedia, if they keep reverting it out of existance it's going to get protected in non existance and sombody peeved at us.  --[[User:Nightwind|Nightwind]] 00:10, 1 May 2009 (UTC)&lt;br /&gt;
:Done. --[[User:FunkyWaltDogg|FunkyWaltDogg]] 02:24, 1 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== To: whoever it was ==&lt;br /&gt;
&lt;br /&gt;
who added &amp;quot;the shoe is making a plaintive gesture&amp;quot;&lt;br /&gt;
&lt;br /&gt;
You, sir, are a king among men. I laughed a that for longer than I should've.&lt;/div&gt;</summary>
		<author><name>FangXianfu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:FangXianfu&amp;diff=48043</id>
		<title>User:FangXianfu</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:FangXianfu&amp;diff=48043"/>
		<updated>2009-05-14T15:38:27Z</updated>

		<summary type="html">&lt;p&gt;FangXianfu: /* Military */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &amp;lt;b&amp;gt;New Fort Checklist&amp;lt;/b&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Set-up ===&lt;br /&gt;
&lt;br /&gt;
* Refuse&lt;br /&gt;
* Tunnels&lt;br /&gt;
: Farm&lt;br /&gt;
: Food pile&lt;br /&gt;
* Trees (and plants!)&lt;br /&gt;
: Carpenter&lt;br /&gt;
:* Beds (barracks)&lt;br /&gt;
:* Furniture pile&lt;br /&gt;
* Excavation&lt;br /&gt;
: Down to stone and a workshop layer, 3+ levels below&lt;br /&gt;
: Booze&lt;br /&gt;
: Mason&lt;br /&gt;
:* Doors&lt;br /&gt;
* Cooking and stone menus, while you're thinking about it.&lt;br /&gt;
* Indoor piles:&lt;br /&gt;
: Furniture&lt;br /&gt;
: Bones&lt;br /&gt;
: Wood&lt;br /&gt;
: Finished Goods&lt;br /&gt;
: Cloth&lt;br /&gt;
: Leather&lt;br /&gt;
: Bars/Blocks&lt;br /&gt;
* Down to [[Bedroom Design#High density single floor housing|bedrooms]], at least 5 levels&lt;br /&gt;
* Dining Room (think room for expansion!)&lt;br /&gt;
: Tables, chairs&lt;br /&gt;
: Remember, not a meeting hall, a meeting ZONE.&lt;br /&gt;
: Once done, disassemble wagon.&lt;br /&gt;
* Move the booze and food downstairs&lt;br /&gt;
: Watch the booze levels with no broker - use two stockpiles. Minimum barrels a plus.&lt;br /&gt;
: Set up a trade depot upstairs in the space. Think about where the new barracks is going to go.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Expansion ===&lt;br /&gt;
&lt;br /&gt;
* More workshops:&lt;br /&gt;
: Crafts&lt;br /&gt;
: Indoor Carpentry (bins and barrels galore)&lt;br /&gt;
: Mechanic&lt;br /&gt;
: Leather Works&lt;br /&gt;
: Tannery&lt;br /&gt;
: Farmer’s Workshop&lt;br /&gt;
: Kitchens&lt;br /&gt;
: Butcher&lt;br /&gt;
: Wood Furnace&lt;br /&gt;
* Think about outdoor farming&lt;br /&gt;
: Outdoor meeting area too&lt;br /&gt;
* A storage cavern&lt;br /&gt;
: Block&lt;br /&gt;
: Gem&lt;br /&gt;
: Animal&lt;br /&gt;
: Goods&lt;br /&gt;
: Cloth&lt;br /&gt;
: Leather&lt;br /&gt;
: Furniture&lt;br /&gt;
: Wood&lt;br /&gt;
: Ammo&lt;br /&gt;
: Weapons&lt;br /&gt;
: Armor&lt;br /&gt;
: Mechanisms - start thinking traps NOW rather than later. Get a couple of mechanics going from the first immigrant wave.&lt;br /&gt;
* Magma!&lt;br /&gt;
: Glass industry, get it going asap.&lt;br /&gt;
: Armor and Shields for the coming military. You have a while.&lt;br /&gt;
* Flesh out the dining room.&lt;br /&gt;
* Trap the living hell out of everything. Cages for now, weapons as soon as OPERATION MAGMA is done&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Military ===&lt;br /&gt;
&lt;br /&gt;
* Treasurer&lt;br /&gt;
* After immigrants, you need to get military going&lt;br /&gt;
: Pump-gym&lt;br /&gt;
: Get the new barracks built if it's not already&lt;br /&gt;
: Once they're all pumped, assign shields and armor and get sparring&lt;br /&gt;
: Remember to make them go outdoors plenty&lt;br /&gt;
* Leather works for backpacks, quivers, waterskins&lt;br /&gt;
: Get some butchers if that's not already going&lt;br /&gt;
: Remember to put the cage nearby&lt;br /&gt;
* Start thinking about a well somewhere&lt;br /&gt;
* Animal Training&lt;br /&gt;
: Chain some dogs by the door to catch snatchers and thieves&lt;br /&gt;
&lt;br /&gt;
=== Finishing Off ===&lt;br /&gt;
&lt;br /&gt;
* Start thinking about some REAL defence&lt;br /&gt;
* Marksdwarves&lt;br /&gt;
: They need bolts&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;b&amp;gt;Siege Checklist&amp;lt;/b&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
Mercilessly stolen from [[User:0x517A5D|0x517A5D]], I'm mirroring it here because no doubt I'll want to tinker with it a bit.&lt;br /&gt;
&lt;br /&gt;
* Turn off the [[Skill|Mechanic]] skill on all dwarves.&lt;br /&gt;
:This stops reloading of cage traps and stone traps.&lt;br /&gt;
* Turn off [[Standing_orders|animal gathering]] {{K|o}}{{K|a}}.&lt;br /&gt;
:This prevents gathering of occupied cages.&lt;br /&gt;
* Turn off [[Standing_orders|wood gathering]] {{K|o}}{{K|w}}.&lt;br /&gt;
* Turn off [[Standing_orders#Refuse_orders|collect outside refuse]] {{K|o}}{{K|r}}{{K|o}}.&lt;br /&gt;
* Turn on all [[Standing_orders|Forbid]] orders {{K|o}}{{K|F}}{{K|pcoit}}.&lt;br /&gt;
* Consider turning on only soldiers can go outdoors {{K|o}}{{K|i}}.&lt;br /&gt;
* Lock someone in the lever room.&lt;br /&gt;
:Draft them, station them, relieve them of duty.&lt;br /&gt;
* [[Forbid_items/buildings|Forbid]] all traps {{K|d}}{{K|b}}{{K|f}} &amp;lt;u&amp;gt;before&amp;lt;/u&amp;gt; enemies trigger them.&lt;br /&gt;
:This prevents clean trap jobs, and possibly gathering of occupied cages.&lt;br /&gt;
&lt;br /&gt;
=== Post-Siege Checklist ===&lt;br /&gt;
&lt;br /&gt;
* Ensure that enemies have left the map.&lt;br /&gt;
* Bring some or all squads off-duty.&lt;br /&gt;
* Turn on [[Skill|Mechanic]] on [[Mechanic]] units and some [[Legendary|legendary]] units.&lt;br /&gt;
* Turn on animal gathering.&lt;br /&gt;
* Turn on wood gathering.&lt;br /&gt;
* Re-set Forbid orders.&lt;br /&gt;
* Allow all dwarves to go outdoors.&lt;br /&gt;
* Unlock the lever room.&lt;br /&gt;
* Reclaim all dead bodies through stocks menu.&lt;br /&gt;
* Reclaim all traps through stocks menu.&lt;br /&gt;
* Wait for bodies to be hauled to refuse piles and graveyards.&lt;br /&gt;
* Mass-mark enemy equipment for melting.&lt;br /&gt;
* Unmark trap components for melting through stocks menu.&lt;br /&gt;
* Reclaim equipment.&lt;br /&gt;
* (Unknown)&lt;br /&gt;
* Profit!&lt;/div&gt;</summary>
		<author><name>FangXianfu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:FangXianfu&amp;diff=48042</id>
		<title>User:FangXianfu</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:FangXianfu&amp;diff=48042"/>
		<updated>2009-05-14T15:38:07Z</updated>

		<summary type="html">&lt;p&gt;FangXianfu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &amp;lt;b&amp;gt;New Fort Checklist&amp;lt;/b&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Set-up ===&lt;br /&gt;
&lt;br /&gt;
* Refuse&lt;br /&gt;
* Tunnels&lt;br /&gt;
: Farm&lt;br /&gt;
: Food pile&lt;br /&gt;
* Trees (and plants!)&lt;br /&gt;
: Carpenter&lt;br /&gt;
:* Beds (barracks)&lt;br /&gt;
:* Furniture pile&lt;br /&gt;
* Excavation&lt;br /&gt;
: Down to stone and a workshop layer, 3+ levels below&lt;br /&gt;
: Booze&lt;br /&gt;
: Mason&lt;br /&gt;
:* Doors&lt;br /&gt;
* Cooking and stone menus, while you're thinking about it.&lt;br /&gt;
* Indoor piles:&lt;br /&gt;
: Furniture&lt;br /&gt;
: Bones&lt;br /&gt;
: Wood&lt;br /&gt;
: Finished Goods&lt;br /&gt;
: Cloth&lt;br /&gt;
: Leather&lt;br /&gt;
: Bars/Blocks&lt;br /&gt;
* Down to [[Bedroom Design#High density single floor housing|bedrooms]], at least 5 levels&lt;br /&gt;
* Dining Room (think room for expansion!)&lt;br /&gt;
: Tables, chairs&lt;br /&gt;
: Remember, not a meeting hall, a meeting ZONE.&lt;br /&gt;
: Once done, disassemble wagon.&lt;br /&gt;
* Move the booze and food downstairs&lt;br /&gt;
: Watch the booze levels with no broker - use two stockpiles. Minimum barrels a plus.&lt;br /&gt;
: Set up a trade depot upstairs in the space. Think about where the new barracks is going to go.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Expansion ===&lt;br /&gt;
&lt;br /&gt;
* More workshops:&lt;br /&gt;
: Crafts&lt;br /&gt;
: Indoor Carpentry (bins and barrels galore)&lt;br /&gt;
: Mechanic&lt;br /&gt;
: Leather Works&lt;br /&gt;
: Tannery&lt;br /&gt;
: Farmer’s Workshop&lt;br /&gt;
: Kitchens&lt;br /&gt;
: Butcher&lt;br /&gt;
: Wood Furnace&lt;br /&gt;
* Think about outdoor farming&lt;br /&gt;
: Outdoor meeting area too&lt;br /&gt;
* A storage cavern&lt;br /&gt;
: Block&lt;br /&gt;
: Gem&lt;br /&gt;
: Animal&lt;br /&gt;
: Goods&lt;br /&gt;
: Cloth&lt;br /&gt;
: Leather&lt;br /&gt;
: Furniture&lt;br /&gt;
: Wood&lt;br /&gt;
: Ammo&lt;br /&gt;
: Weapons&lt;br /&gt;
: Armor&lt;br /&gt;
: Mechanisms - start thinking traps NOW rather than later. Get a couple of mechanics going from the first immigrant wave.&lt;br /&gt;
* Magma!&lt;br /&gt;
: Glass industry, get it going asap.&lt;br /&gt;
: Armor and Shields for the coming military. You have a while.&lt;br /&gt;
* Flesh out the dining room.&lt;br /&gt;
* Trap the living hell out of everything. Cages for now, weapons as soon as OPERATION MAGMA is done&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Military ===&lt;br /&gt;
&lt;br /&gt;
* After immigrants, you need to get military going&lt;br /&gt;
: Pump-gym&lt;br /&gt;
: Get the new barracks built if it's not already&lt;br /&gt;
: Once they're all pumped, assign shields and armor and get sparring&lt;br /&gt;
: Remember to make them go outdoors plenty&lt;br /&gt;
* Leather works for backpacks, quivers, waterskins&lt;br /&gt;
: Get some butchers if that's not already going&lt;br /&gt;
: Remember to put the cage nearby&lt;br /&gt;
* Start thinking about a well somewhere&lt;br /&gt;
* Animal Training&lt;br /&gt;
: Chain some dogs by the door to catch snatchers and thieves&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Finishing Off ===&lt;br /&gt;
&lt;br /&gt;
* Start thinking about some REAL defence&lt;br /&gt;
* Marksdwarves&lt;br /&gt;
: They need bolts&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;b&amp;gt;Siege Checklist&amp;lt;/b&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
Mercilessly stolen from [[User:0x517A5D|0x517A5D]], I'm mirroring it here because no doubt I'll want to tinker with it a bit.&lt;br /&gt;
&lt;br /&gt;
* Turn off the [[Skill|Mechanic]] skill on all dwarves.&lt;br /&gt;
:This stops reloading of cage traps and stone traps.&lt;br /&gt;
* Turn off [[Standing_orders|animal gathering]] {{K|o}}{{K|a}}.&lt;br /&gt;
:This prevents gathering of occupied cages.&lt;br /&gt;
* Turn off [[Standing_orders|wood gathering]] {{K|o}}{{K|w}}.&lt;br /&gt;
* Turn off [[Standing_orders#Refuse_orders|collect outside refuse]] {{K|o}}{{K|r}}{{K|o}}.&lt;br /&gt;
* Turn on all [[Standing_orders|Forbid]] orders {{K|o}}{{K|F}}{{K|pcoit}}.&lt;br /&gt;
* Consider turning on only soldiers can go outdoors {{K|o}}{{K|i}}.&lt;br /&gt;
* Lock someone in the lever room.&lt;br /&gt;
:Draft them, station them, relieve them of duty.&lt;br /&gt;
* [[Forbid_items/buildings|Forbid]] all traps {{K|d}}{{K|b}}{{K|f}} &amp;lt;u&amp;gt;before&amp;lt;/u&amp;gt; enemies trigger them.&lt;br /&gt;
:This prevents clean trap jobs, and possibly gathering of occupied cages.&lt;br /&gt;
&lt;br /&gt;
=== Post-Siege Checklist ===&lt;br /&gt;
&lt;br /&gt;
* Ensure that enemies have left the map.&lt;br /&gt;
* Bring some or all squads off-duty.&lt;br /&gt;
* Turn on [[Skill|Mechanic]] on [[Mechanic]] units and some [[Legendary|legendary]] units.&lt;br /&gt;
* Turn on animal gathering.&lt;br /&gt;
* Turn on wood gathering.&lt;br /&gt;
* Re-set Forbid orders.&lt;br /&gt;
* Allow all dwarves to go outdoors.&lt;br /&gt;
* Unlock the lever room.&lt;br /&gt;
* Reclaim all dead bodies through stocks menu.&lt;br /&gt;
* Reclaim all traps through stocks menu.&lt;br /&gt;
* Wait for bodies to be hauled to refuse piles and graveyards.&lt;br /&gt;
* Mass-mark enemy equipment for melting.&lt;br /&gt;
* Unmark trap components for melting through stocks menu.&lt;br /&gt;
* Reclaim equipment.&lt;br /&gt;
* (Unknown)&lt;br /&gt;
* Profit!&lt;/div&gt;</summary>
		<author><name>FangXianfu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:FangXianfu&amp;diff=48041</id>
		<title>User:FangXianfu</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:FangXianfu&amp;diff=48041"/>
		<updated>2009-05-14T15:37:44Z</updated>

		<summary type="html">&lt;p&gt;FangXianfu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &amp;lt;b&amp;gt;New Fort Checklist&amp;lt;/b&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Set-up ===&lt;br /&gt;
&lt;br /&gt;
* Refuse&lt;br /&gt;
* Tunnels&lt;br /&gt;
: Farm&lt;br /&gt;
: Food pile&lt;br /&gt;
* Trees (and plants!)&lt;br /&gt;
: Carpenter&lt;br /&gt;
:* Beds (barracks)&lt;br /&gt;
:* Furniture pile&lt;br /&gt;
* Excavation&lt;br /&gt;
: Down to stone and a workshop layer, 3+ levels below&lt;br /&gt;
: Booze&lt;br /&gt;
: Mason&lt;br /&gt;
:* Doors&lt;br /&gt;
* Cooking and stone menus, while you're thinking about it.&lt;br /&gt;
* Indoor piles:&lt;br /&gt;
: Furniture&lt;br /&gt;
: Bones&lt;br /&gt;
: Wood&lt;br /&gt;
: Finished Goods&lt;br /&gt;
: Cloth&lt;br /&gt;
: Leather&lt;br /&gt;
: Bars/Blocks&lt;br /&gt;
* Down to [[Bedroom Design#High density single floor housing|bedrooms]], at least 5 levels&lt;br /&gt;
* Dining Room (think room for expansion!)&lt;br /&gt;
: Tables, chairs&lt;br /&gt;
: Remember, not a meeting hall, a meeting ZONE.&lt;br /&gt;
: Once done, disassemble wagon.&lt;br /&gt;
* Move the booze and food downstairs&lt;br /&gt;
: Watch the booze levels with no broker - use two stockpiles. Minimum barrels a plus.&lt;br /&gt;
: Set up a trade depot upstairs in the space. Think about where the new barracks is going to go.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Expansion ===&lt;br /&gt;
&lt;br /&gt;
* More workshops:&lt;br /&gt;
: Crafts&lt;br /&gt;
: Indoor Carpentry (bins and barrels galore)&lt;br /&gt;
: Mechanic&lt;br /&gt;
: Leather Works&lt;br /&gt;
: Tannery&lt;br /&gt;
: Farmer’s Workshop&lt;br /&gt;
: Kitchens&lt;br /&gt;
: Butcher&lt;br /&gt;
: Wood Furnace&lt;br /&gt;
* Think about outdoor farming&lt;br /&gt;
: Outdoor meeting area too&lt;br /&gt;
* A storage cavern&lt;br /&gt;
: Block&lt;br /&gt;
: Gem&lt;br /&gt;
: Animal&lt;br /&gt;
: Goods&lt;br /&gt;
: Cloth&lt;br /&gt;
: Leather&lt;br /&gt;
: Furniture&lt;br /&gt;
: Wood&lt;br /&gt;
: Ammo&lt;br /&gt;
: Weapons&lt;br /&gt;
: Armor&lt;br /&gt;
: Mechanisms - start thinking traps NOW rather than later. Get a couple of mechanics going from the first immigrant wave.&lt;br /&gt;
* Magma!&lt;br /&gt;
: Glass industry, get it going asap.&lt;br /&gt;
: Armor and Shields for the coming military. You have a while.&lt;br /&gt;
* Flesh out the dining room.&lt;br /&gt;
* Trap the living hell out of everything. Cages for now, weapons as soon as OPERATION MAGMA is done&lt;br /&gt;
&lt;br /&gt;
=== Military ===&lt;br /&gt;
&lt;br /&gt;
* After immigrants, you need to get military going&lt;br /&gt;
: Pump-gym&lt;br /&gt;
: Get the new barracks built if it's not already&lt;br /&gt;
: Once they're all pumped, assign shields and armor and get sparring&lt;br /&gt;
: Remember to make them go outdoors plenty&lt;br /&gt;
* Leather works for backpacks, quivers, waterskins&lt;br /&gt;
: Get some butchers if that's not already going&lt;br /&gt;
: Remember to put the cage nearby&lt;br /&gt;
* Start thinking about a well somewhere&lt;br /&gt;
* Animal Training&lt;br /&gt;
: Chain some dogs by the door to catch snatchers and thieves&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Finishing Off ===&lt;br /&gt;
&lt;br /&gt;
* Start thinking about some REAL defence&lt;br /&gt;
* Marksdwarves&lt;br /&gt;
: They need bolts&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;b&amp;gt;Siege Checklist&amp;lt;/b&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
Mercilessly stolen from [[User:0x517A5D|0x517A5D]], I'm mirroring it here because no doubt I'll want to tinker with it a bit.&lt;br /&gt;
&lt;br /&gt;
* Turn off the [[Skill|Mechanic]] skill on all dwarves.&lt;br /&gt;
:This stops reloading of cage traps and stone traps.&lt;br /&gt;
* Turn off [[Standing_orders|animal gathering]] {{K|o}}{{K|a}}.&lt;br /&gt;
:This prevents gathering of occupied cages.&lt;br /&gt;
* Turn off [[Standing_orders|wood gathering]] {{K|o}}{{K|w}}.&lt;br /&gt;
* Turn off [[Standing_orders#Refuse_orders|collect outside refuse]] {{K|o}}{{K|r}}{{K|o}}.&lt;br /&gt;
* Turn on all [[Standing_orders|Forbid]] orders {{K|o}}{{K|F}}{{K|pcoit}}.&lt;br /&gt;
* Consider turning on only soldiers can go outdoors {{K|o}}{{K|i}}.&lt;br /&gt;
* Lock someone in the lever room.&lt;br /&gt;
:Draft them, station them, relieve them of duty.&lt;br /&gt;
* [[Forbid_items/buildings|Forbid]] all traps {{K|d}}{{K|b}}{{K|f}} &amp;lt;u&amp;gt;before&amp;lt;/u&amp;gt; enemies trigger them.&lt;br /&gt;
:This prevents clean trap jobs, and possibly gathering of occupied cages.&lt;br /&gt;
&lt;br /&gt;
=== Post-Siege Checklist ===&lt;br /&gt;
&lt;br /&gt;
* Ensure that enemies have left the map.&lt;br /&gt;
* Bring some or all squads off-duty.&lt;br /&gt;
* Turn on [[Skill|Mechanic]] on [[Mechanic]] units and some [[Legendary|legendary]] units.&lt;br /&gt;
* Turn on animal gathering.&lt;br /&gt;
* Turn on wood gathering.&lt;br /&gt;
* Re-set Forbid orders.&lt;br /&gt;
* Allow all dwarves to go outdoors.&lt;br /&gt;
* Unlock the lever room.&lt;br /&gt;
* Reclaim all dead bodies through stocks menu.&lt;br /&gt;
* Reclaim all traps through stocks menu.&lt;br /&gt;
* Wait for bodies to be hauled to refuse piles and graveyards.&lt;br /&gt;
* Mass-mark enemy equipment for melting.&lt;br /&gt;
* Unmark trap components for melting through stocks menu.&lt;br /&gt;
* Reclaim equipment.&lt;br /&gt;
* (Unknown)&lt;br /&gt;
* Profit!&lt;/div&gt;</summary>
		<author><name>FangXianfu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Water_wheel&amp;diff=4212</id>
		<title>40d:Water wheel</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Water_wheel&amp;diff=4212"/>
		<updated>2009-05-13T15:04:56Z</updated>

		<summary type="html">&lt;p&gt;FangXianfu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Machine_component|name=Water wheel|key=w&lt;br /&gt;
|construction=&lt;br /&gt;
* 3 [[Wood]]&lt;br /&gt;
|construction_job=&lt;br /&gt;
# [[Architecture]]&lt;br /&gt;
# [[Carpenter]]&lt;br /&gt;
|power=Needs 10 power. &amp;lt;br&amp;gt;Generates 100 power. &amp;lt;br&amp;gt;Net gain of 90 power.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A '''water wheel''' is a [[machine component]] that provides [[power]] via [[water]] flow. To build a water wheel, select {{key|b}}uild menu and choose {{key|M}}achine components. It requires 3 [[wood]] and generates 100 power, which can be used for operating a [[pump]] or [[mill]]. Use [[axle]]s and [[Gear assembly|gear]]s to access the power produced by a water wheel. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== Construction ==&lt;br /&gt;
&lt;br /&gt;
They can also be powered if placed over [[brook]] tiles, but '''only if''' you first dig through the surface of the brook. Build a [[channel]] three tiles long, right on the brook.  The water wheel will sit above this channel, but you cannot place it yet -- it has no support.  Build an [[axle]] or [[gear assembly]] next to the tile where the center of the water wheel will be.  Now you can place the waterwheel.&lt;br /&gt;
&lt;br /&gt;
Power will be generated once a channel tile under the water wheel is filled with water at a depth of four or greater.  You can transport the power wherever it is needed via horizontal and vertical axles and gear assemblies. It is possible to support a waterwheel by building its center next to a preexisting waterwheel's center.&lt;br /&gt;
&lt;br /&gt;
In order for the water wheel to generate power, there needs to be a water flow in one of the three tiles beneath it.&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;border: 1px solid #0b0; background: #dfd&amp;quot;&lt;br /&gt;
|+'''Basic watermill design'''&lt;br /&gt;
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{|style=&amp;quot;border: 1px solid #0b0; background: #dfd&amp;quot;&lt;br /&gt;
|+'''Dual watermill design'''&lt;br /&gt;
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This is by no means the limit of water power from one location, depending on the width of your river/brook/channel you can stack many waterwheels side-by-side (really big assembles will need to be artificial as there's a limit to how wide the game created water flows get). Just remember to make sure there's a support structure in place before you place the next wheel.&lt;br /&gt;
&lt;br /&gt;
== Perpetual motion ==&lt;br /&gt;
&lt;br /&gt;
Due to the low power draw of a [[screw pump]], a self-powering assembly can be made with a water wheel that still leaves plenty of excess power for other uses. This is an [[exploit]], and possibly a bug.&lt;br /&gt;
&lt;br /&gt;
A simple design is available at [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=11&amp;amp;t=000946 this forum post].&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
'''*REMEMBER TO BUILD THE HORIZONTAL AXLE OR GEAR ASSEMBLY BEFORE THE WATER WHEEL*'''&lt;br /&gt;
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|+'''Perpetual Motion Design #1 - Top Floor'''&lt;br /&gt;
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{|style=&amp;quot;border: 1px solid #333; background: #000&amp;quot;&lt;br /&gt;
|+'''Perpetual Motion Design #1 - Bottom Floor'''&lt;br /&gt;
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|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
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|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{|style=&amp;quot;border: 1px solid #333; background: #000&amp;quot;&lt;br /&gt;
|+'''Perpetual Motion Design #2'''&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
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|style=&amp;quot;color: #FFFFFF; padding: 0&amp;quot;|║&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;color: #FFFFFF; padding: 0&amp;quot;|╚&lt;br /&gt;
|style=&amp;quot;color: #FFFFFF; padding: 0&amp;quot;|═&lt;br /&gt;
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|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Key'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Wall: ║ ═ ╠ ╝ ╚ ╔ ╗ ╣ ╩'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Floor: &amp;lt;font color=&amp;quot;#777&amp;quot;&amp;gt;+&amp;lt;/font&amp;gt;'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Water Wheel: &amp;lt;font color=&amp;quot;#970&amp;quot;&amp;gt;W&amp;lt;/font&amp;gt;'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Gear Assembly: &amp;lt;font color=&amp;quot;#C0C0C0&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Axle E/W: &amp;lt;font color=&amp;quot;#808000&amp;quot;&amp;gt;═&amp;lt;/font&amp;gt;'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Axle N/S: &amp;lt;font color=&amp;quot;#808000&amp;quot;&amp;gt;║&amp;lt;/font&amp;gt;'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Pump from west: &amp;lt;font color=&amp;quot;#00FF00&amp;quot;&amp;gt;X&amp;lt;/font&amp;gt;&amp;lt;font face=&amp;quot;Arial&amp;quot; color=&amp;quot;#008000&amp;quot;&amp;gt;X&amp;lt;/font&amp;gt;'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Pump from south: &amp;lt;font color=&amp;quot;#008000&amp;quot;&amp;gt;X&amp;lt;/font&amp;gt;&amp;lt;font face=&amp;quot;Arial&amp;quot; color=&amp;quot;#00FF00&amp;quot;&amp;gt;X&amp;lt;/font&amp;gt;'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Channel: &amp;lt;font color=&amp;quot;#808000&amp;quot;&amp;gt;_&amp;lt;/font&amp;gt; or if background color is white'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Closed water source opening: &amp;lt;font color=&amp;quot;#808000&amp;quot;&amp;gt;X&amp;lt;/font&amp;gt;'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Machine components]]&lt;/div&gt;</summary>
		<author><name>FangXianfu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Hammerer&amp;diff=39904</id>
		<title>40d Talk:Hammerer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Hammerer&amp;diff=39904"/>
		<updated>2009-05-13T02:35:45Z</updated>

		<summary type="html">&lt;p&gt;FangXianfu: /* Trap/kill the Hammerer */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I saw it mentioned somewhere - on either the bay12 forums or elsewhere on this wiki - that if you strip a Hammerer of his hammer (mark it for dumping), he'll not pick up another one, and will 'hammer' people unarmed instead. Certainly this seems to be working for me so far; out of two prescribed 'hammerings' I've had one Carpenter come out with a bruised lower spine, and a Swordsdwarf come out unscathed (likely thanks to his chainmail). Not yet any skill in wrestling for the Hammerer either (not even dabbling). -- [[User:Raumkraut|Raumkraut]] 13:56, 7 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Nice find, why not add that to the article?--[[User:Richards|Richards]] 03:00, 21 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: You can prevent hammerer-related deaths entirely by trapping the hammerer in a cage trap. You will need to arrange some way, such as sleep or giant cave spider, for the hammerer to become unconscious and fall down on a cage trap tile. -- [[User:Rkyeun|Rkyeun]] 17:18, 23 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I also remember seeing horror stories from the 2D version where, if the Hammerer lost both his arms, he would BITE people as punishment.  And tear their heads off with his jaws, walking around with dwarf chunks in his mouth.  A hammerer with no arms is way more dangerous than you might think; if he loses his arms, make sure he loses his head too! --[[User:Sowelu|Sowelu]] 02:19, 27 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::It seems unlikely.  A hammerer who lost both his arms would also be losing consciousness constantly.--[[User:Maximus|Maximus]] 03:46, 27 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::is this still true? i have the hammerer's hammer designated as A) forbidden, and B) for melting (even though it's a work of art). it's been almost a year, and he's still not dropped it, and it's the only thing available for melting, but an alert pops up saying &amp;quot;smelter cancels melt a metal object: needs melt-designated item&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
::::Dwarves won't melt something that somebody is carrying, and they won't do squat with something that's forbidden.  They will, however, ''dump'' an object that's being carried/worn.  So try unforbidding the hammer and marking it for dumping.  When it gets dumped, go to the dump zone, reclaim it, and mark it for melting. --[[User:LegacyCWAL|LegacyCWAL]] 12:01, 6 March 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::yep, done that. taken it off both 'melt' and 'forbid', set it to be 'dumped', and he's still carrying it around. looks like it's not possible anymore :/   thank goodness i built that prison block! xD&lt;br /&gt;
&lt;br /&gt;
::::::Have you remembered to set a garbage dump zone? I'm on 40d and had no problem dumping my hammerer's hammer. It might just take a while for someone to come and take it off him. --[[User:Paradigmlost|Paradigmlost]] 13:45, 8 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::::yeah, that must have been it. i assumed he'd just drop it, if not dump it himself. he didnt have it equiped when i locked him in his room, so it must have been dumped at some point x]  bit too late, but.. better late than never :]  --[[User:DJ Devil|DJ Devil]]&lt;br /&gt;
&lt;br /&gt;
:::::::i found the reason it wasnt dumped (or, may have a possible reason). i think i designated it from the 'stocks' menu, and on the [[Stone management]] wiki, it stated that it requires 'some bookkeeper labour' to designate stones for dumping from the stocks menu. since i was moving my bookkeeper to a more appropriate housing block with the other nobles, he didnt have a desk to work off. hence, it was never confirmed, and didnt happen.  --[[User:DJ Devil|DJ Devil]]&lt;br /&gt;
&lt;br /&gt;
==Arrives with Baron==&lt;br /&gt;
Can anyone verify this?--[[User:Richards|Richards]] 03:00, 21 April 2008 (EDT)&lt;br /&gt;
:I've had this happen recently; that is, the hammerer and baron arriving together.  I've only had a baron arrive once, however, so this is hardly conclusive.  Also this baron promptly ruined the fort with his 'economy' and 'coin' and other seditious ideas, but that's beside the point.--[[User:Dadamh|Dadamh]] 14:59, 30 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
This isn't true. I've just received the hammerer along with the count and the tax collector. No baron ! --[[User:Rep|Rep]] 22:04, 13 April 2009 (UCT)&lt;br /&gt;
&lt;br /&gt;
: ''The Baron may be promoted (or displaced by order of noble rank) into/by the Count'' (From the [[baron]] article) (And don't forget to sign your message :P) --[[User:Karl|Karl]] 22:28, 13 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Finished off a goblin invader ==&lt;br /&gt;
&lt;br /&gt;
Just fended off my second invasion of goblins first with trolls.(I love cage traps)&lt;br /&gt;
He killed off a goblin with heavy injuries from the stone traps bare-handed as I dumped his hammer. I'd like to give him a hammer (a weak one) for effort :) My point is that he'll help fighting.--[[User:Seaneat|Seaneat]] 18:18, 2 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Avoiding a Hammering==&lt;br /&gt;
This page would seem like a good place to put advice on how to avoid getting your dwarves hammered (and not in the good way.) Does putting the full amount of guards and cages prevent dwarves violating work orders being sentenced to hammerings?--[[User:Pyrite|Pyrite]] 07:45, 18 December 2008 (EST)&lt;br /&gt;
:Mostly. The default sentence for any offense is jail time. To be able to sentence your dwarf to jail time, you need to have a free guard to escort the offender to jail and you need a chain or cage to put them in. It's only if they try to put your dwarf into jail and fail that they get hammered. It's still possible to get more people arrested than you have restraints, unless you have a restraint for every dwarf. There was a case in one of my forts where my Mayor decided ''post facto'' that crowns could not be exported... right after I'd just put out a big shipment of them. I had 34 dwarves sentenced and only 15 (the recommended amount) restraints. The hammerer had a very bloody time of it... Kind of a shame that the mayor wasn't one of the offending haulers.&lt;br /&gt;
:Also, as I think is noted somewhere above, if you have no guards and no restraints designated as a jail, the noble gets an unhappy thought for not being able to punish anyone (on top of unhappines over not having the mandate filled if that's the offense) but there's no jail time and no hammering because there was no failure to get the offender to jail. One side effect of this is that tantruming dwarves are not stopped as effectively. -[[User:Fuzzy|Fuzzy]] 09:04, 18 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Trap/kill the Hammerer==&lt;br /&gt;
is it possible? both to trap him, and/or kill him? and if you do either, is he replaced?&amp;lt;br&amp;gt;he's already killed one of my champion wrestlers for failing a mandate (no idea why it was him; i assume it's linked to his former job, although i'm really not sure), and now he's whacked (literally) a peasant, with no skills (he was just hauling wood!) - instantly killing him. i want him dead! :|  --[[User:DJ Devil|DJ Devil]] 13:17, 7 March 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:The &amp;quot;standard&amp;quot; method for dealing with misbehaving nobles is to turn their room into a drowning chamber, or to throw them into a 20z pit.  If you're in a hurry, you can always just lock him in his room until he dies of starvation or thirst. There's plenty of other, more imaginative ways though.  --[[User:LegacyCWAL|LegacyCWAL]] 15:29, 7 March 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::will he be replaced, though? i dont want another one showing up with the next wave x]  nor do i want my mayor to take up the position :/  --[[User:DJ Devil|DJ Devil]]&lt;br /&gt;
&lt;br /&gt;
:::I think he will.  Of course, you don't have to let ''him'' live either.  And your mayor won't do any noble's job except his own. --[[User:LegacyCWAL|LegacyCWAL]] 12:13, 8 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::he's been safely disposed of, and his weapon is being used by one of the n00bs sparring in the barracks :]  he's not been replaced so far, but if one comes during the next wave of immigrants, he'll get the same treatment. let's hope he brings with him another steel axe; it's in short supply on my map :x  --[[User:DJ Devil|DJ Devil]]&lt;br /&gt;
&lt;br /&gt;
:::::One thing you could try to stop a replacement coming is locking him in his rooms (and building a wall over the door just to make sure) and channelling a hole above. Make it a dumping zone and throw some food and drink in every now and again - make sure there's a food stockpile in there so it won't rot, and remember to unforbid it all after it's been dumped. You could even carve the room and put plenty of furniture in there and you could very well end up with an ecstatic hammerer, living out his days walled into his rooms, never to be heard from again. [[User:FangXianfu|FangXianfu]] 02:35, 13 May 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>FangXianfu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:Skills&amp;diff=17851</id>
		<title>Template:Skills</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:Skills&amp;diff=17851"/>
		<updated>2009-05-13T00:03:18Z</updated>

		<summary type="html">&lt;p&gt;FangXianfu: corrected the link for marksdwarf so it points to the page about the skill and not to Crossbow - this brings it in line with the other skills in this template&lt;/p&gt;
&lt;hr /&gt;
&lt;div&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;background-color: #f9f9f9; border: 1px solid #aaa; font-size: 90%; margin: 1em 0em 0em; padding: 2px; text-align: center; width: 50%;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;border: 1px solid #aaa; font-weight:bold; background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; | [[:Category:Skills|Skills]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color: rgb(192, 192, 192); padding-left: 1em; padding-right: 1em;&amp;quot; | Miner&lt;br /&gt;
| [[Miner]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color: rgb(255, 255, 0); padding-left: 1em; padding-right: 1em;&amp;quot; | Woodworker&lt;br /&gt;
| [[Bowyer]] • [[Carpenter]] • [[Wood cutter]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color: rgb(255, 255, 255); padding-left: 1em; padding-right: 1em;&amp;quot; | Stoneworker&lt;br /&gt;
| [[Engraver]] • [[Mason]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold; color: white; background-color: rgb(0, 128, 0); padding-left: 1em; padding-right: 1em;&amp;quot; | Ranger&lt;br /&gt;
| [[Ambusher]] • [[Animal caretaker]] • [[Animal dissector]] • [[Animal trainer]] • [[Trapper]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold; color: white; background-color: rgb(128, 128, 128); padding-left: 1em; padding-right: 1em;&amp;quot; | Metalsmith&lt;br /&gt;
| [[Armorsmith]] • [[Furnace operator]] • [[Metal crafter]] • [[Metalsmith]] • [[Weaponsmith]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color: rgb(0, 255, 0); padding-left: 1em; padding-right: 1em;&amp;quot; | Jeweler&lt;br /&gt;
| [[Gem cutter]] • [[Gem setter]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold; color: white; background-color: rgb(0, 0, 255); padding-left: 1em; padding-right: 1em;&amp;quot; | Craftsdwarf&lt;br /&gt;
| [[Bone carver]] • [[Clothier]] • [[Glassmaker]] • [[Leatherworker]] • [[Stone crafter]] • [[Weaver]] • [[Wood crafter]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold; color: white; background-color: rgb(0, 0, 128); padding-left: 1em; padding-right: 1em;&amp;quot; | Fishery Worker&lt;br /&gt;
| [[Fish cleaner]] • [[Fish dissector]] • [[Fisherdwarf]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold; color: white; background-color: rgb(128, 128, 0); padding-left: 1em; padding-right: 1em;&amp;quot; | Farmer&lt;br /&gt;
| [[Brewer]] • [[Butcher]] • [[Cheese maker]] • [[Cook]] • [[Dyer]] • [[Grower]] • [[Herbalist]] • [[Lye maker]] • [[Milker]] • [[Miller]] • [[Potash maker]] • [[Soaper]] • [[Tanner]] • [[Thresher]] • [[Wood burner]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold; color: white; background-color: rgb(255, 0, 0); padding-left: 1em; padding-right: 1em;&amp;quot; | Engineer&lt;br /&gt;
| [[Mechanic]] • [[Pump operator]] • [[Siege engineer]] • [[Siege operator]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &amp;lt;hr&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold; color: white; background-color: rgb(128, 0, 128); padding-left: 1em; padding-right: 1em;&amp;quot; | Administrator&lt;br /&gt;
| [[Appraiser]] • [[Building designer]] • [[Organizer]] • [[Record keeper]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold; color: white; background-color: rgb(0, 0, 0); padding-left: 1em; padding-right: 1em;&amp;quot; | Military&lt;br /&gt;
| [[Armor user]] • [[Axedwarf]] • [[Hammerdwarf]] • [[Macedwarf]] • [[Marksdwarf]] • [[Shield user]] • [[Speardwarf]] • [[Swordsdwarf]] • [[Wrestler]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color: rgb(255, 0, 255); padding-left: 1em; padding-right: 1em;&amp;quot; | Social&lt;br /&gt;
| ''Broker''&amp;lt;br&amp;gt;[[Comedian]] • [[Conversationalist]] • [[Flatterer]] • [[Intimidator]] • [[Judge of intent]] • [[Liar]] • [[Negotiator]] • [[Persuader]]&amp;lt;br&amp;gt;''Other''&amp;lt;br&amp;gt;[[Consoler]] • [[Pacifier]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &amp;lt;hr&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold; color: white;  background-color: rgb(0, 128, 128); padding-left: 1em; padding-right: 1em;&amp;quot; | Other&lt;br /&gt;
| [[Swimmer]] • [[Thrower]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Templates]]&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt;[[Category:Skills]]&amp;lt;/includeonly&amp;gt;&lt;/div&gt;</summary>
		<author><name>FangXianfu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:FangXianfu&amp;diff=48040</id>
		<title>User:FangXianfu</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:FangXianfu&amp;diff=48040"/>
		<updated>2009-05-12T13:27:51Z</updated>

		<summary type="html">&lt;p&gt;FangXianfu: /* Siege Checklist */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &amp;lt;b&amp;gt;Siege Checklist&amp;lt;/b&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
Mercilessly stolen from [[User:0x517A5D|0x517A5D]], I'm mirroring it here because no doubt I'll want to tinker with it a bit.&lt;br /&gt;
&lt;br /&gt;
* Turn off the [[Skill|Mechanic]] skill on all dwarves.&lt;br /&gt;
:This stops reloading of cage traps and stone traps.&lt;br /&gt;
* Turn off [[Standing_orders|animal gathering]] {{K|o}}{{K|a}}.&lt;br /&gt;
:This prevents gathering of occupied cages.&lt;br /&gt;
* Turn off [[Standing_orders|wood gathering]] {{K|o}}{{K|w}}.&lt;br /&gt;
* Turn off [[Standing_orders#Refuse_orders|collect outside refuse]] {{K|o}}{{K|r}}{{K|o}}.&lt;br /&gt;
* Turn on all [[Standing_orders|Forbid]] orders {{K|o}}{{K|F}}{{K|pcoit}}.&lt;br /&gt;
* Consider turning on only soldiers can go outdoors {{K|o}}{{K|i}}.&lt;br /&gt;
* Lock someone in the lever room.&lt;br /&gt;
:Draft them, station them, relieve them of duty.&lt;br /&gt;
* [[Forbid_items/buildings|Forbid]] all traps {{K|d}}{{K|b}}{{K|f}} &amp;lt;u&amp;gt;before&amp;lt;/u&amp;gt; enemies trigger them.&lt;br /&gt;
:This prevents clean trap jobs, and possibly gathering of occupied cages.&lt;br /&gt;
&lt;br /&gt;
=== Post-Siege Checklist ===&lt;br /&gt;
&lt;br /&gt;
* Ensure that enemies have left the map.&lt;br /&gt;
* Bring some or all squads off-duty.&lt;br /&gt;
* Turn on [[Skill|Mechanic]] on [[Mechanic]] units and some [[Legendary|legendary]] units.&lt;br /&gt;
* Turn on animal gathering.&lt;br /&gt;
* Turn on wood gathering.&lt;br /&gt;
* Re-set Forbid orders.&lt;br /&gt;
* Allow all dwarves to go outdoors.&lt;br /&gt;
* Unlock the lever room.&lt;br /&gt;
* Reclaim all dead bodies through stocks menu.&lt;br /&gt;
* Reclaim all traps through stocks menu.&lt;br /&gt;
* Wait for bodies to be hauled to refuse piles and graveyards.&lt;br /&gt;
* Mass-mark enemy equipment for melting.&lt;br /&gt;
* Unmark trap components for melting through stocks menu.&lt;br /&gt;
* Reclaim equipment.&lt;br /&gt;
* (Unknown)&lt;br /&gt;
* Profit!&lt;/div&gt;</summary>
		<author><name>FangXianfu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:FangXianfu&amp;diff=48039</id>
		<title>User:FangXianfu</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:FangXianfu&amp;diff=48039"/>
		<updated>2009-05-12T13:27:37Z</updated>

		<summary type="html">&lt;p&gt;FangXianfu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &amp;lt;b&amp;gt;Siege Checklist&amp;lt;/b&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
Mercilessly stolen from [[User:0x517A5D]], I'm mirroring it here because no doubt I'll want to tinker with it a bit.&lt;br /&gt;
&lt;br /&gt;
* Turn off the [[Skill|Mechanic]] skill on all dwarves.&lt;br /&gt;
:This stops reloading of cage traps and stone traps.&lt;br /&gt;
* Turn off [[Standing_orders|animal gathering]] {{K|o}}{{K|a}}.&lt;br /&gt;
:This prevents gathering of occupied cages.&lt;br /&gt;
* Turn off [[Standing_orders|wood gathering]] {{K|o}}{{K|w}}.&lt;br /&gt;
* Turn off [[Standing_orders#Refuse_orders|collect outside refuse]] {{K|o}}{{K|r}}{{K|o}}.&lt;br /&gt;
* Turn on all [[Standing_orders|Forbid]] orders {{K|o}}{{K|F}}{{K|pcoit}}.&lt;br /&gt;
* Consider turning on only soldiers can go outdoors {{K|o}}{{K|i}}.&lt;br /&gt;
* Lock someone in the lever room.&lt;br /&gt;
:Draft them, station them, relieve them of duty.&lt;br /&gt;
* [[Forbid_items/buildings|Forbid]] all traps {{K|d}}{{K|b}}{{K|f}} &amp;lt;u&amp;gt;before&amp;lt;/u&amp;gt; enemies trigger them.&lt;br /&gt;
:This prevents clean trap jobs, and possibly gathering of occupied cages.&lt;br /&gt;
&lt;br /&gt;
=== Post-Siege Checklist ===&lt;br /&gt;
&lt;br /&gt;
* Ensure that enemies have left the map.&lt;br /&gt;
* Bring some or all squads off-duty.&lt;br /&gt;
* Turn on [[Skill|Mechanic]] on [[Mechanic]] units and some [[Legendary|legendary]] units.&lt;br /&gt;
* Turn on animal gathering.&lt;br /&gt;
* Turn on wood gathering.&lt;br /&gt;
* Re-set Forbid orders.&lt;br /&gt;
* Allow all dwarves to go outdoors.&lt;br /&gt;
* Unlock the lever room.&lt;br /&gt;
* Reclaim all dead bodies through stocks menu.&lt;br /&gt;
* Reclaim all traps through stocks menu.&lt;br /&gt;
* Wait for bodies to be hauled to refuse piles and graveyards.&lt;br /&gt;
* Mass-mark enemy equipment for melting.&lt;br /&gt;
* Unmark trap components for melting through stocks menu.&lt;br /&gt;
* Reclaim equipment.&lt;br /&gt;
* (Unknown)&lt;br /&gt;
* Profit!&lt;/div&gt;</summary>
		<author><name>FangXianfu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:0x517A5D&amp;diff=30019</id>
		<title>User talk:0x517A5D</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:0x517A5D&amp;diff=30019"/>
		<updated>2009-05-12T13:26:10Z</updated>

		<summary type="html">&lt;p&gt;FangXianfu: /* Siege checklist */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Seekret Projekt ==&lt;br /&gt;
&lt;br /&gt;
Wow, just tried it out and it works great in 33g. It's amazing the way it reveals the locations of all major features on every map square. I've only briefly checked it out, but I picked a 5x5 area which your tool revealed to have 2 magma vents, an underground water pool, adamantine, and part of a chasm. After embarking and running reveal.exe I confirmed that all features shown by your tool matched the features available and the correct locations. Your tool will make looking for good starting locations at least 5000x easier, considering you can see every single feature location when selecting where to embark. No need to embark and run reveal to find where the major features (especially adamantine) are. Truly great work. --[[User:Janus|Janus]] 21:53, 22 December 2007 (EST)&lt;br /&gt;
:Great!  Good to hear.  I am particularly interested in any feature that reveal turns up but was not shown by this tool.  Also if you see a question mark in the local map view, please report that.  (If at all possible, with world-seed and a screenshot showing the X cursors.)&amp;lt;br/&amp;gt;Off on a tangent, what should I call it?  FeatureFinder?  feature-finder, with a dash?  Regional Prospector?&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 22:15, 22 December 2007 (EST)&lt;br /&gt;
::I've scanned around a fair bit on a couple of my current world maps and didn't come across any question mark squares. I have noted that caves don't show up. I don't know whether you could locate them in memory the same way as the map features though, since they're probably generated and allocated differently. I can provide a seed and location with a kobold cave if you need it.&amp;lt;br/&amp;gt;As for the name, FeatureFinder is concise, but the name &amp;quot;Regional Prospector&amp;quot; gives a better general idea of what it does. I like that one, particularly the &amp;quot;prospector&amp;quot; part. --[[User:Janus|Janus]] 23:02, 22 December 2007 (EST)&lt;br /&gt;
:::I didn't even think of caves.  Yes, I'd like the seed and location.  I can't promise anything though.  I think caves are not a per-tile thing.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 23:08, 22 December 2007 (EST)&lt;br /&gt;
::::Understandable. Here it is, the world seed is 7810 as posted in the description: [[:Image:Local_Kobold_Cave.png]] --[[User:Janus|Janus]] 00:47, 23 December 2007 (EST)&lt;br /&gt;
:::::I don't think I can do caves.  It's gotta be stored somewhere, but it's not in the place that this tool looks.  I will keep an eye out.&lt;br /&gt;
:::::Not a total loss, though, because I found a bug from looking at this map: the tool is not displaying underground rivers.  Easy fix, but I'm not going to do a new beta version just to fix that one.&lt;br /&gt;
:::::I also saw some interesting behavior from DF's map sizing.  If you choose a 2x2 with that volcano at top left, you get a 2x2.  But if you choose a 3x3 with volcano at top left, you get a 5x5 with volcano at middle left.  It looks like either the chasm or the cave triggers this, even though the chasm is entirely out of the 3x3 selection, and the cave appears to be built so that it is out of the selection as well.  I need to play with this some more.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 01:53, 23 December 2007 (EST)&lt;br /&gt;
:::Just wanted to chime in and say I vote for Regional Prospector.--[[User:N9103|N9103]] 16:05, 23 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I'm impressed. I didn't even realise the features were in memory before you embarked into areas. This baby finds chasms, lakes, adamantine, and the smaller magma lakes that never showed up on the map. Finding good start locations has never been easier. Before I was having to find squares with good minerals and then just embark on the entire map and reveal it all to see if it had good features, with this you can just look at a glance. The only things I see missing are the caves and cave rivers, which you two already noticed. No errors so far, I'll report any if I find any. Thanks for a great tool. Also, I think FeatureFinder is a fitting name. - [[User:Paul|Paul]] 12:55, 23 December 2007 (EST)&lt;br /&gt;
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I may have found a bug. Your utility shows a magma pool right next to a goblin tower, but upon reveal, it doesn't appear to exist. The seed is 3590640052 and the location is [http://img170.imageshack.us/img170/2849/misleadingmagmaia0.png here]. I have to say, though, that overall this is a fantastic utility- the most useful external program for this game since reveal. Heck, it's probably better than reveal in the long run. Thank you for finally allowing me to satisfy my OCD. --[[User:Eiba|Eiba]] 14:06, 24 December 2007 (EST)&lt;br /&gt;
:Yes, I get the same behavior.  I didn't actually check with a debugger, but I checked with my test version, and it's definately flagged by the game for being a magma pool.&lt;br /&gt;
::[[Image:0x517A5D_Eiba%27s_bug_report_location.png]]&lt;br /&gt;
:I actually suspect that this is correct (if unexpected) behavior: the game's local-map generator is preventing features from being generated under or too close to civilization areas.  It might be worth exploring other towns with a feature next to them.  Anyway, I don't think I can do anything about this... it's just one of those things, y'know?&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;And good luck with that OCD; this utility made mine worse.  (I just &amp;lt;i&amp;gt;know&amp;lt;/i&amp;gt; that if I keep looking, I'll find a 4x4 limestone magma water chasm pits trees haunted location.)&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 15:27, 24 December 2007 (EST)&lt;br /&gt;
:::So I was looking all over for the discussion of this thing - and I just got to hand it to you - you just saved countless hours of my life looking for the perfect starting location. Holy shit this is awesome. I could practically open-mouth kiss you. *cough&lt;br /&gt;
:::I can verify cavelakes and whatnot are revealed :) Anyhow, thanks - and I'm surprised that there aren't too many raving posts on the forums about this. (I'll also give you a heads up if I find that legendary adamantine/magma/trees/chasm/flux/sand epic location in a terrifying 5x5 or less) --[[User:KaelGotRice|KaelGotRice]] 00:43, 26 December 2007 (EST)&lt;br /&gt;
::::You should post about this tool in the forums! [[User:Bartavelle|Bartavelle]] 06:17, 27 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Great frickin' utility.  If I find that haunted superdense 4x4 I'll let you know, I've been looking for it too.  (Terrifying's even better, as it is evil + savage.)&lt;br /&gt;
::Small request: add a &amp;quot;map legend&amp;quot; to the Utilities page or include one in the zip.  I've never seen those numbers displayed in the above screenshot, just #s and ~s.&lt;br /&gt;
::I saw one map where a red single ~ next to a long set of #s didn't turn up magma at any depth, so what you say about the local-map generator probably applies to features other than civilizations.--[[User:Maximus|Maximus]] 19:49, 26 December 2007 (EST)&lt;br /&gt;
:::A map key is a good idea.  I'll package one with the next release, and I'll throw up a quick one one on the utilities page as well.&lt;br /&gt;
:::The numbers in the screenshot are from my initial alpha test version, which I never released.  Do you think that I should put them in the normal tool, as an alternate display mode?  I thought they wouldn't be useful.&lt;br /&gt;
:::Was there any feature where the magma should have been?  Could it have drained out into the chasm?  If you still have the seed and location, I'll look at it.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 20:02, 26 December 2007 (EST)&lt;br /&gt;
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::::Seed 92001, generated under .33e, I think.  [[:Image:92001_busy.png]]  It didn't drain into the chasm; there's no &amp;quot;empty space&amp;quot; anywhere in the column indicated by RP.  This is a really nice location btw; two chasms, surface and underground river and lake, steel, sand, pits, and my favorite, skeletal elephants.  There's over 200 hostiles on the map right at the outset.  However, the pits/cave river and magma/elephants are not near each other, requiring a starting location at least 7x10.&lt;br /&gt;
::::I don't think having RP display numbers is necessary.  I assume they indicate depth -- I'd rather know nothing about the actual placement of things as long as I know the grid contains the features I want.&lt;br /&gt;
::::Say, maybe you could create an automated map-searcher where you tick off what features you want and the searcher identifies starting locations containing them without telling you exactly where each feature is...--[[User:Maximus|Maximus]] 22:44, 26 December 2007 (EST)&lt;br /&gt;
:::::The numbers are the internal feature flag value.  2, for instance, is cave pool.  I have been pondering such a map searcher.  It would require extremely intimate knowledge of the internal map representation, which is presently beyond me.  Regional Prospector does its magic by hooking into the drawing of each map cell, so it doesn't have to traverse the data structures itself.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 22:59, 26 December 2007 (EST)&lt;br /&gt;
::::::If you're just hooking into the drawing of a map cell, couldn't you also add a call to something that would keep track of where, for instance, magma vents are? Something like that would make Ziusudra's magma search utility a lot faster; instead of waiting a quarter second and looking through the screen, such a search utility would scan across the map as fast as the game can update.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:Tacroy|Tacroy]] 00:16, 31 December 2007 (EST)&lt;br /&gt;
:::::::Maybe... Hmm.  Maybe.  I could make a list with little problem.  The hard part would be getting the info out.  I immediately envision a co-process, probably a custom debugger, that collects the information from code tweaks in DF.  And either that program, or an AHK script, would feed input to DF to traverse the map.  Hmm.  Really, this sounds like a project that's a couple orders of magnitude harder than RP was.  With RP, I just inject a few lines of carefully written assembly code.  Debuggers are hard.  Interesting idea, though.  Also, nice m-dash.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 01:24, 31 December 2007 (EST)&lt;br /&gt;
::::::::I only copy from the best :) But anyway, as long as you're injecting assembly code, couldn't you extend it to open a file and write out the interesting features it finds? This probably wouldn't work if you're limited to a certain amount of injected code; I have to say that I have absolutely no idea whether or not this would work as I've never done anything with x86 assembly, nor have I ever messed around with injecting code into memory.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:Tacroy|Tacroy]] 23:03, 31 December 2007 (EST)&lt;br /&gt;
:::::::::I theoretically could dump data to a file.  The limit on how much code can be injected is so high that it will never actually be hit in real-world use.  However, I would have to (&amp;lt;b&amp;gt;a&amp;lt;/b&amp;gt;) do all of the file operations myself using relocatable assembly code (which is even harder to write than normal assembly language), and (&amp;lt;b&amp;gt;b&amp;lt;/b&amp;gt;) track down the operating system call addresses &amp;lt;i&amp;gt;from scratch&amp;lt;/i&amp;gt;, the way viruses do.  (Have to do that because they can be at different addresses in different processes, so I can't just find them in the patcher process and copy them across.)  I estimate 1000-2000 lines of assembly, all carefully coded to not disrupt &amp;lt;b&amp;gt;DF&amp;lt;/b&amp;gt; itself.  Using a custom-built debugger might actually be easier.  I am, frankly, not eager to do such a project for little &amp;lt;u&amp;gt;personal&amp;lt;/u&amp;gt; gain.  &amp;lt;b&amp;gt;RP&amp;lt;/b&amp;gt; suits my needs and tastes quite well.  Now, if you can find someone else willing to do the gruntwork, I can give info such as good patch locations, and critique their techniques.  Though I probably am not willing to debug crashes &amp;amp;mdash; and crashes &amp;lt;u&amp;gt;will&amp;lt;/u&amp;gt; happen, and they can be weird and mysterious.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 02:37, 1 January 2008 (EST)&lt;br /&gt;
::::::::::Why don't you let the patcher do the grunt work to find the system function addresses, all you'd have to do is read in the entire EXE image from the DF processes. The relocatable assembly is still definitely going to be a pain. I'd look into doing it myself, but I've already got my plate full just trying to make DFUF useful.&amp;lt;br/&amp;gt;-- [[User:Jifodus|Jifodus]] 15:09, 1 January 2008 (EST)&lt;br /&gt;
:::::::::::That's a interesting thought.  Since the target is a single known executable, which almost certainly already imports the system calls I would need, I could indeed suck them out of the image.  So that counters point &amp;lt;b&amp;gt;b&amp;lt;/b&amp;gt;.  I'll give it some thought.  However if I do take on this project, I am actually leaning toward the custom debugger route.  I could use C that way.  And I'd learn more skills and techniques, I'm sure.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 16:49, 1 January 2008 (EST)&lt;br /&gt;
Maybe it's only me, and I'm doing something extremely stupid, but I can't get it to apply the patch. When I run the .exe it says that it can't find the files that it needs to patch, and suggests that they perhaps already are patched, which, of course, they aren't. I'm probably doing something stupid, aren't I? I suspected that I had possibly put it in the wrong place or something, so I ended up running it from a whole bunch of different DF folders. Alas, there wasn't any sort of readme to help us simple people. Help would be appreciated though, it sounds like a fantastic utility. I'm tired of looking for underground pools with the random chance method. I'm using .33g--[[User:Yabbadabba|Yabbadabba]] 00:55, 1 January 2008 (EST)&lt;br /&gt;
:Okay, lets cover the misconception first: it doesn't patch files.  It grabs the running copy of &amp;lt;b&amp;gt;Dwarf Fortress&amp;lt;/b&amp;gt; by the &amp;lt;strike&amp;gt;balls&amp;lt;/strike&amp;gt; throat, and patches its memory.  But if &amp;lt;b&amp;gt;DF&amp;lt;/b&amp;gt; isn't running, you will get a different error message.  So it was running.  So... try this: quit out of &amp;lt;b&amp;gt;DF&amp;lt;/b&amp;gt;, then start it back up.  When &amp;lt;b&amp;gt;DF&amp;lt;/b&amp;gt; is at the initial title screen, run the &amp;lt;b&amp;gt;RP&amp;lt;/b&amp;gt; utility.  Only once.  It should not give an error message.  In fact, it should give no feedback at all.  Then go back to &amp;lt;b&amp;gt;DF&amp;lt;/b&amp;gt; and choose the &amp;lt;i&amp;gt;Start Playing&amp;lt;/i&amp;gt; menu choice.  When you're looking at the &amp;lt;i&amp;gt;Choose a Fortress Location&amp;lt;/i&amp;gt; screen, you should automatically be looking at a region which has mountains.  At this point, you should notice extra symbols on the local map view on the left of the screen.  Report back if this doesn't work, and we can do some diagnostics.  I do agree, there should be a readme to explain stuff, as well as give a map key of the new symbols.  Soon.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 02:37, 1 January 2008 (EST)&lt;br /&gt;
::Hey, thanks for the help man. Worked like a charm. I guess I just ran it before it got to the main menu last time. Or maybe I opened it twice. Either way, cheers.--[[User:Yabbadabba|Yabbadabba]] 03:21, 1 January 2008 (EST)&lt;br /&gt;
I gotta say, this is an awesome utility, I was thinking, exactly, wouldn't it be cool if someone would make a program that would fool the main DF exec into rendering &amp;quot;hidden&amp;quot; features? And a couple months later, you make it. I don't exactly know how it works, but is there a way to do the same thing to the &amp;quot;region&amp;quot; map? (the one in the middle) like, for example show the tiles that have any magma with a red background. [[User:Sergius|Sergius]] 23:13, 4 January 2008 (EST)&lt;br /&gt;
:Maybe.  I have given this a little thought, but haven't done any of the necessary analysis of &amp;lt;b&amp;gt;DF&amp;lt;/b&amp;gt;.  The maps are rendered at different times, and by different routines, and I haven't explored what data is easily available to the Region renderer.  I may look at this, or I may try to jump all the way to a &amp;quot;Map Info Dumper&amp;quot; or &amp;quot;Good Region Finder&amp;quot; as discussed above.  Currently I'm devoting my efforts to art defacement tantrums.  I am able to shut them off beforehand, but I can't yet counter the effect after the fact.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 21:51, 5 January 2008 (EST)&lt;br /&gt;
::I just came here to request this feature as well. Red backgrounds for lava tiles in the region map is _exactly_ what I need!&lt;br /&gt;
:::I'd love to.  I really would.  But it's &amp;lt;i&amp;gt;seriously&amp;lt;/i&amp;gt; hard.  In my investigations, I have learned that the localmap view is generated dynamically.  That makes sense &amp;amp;mdash; it would be wasteful to have 257*257 localmaps in memory all at once, when only one is needed at a time.  But the consequence is that the magma flag that I am looking for is not available for any regionmap tile except the currently selected one.  There has to be some flag somewhere, but I haven't found it yet, and I may not be able to.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 17:24, 12 January 2008 (EST)&lt;br /&gt;
:::Made some progress I think.  Haven't found the flag but have found the area where it must be.  So maybe I can do this.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 21:53, 12 January 2008 (EST)&lt;br /&gt;
::::I believe that magma is centered around some sort of invisible map feature, as all the magma I've found is in clusters. Volcanoes are obvious of course, but I've found many clusters that aren't near volcanoes. By clusters, I mean 9+ local areas with one or two pockets of magma, usually all touching, with the occasional pocket that's not touching the cluster. Anytime I'm searching, if I find one pocket, there are bound to be a handful of others in the immediate vicinity. Hope this helps in finding the token or flag that marks the clusters. --[[User:N9103|Edward]] 00:18, 13 January 2008 (EST)&lt;br /&gt;
:::This is proving to be &amp;lt;u&amp;gt;very&amp;lt;/u&amp;gt; hard.  I've already invested maybe 100 times the effort that the original &amp;lt;b&amp;gt;RP&amp;lt;/b&amp;gt; features took me.  I've gone down two or three long routes that lead to dead ends.  Now I think I have found the list of map features &amp;amp;mdash; the same ones that show up in the region folders.  If I can walk those looking for matching world x and y coordinates, and figure out where the magma flag is set in them, then it should work.  If magma is even a feature, which I am not totally sure of yet.&amp;lt;br&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 18:05, 14 January 2008 (EST)&lt;br /&gt;
::::I'm wondering if you couldn't create a utility that automatically traverses every single local square and updates the regional map if it finds something...--[[User:Maximus|Maximus]] 02:24, 15 January 2008 (EST)&lt;br /&gt;
:::::Possibly.  What for?&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 04:06, 15 January 2008 (EST)&lt;br /&gt;
::::::I was suggesting that as a kludge if you couldn't find the magma data you were looking for (if there's magma on the local map, update the regional map), but apparently you have finally found it.--[[User:Maximus|Maximus]] 15:03, 15 January 2008 (EST)&lt;br /&gt;
Just wanted to say once again, damn fine job on the Regional Prospector. I've just posted a couple of locations found using it [[Pregenerated_worlds#Smata_Sagus.2C_The_Realms_Of_Dawn|over here]]. --[[User:Janus|Janus]] 21:55, 6 January 2008 (EST)&lt;br /&gt;
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I'd just like to say great job on your Seekrit Projekt. It does not have to be updated for .38a. [[User:Mephisto|Mephisto]] 21:06, 5 February 2008 (EST)&lt;br /&gt;
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=== Regional Prospector version 2 ===&lt;br /&gt;
&lt;br /&gt;
There is now a beta test version that highlights regional map squares containing magma in dark red.  Thank you to Sergius and Polpoint for the idea.  Hop on over to my main page.  Leave feedback below.  This project baked my brain; I am now off to bed.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 04:09, 15 January 2008 (EST)&lt;br /&gt;
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=== Incompatible with 38a. ===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Failed to find memory locations to patch.&lt;br /&gt;
Please report this at&lt;br /&gt;
http://www.dwarffortresswiki.net/index.php/User_talk:0x517A5D&amp;quot;&lt;br /&gt;
&lt;br /&gt;
 It is expected to work with future releases of Dwarf Fortress, as long as the embark code doesn't change too much.&lt;br /&gt;
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Hehe, not too surprising considering the version jump, that Toady could have made some major changes to embarkation. --[[User:N9103|Edward]] 09:35, 5 February 2008 (EST)&lt;br /&gt;
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The embark screen still looks the same to me, exept that Seekret Projekt doesn't work anymore ofcourse.&lt;br /&gt;
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:Worked fine for me, at least, when the world is generated in 38a--[[User:Dorten|Dorten]] 00:30, 6 February 2008 (EST)&lt;br /&gt;
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Correction, and clarification for those confused: the original Regional Prospector release (listed on the utilities page) works in 38a. However, the newer improved beta2 and beta3 releases (on his user page) do not work in 38a. So, you can at least get the core functionality in 38a by using the non-beta release. --[[User:Janus|Janus]] 04:55, 6 February 2008 (EST)&lt;br /&gt;
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:Okay, thanks for the report.  I've not been working on it recently, but I will get back to it soon.  Without checking, I imagine the problem is the new functionality in the beta.  I hooked several more places in the &amp;lt;b&amp;gt;DF&amp;lt;/b&amp;gt; code &amp;amp;mdash; if those hook points changed, then they can't be hooked. &amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 14:32, 7 February 2008 (EST)&lt;br /&gt;
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::Yeah, im trying beta3 on 38c, and getting the error message. But the original version still works fine. (Oh and magma enabler fails too now) -[[User:Ctrlfrk|Ctrlfrk]] 21:01, 4 March 2008 (EST)&lt;br /&gt;
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::Glad the old one still works.  It's the new functionality that is the sticky point.  Unfortunately I have not felt up to recreational programming for a couple of months now, much less the effort of disasssembling &amp;lt;b&amp;gt;DF&amp;lt;/b&amp;gt; executables.  I am starting to feel better, so expect beta4 soon, perhaps this weekend.  That's not a promise though.&amp;lt;br/&amp;gt;I'll look at magma soon as well, thanks for the report.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 22:11, 5 March 2008 (EST)&lt;br /&gt;
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:::A Note that the original version is still compatable (38c). Also, how's life treating you? Hopefully it's treating you well! Also hope that you'll be headed back towards working on an improved versionless version sooner than later. Best wishes in any case! --[[User:N9103|Edward]] 06:37, 28 April 2008 (EDT)&lt;br /&gt;
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:::: Link to original version? Tried various places but all of them error out on me. --[[User:Gorfob|Gorfob]] 02:15, 15 July 2008 (EDT)&lt;br /&gt;
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:::: Same here. I grabbed the one off the utilities page, and it does not work for me. --[[User:Deekin|Deekin]]&lt;br /&gt;
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===Regional prospector broken with 39b===&lt;br /&gt;
The regional prospector (from the utilities page) isn't working with 39b either - DebugView shows that it's failing to find d1 and d2. I spent a little time trying to find them myself, without any luck (but I don't expect to try any more in the future - as far as I could tell they either simply don't exist anymore, or have been completely rewritten and are unfindable (by me, that is, since I have no idea what they do or how they were found in the first place), or I don't know enough about it to find them). --[[User:SL|SL]] 02:17, 16 July 2008 (EDT)&lt;br /&gt;
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=== Confirming incompatibility with 39b ===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Failed to find locations to patch; perhaps they're already patched?&amp;quot;&lt;br /&gt;
Usual message if process is already running, but nothing displayed on the embark maps.&lt;br /&gt;
&lt;br /&gt;
--[[User:SquidDNA|SquidDNA]] 12:36, 16 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
===And Mmeurk has retrofitted it for 39a and 39b===&lt;br /&gt;
:It turns out that Mmeurk has managed to retrofit it for 39a and 39b, and made a thread in the DF modding forum with the download for the updated version: http://www.bay12games.com/forum/index.php?topic=20643.0--[[User:SL|SL]] 17:29, 16 July 2008 (EDT)&lt;br /&gt;
::I understand that .39e and subsequent don't need the utility, can anyone confirm this?&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 14:43, 12 August 2008 (EDT)&lt;br /&gt;
:::.39d and + have a site finder that can spot locations with specific features, but your tool is much more powerful. Many types of sites can still only be found with RP. If it could be made to work with a config file containing relevant memory locations (or able to take advantage of rick's memory xml included with tweak) I think that would be a permanent solution. [[User:VengefulDonut|VengefulDonut]] 00:09, 13 August 2008 (EDT)&lt;br /&gt;
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==Enable magman buildings==&lt;br /&gt;
Due to Vista being a pile of shit with DF I run my maps revealed because of the large speed up this gives on Vista (at least on my machine) Tneable magman buildings does not work with .38c --[[User:Gorfob|Gorfob]] 02:21, 18 March 2008 (EDT)&lt;br /&gt;
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On running magma enabling utility I get the error &amp;quot;Failed to locate patch point for magma forge&amp;quot;. Running version 39e of DF. Cant find any reference to this error on the wiki or forum. --[[User:Justin Kace|Justin Kace]] 21:24, 8 August 2008 (EDT)&lt;br /&gt;
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I have had the same issue as you Justin.  Hopefully we can get a fix for this soon.  --[[User:Rock Mongler|Rock Mongler]] 19:43, September 4 2008 (EDT)&lt;br /&gt;
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I get: ''Couldn't open dwarf fortress: FindWindow(Dwarf Fortress) failed. Is the game running?'' regardless of whether the game is running. (Version 40d6) The fortress is a reclaimed human settlement, and was not ever 'revealed'. --[[User:Zatnik|Zatnik]] 08:41, 7 January 2009 (EST)&lt;br /&gt;
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:I'm not surprised that it's no longer working.  I haven't even looked at the source code in over a year.  The Tweak utility can do the job and a whole lot more.  (But Tweak is not yet updated for the 40d* series either.)&lt;br /&gt;
:Zatnik, You could try loading your fort in an older version such as .40d, using Tweak, then switching back to .40d6 or another recent version.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 13:33, 8 January 2009 (EST)&lt;br /&gt;
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== Stone Sense ==&lt;br /&gt;
&lt;br /&gt;
(Beta feedback goes here, please.)&lt;br /&gt;
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I'm not even sure to be honest what 'Stone Sense' is. I can't seem to find any info or mentions of it anywhere but here. If you explain what SS is I would love to beta it --[[User:Vandelay|Vandelay]] 19:48, 14 April 2009 (UTC)&lt;br /&gt;
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== Barrel-free food piles? ==&lt;br /&gt;
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:&amp;gt;Also set food piles to 0 barrels, except the seedpile should allow 1. This means you need more space devoted to food piles, but you can see at a glance how much food you have. (Note: supposedly you will lose more food to vermin this way.)&lt;br /&gt;
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You could just press Z for fortress status.&lt;br /&gt;
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[[User:Gairabad|Gairabad]] 20:51, 7 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:No.  The Z status screen groups prepared meals together with food which needs processing to become edible, under the Other category.&lt;br /&gt;
:The Z,Stocks list does split out prepared meals, but that is not something I am used to doing.  I will stick with what works for me.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 18:43, 8 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Alright.  By the way, there are a lot of good ideas on your userpage.  [[User:Gairabad|Gairabad]] 23:53, 8 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== latest build ==&lt;br /&gt;
I noticed that in your latest build you had 4 picks, but no miner skill. Do you use untrained miners, and train them on sand? or do you skip training and just deal with the wait? I'm just wondering.--[[User:Destor|Destor]] 17:23, 9 December 2008 (EST)&lt;br /&gt;
:The slow mining doesn't bother me much.  I can get my things safely underground quickly enough.  (On a glacier map it might be different; I've never tried.)&lt;br /&gt;
:I normally dig a channel around the edge of the map, for protection.  I'm not doing that in my current game, but it does train a miner well.  Later on, I do train my real miners on soil. &amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 15:36, 11 December 2008 (EST)&lt;br /&gt;
::I loved the idea of not bothing to have dedicated miners at the start. I'm going to attempt to try this. Honestly, the first batch of migrants can have dedicated three or so miners to go legendary but it's better at the start to have more useful skills. The idea of tossing out wood-cutting is also not bad since it gets trained so fast. I'll be trying this out :) --[[User:Vandelay|Vandelay]] 19:50, 14 April 2009 (UTC)&lt;br /&gt;
Read your talk page shortly after getting started and found it highly inspirational :thumbsup:  Also many thanks for the utils &amp;amp;&amp;amp; continued involvement. --[[User:Freeze|Freeze]] 04:01, 23 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Siege checklist ==&lt;br /&gt;
&lt;br /&gt;
Just dropping you a note to say I found this really useful - I was going to write my own, but now I don't have to! :D [[User:FangXianfu|FangXianfu]] 13:26, 12 May 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>FangXianfu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Bedroom_design&amp;diff=45109</id>
		<title>40d Talk:Bedroom design</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Bedroom_design&amp;diff=45109"/>
		<updated>2009-05-12T02:45:02Z</updated>

		<summary type="html">&lt;p&gt;FangXianfu: /* Efficiency */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Isn't 200 the absolute maximum number of dwarves one can have at any time?&lt;br /&gt;
&lt;br /&gt;
If so, the High density single floor housing plan of 77x77 is... rather useless, isn't it?&lt;br /&gt;
&lt;br /&gt;
[[User:MagicGuigz|MagicGuigz]] 16:51, 29 September 2008 (EDT)&lt;br /&gt;
:The max number of dwarves can be changed in the init files. So no. --[[User:GreyMario|GreyMaria]] 16:55, 29 September 2008 (EDT)&lt;br /&gt;
:Even if you had only 200 dwarves, linking 2, 3, or even 4 rooms together to make noble housing, offices, and the like is quite useful. --[[User:ThunderClaw|ThunderClaw]] 10:14, 30 September 2008 (EDT)&lt;br /&gt;
::I've always found it more space efficient to throw all my nobles into about a 10x10 room filled with 20x value gem encrusted furniture (granted, I *did* have a legendary gem setter making this easier the last time I did it) and just plop down all their necessities. I currently have a countess/count consort, hammerer, tax collecter, and duchess/duke consort all in one room with all their buildings set as royal. They also have a legendary mechanism hooked up to some gem encrusted spikes. Heh. Heh heh heh. [[User:Milskidasith|Milskidasith]] 04:19, 10 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
I have heard that fractal based designs (like the High density single floor housing) can cause the game to slow down is this true? --[[User:Rwindmtg|Rwindmtg]] 06:02, 10 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Bitmap designs ==&lt;br /&gt;
&lt;br /&gt;
Coudl we get some kind of colour key for these? Or standardise them or something if there isn't one? It can be very confusing to tell what is what in them. - [[User:Alloy|Alloy]] 01:37, 23 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Seconded... GnomeChomsky's Tessellated Apartments in particular are munged, looks like an earthquake broke them along several faultlines... --[[User:Azaram|Azaram]] 00:11, 4 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::GnomeChomsky's looks fine - only the beds look weird.  Its virtually everything after that which isn't in the standard tile set and needs to be changed.  --[[User:Squirrelloid|Squirrelloid]] 04:08, 4 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I don't see why any of them are hard to understand.  Access corridors, walls, doors, sometimes furniture.  How hard is it to figure out that the small enclosed areas are the bedrooms, and that a door goes at the entrance to each?--[[User:Maximus|Maximus]] 17:32, 4 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Its not about hard to understand, its about our style guidelines.  All graphics are supposed to be in the standard tileset. --[[User:Squirrelloid|Squirrelloid]] 18:50, 4 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Most of these diagrams are are large-scale designs that can't be shown via a screenshot, so insisting on &amp;quot;standard tilesets&amp;quot; doesn't even make sense.  We could change them to use a consistent set of colors, however.  Gnome Chomsky's diagrams use [[template:qd]], which is one of our accepted standards for small diagrams.--[[User:Maximus|Maximus]] 22:03, 4 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Azaram, what browser are you using and what fonts do you have installed? Can you post a screenshot of what the diagram looks like? [[User:Random832|Random832]] 09:23, 5 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Weapon/Armour Racks==&lt;br /&gt;
&lt;br /&gt;
You don't need a weapon rack/armor rack to designate a barracks.  You can do that with the bed.  So why build the racks? [[User:Kwieland|Kwieland]]&lt;br /&gt;
:Soldiers banging around against beds and other furniture is the number one cause of wounds and deaths during sparring.  Designating a barrack from an armor stand will provide an open dojo without clutter. --[[User:ThunderClaw|ThunderClaw]] 14:05, 6 January 2009 (EST)&lt;br /&gt;
::(added header) Actually, I believe consensus is that beds cause no injuries when collided with, and that the only real difference (until weapon and armour racks become functional, at least) is that you won't get random homeless dwarves trying to sleep in a barracks that have no beds (unless you have a severe shortage of beds), so you can have barracks in military areas without the risk of civilians sleeping in potentially dangerous places.--[[User:Quil|Quil]] 16:37, 6 January 2009 (EST)&lt;br /&gt;
:::I'm not sure what to tell you aside from the fact that I routinely had dwarves die of suffocation (broken necks) before I moved my beds out of my barracks.  And these were armored legendary (or close to it) wrestlers, to boot.  I've never seen civilians get hurt by being in the middle of a sparring match, but I have definitely seen dwarf after dwarf after dwarf turn up dead on top of a barrack bed with the excuse 'suffocation'.  Moving the beds out reduced accidents by 100%.  I have not had a dwarf get hurt or die in 5 years, where I would otherwise see one to four a year. --[[User:ThunderClaw|ThunderClaw]] 16:50, 6 January 2009 (EST)&lt;br /&gt;
:::::I see, thanks for the heads up.  I wondered about the suffocation as well. Another question - do dwarfs train faster as a guard or as an off-duty military dwarf?  Does it make a difference?  It seems if I have several (say 6) off duty, only two will spar in the barracks, but 6 guards will all spar at the same time.  Do I need to designate more barracks?  Does it mack a difference if I have two weapon racks in the same room and designate both as barracks?--[[User:Kwieland|Kwieland]] 01:47, 8 January 2009 (EST)&lt;br /&gt;
::::::Fortress/Royal Guards are well known for sparring enthusiastically.  The dwarves in the regular military don't have a clear determiner, so it's probably either their stats or their personality.  I unfortuantely don't have a clearer answer for you. --[[User:ThunderClaw|ThunderClaw]] 11:10, 8 January 2009 (EST)&lt;br /&gt;
::::RE the bed/suffocation thing, I've had barracks with beds in them and barracks without beds in them, and I must confess I've not seen a statistically significant difference in the amount of  injuries that people have suffered when sparring, even with unarmoured sparrers. Although I've only ever had one case of suffocation, long ago, so maybe there's a large element of random chance or some other variable involved.--[[User:Quil|Quil]] 17:35, 8 January 2009 (EST)&lt;br /&gt;
:::::Entirely possible.  For my mileage, though, I've had a bunch of broken necks and/or crushed lungs from idiots knocking eachother up against beds, so I avoid them in the barrack. --[[User:ThunderClaw|ThunderClaw]] 17:47, 8 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Sharing Spaces ==&lt;br /&gt;
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Do dwarves get upset if bedrooms are used as hallways to one or two more bedrooms? --[[User:Spreggo|Spreggo]] 22:13, 30 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:I believe that opening and closing doors causes noise, which will wake a sleeping dwarf. But if you only have one door into the bedroom suite, that should be fine. Although then you risk locking some dwarves in with your mad dwarves. [[User:RomeoFalling|RomeoFalling]] 06:10, 31 January 2009 (EST)&lt;br /&gt;
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::I've done some testing and there doesn't seem to be any negative effects, which is useful because a lot of my diagonal room designs require this. I'll keep an eye on it and see what happens though --[[User:Spreggo|Spreggo]] 23:10, 2 February 2009 (EST)&lt;br /&gt;
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== Database error?wtf? ==&lt;br /&gt;
&lt;br /&gt;
Whenever i try to access this article,i get the following error.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Database error&lt;br /&gt;
From Dwarf Fortress Wiki&lt;br /&gt;
Jump to: navigation, search&lt;br /&gt;
A database query syntax error has occurred. This may indicate a bug in the software. The last attempted database query was:&lt;br /&gt;
&lt;br /&gt;
    SELECT page_id,page_len,page_is_redirect FROM `wiki_dpage` WHERE page_namespace = '10' AND page_title = 'Qd/switch/╔' LIMIT 1 &lt;br /&gt;
&lt;br /&gt;
from within function &amp;quot;LinkCache::addLinkObj&amp;quot;. MySQL returned error &amp;quot;1267: Illegal mix of collations (latin1_bin,IMPLICIT) and (utf8_general_ci,COERCIBLE) for operation '=' (localhost)&amp;quot;.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
I can view it before.&lt;br /&gt;
It can't be displayed,but i can still edit it,and the content of this article seems intact(no corruption etc).&lt;br /&gt;
Every entry in history get the same error too.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Also,this article [http://www.dwarffortresswiki.net/index.php/Design_strategies Design_strategies] does not seem to work too,though it get a different error.&lt;br /&gt;
What has happened to wiki?&lt;br /&gt;
&lt;br /&gt;
Update:&lt;br /&gt;
I see there is a entry about this problem on talkpage of mainpage already.&lt;br /&gt;
&lt;br /&gt;
== This page is broken ==&lt;br /&gt;
&lt;br /&gt;
This page makes heavy use of the ParserFunctions extension and it's simply not rendering if I activate that extension. I'm not familiar with the syntax used for all that but my guess is that it's way too big. I suggest the people who originally made it try to split in either different blocks of code or on different pages. &lt;br /&gt;
I might be making some tests to see if it can be fixed but I might break stuff. --[[User:Senso|Senso]] 15:04, 18 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Efficiency ==&lt;br /&gt;
&lt;br /&gt;
Is it efficient to make a hotel-like layout&amp;lt;br /&amp;gt;&lt;br /&gt;
i.e.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
b b b b b b b b b&amp;lt;br /&amp;gt;&lt;br /&gt;
d d d d d d d d d&amp;lt;br /&amp;gt;&lt;br /&gt;
xxxxxxxxxxxxxxxxx&amp;lt;br /&amp;gt;&lt;br /&gt;
d d d d d d d d d&amp;lt;br /&amp;gt;&lt;br /&gt;
b b b b b b b b b&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
x=walking space&amp;lt;br /&amp;gt;&lt;br /&gt;
d=door&amp;lt;br /&amp;gt;&lt;br /&gt;
b=bed&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I know it doesn't create much happiness but is it space efficient for how many space it uses... [[User:sausage|Sausage]] 1:10 AM, 30 March 2009 (EST)&amp;lt;br /&amp;gt;&lt;br /&gt;
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No, because since there are no walls between them the doors are quite pointless to have EVERY space, and it will probably create way more unhappiness than you think, it's not smart in the long run, you're better off putting one wall between every bedroom.&lt;br /&gt;
&lt;br /&gt;
The maximally-efficient bedroom shape in terms of size per happiness per dwarf is 3x1, I think, because that lets you fit in a bed, coffer and cabinet. It also has the added bonus of being able to be jammed in absolutely anywhere - I've not found a need to get any smaller, simply because 3x1 is already tiny. If you wanted to make super low-rent housing you might look at this (with walls between of course) but it'd probably be easier in that case to have a bunch of 1x1 &amp;quot;bedrooms&amp;quot; in a big open cavern. 3x1 has been the best so far - my favourite of the designs on this page is the &amp;quot;High density single floor housing&amp;quot; design - 61x61 to house a full fortress, not bad. [[User:FangXianfu|FangXianfu]] 02:45, 12 May 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>FangXianfu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Savok&amp;diff=17007</id>
		<title>User talk:Savok</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Savok&amp;diff=17007"/>
		<updated>2009-03-16T23:25:24Z</updated>

		<summary type="html">&lt;p&gt;FangXianfu: /* Two errors */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hey, I'm new to this Wiki and on [[Talk:Rock Chute]] you mentioned that the article violates some rules referred to as just letters. Where are those rules? I'd like to make sure my articles are compliant. --[[User:Xazak|Xazak]] 15:03, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:[[DwarfFortressWiki:Community_Portal#We_are_doing_this.21_Let_us_do_it_right.|The Lettered Rules]] can be found at the top of the [[DwarfFortressWiki:Community_Portal|Community Portal]].&lt;br /&gt;
:If you think of a rule you'd like to add, feel free. It isn't complete. --[[User:Savok|Savok]] 15:08, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
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ok so I read the notes you sent me on the dscussion pages, I only made those several edits...&amp;lt;br&amp;gt;&lt;br /&gt;
...because I did several previews and then clicked save &amp;quot;oops that didn't work&amp;quot;, and re-saved the page (like this one :P ).  Sorry for any inconveniance --[[User:Frostedfire|Frostedfire]] 23:02, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:That's just a generic message that I paste onto the user talk pages of new users who don't seem to have learned the unsaid conventions of this wiki yet. --[[User:Savok|Savok]] 23:34, 6 November 2007 (EST)&lt;br /&gt;
__NOTOC__&lt;br /&gt;
== Welcome template ==&lt;br /&gt;
&lt;br /&gt;
I've tossed in a [[Template:Welcome|welcome template]] that I borrowed from elsewhere... you might find it useful for talk page welcomes  (especially if things move). --[[User:Shagie|Shagie]] 13:22, 5 November 2007 (EST)&lt;br /&gt;
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== G'Day ==&lt;br /&gt;
&lt;br /&gt;
Thanks for the {{tl|welcome}}. If you don't want the text to change, use &amp;lt;nowiki&amp;gt;{{subst:welcome}}&amp;lt;/nowiki&amp;gt; instead of &amp;lt;nowiki&amp;gt;{{welcome}}&amp;lt;/nowiki&amp;gt;.[[User:GarrieIrons|GarrieIrons]] 04:07, 7 February 2008 (EST)&lt;br /&gt;
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:I... do. --[[User:Savok|Savok]] 20:03, 7 February 2008 (EST)&lt;br /&gt;
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== RE:N9103's page ==&lt;br /&gt;
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Not really what I intended, since I took out all the interim stuff like descriptions. I intended for it to occupy minimal space on the page. On the other hand, I'm not sure if it'll work in that format or not, and was just going to test and see on my next install. Not worth undoing though. Thanks anyways, [[User:N9103|Edward]] 07:35, 20 March 2008 (EDT)&lt;br /&gt;
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== Article requesting ==&lt;br /&gt;
&lt;br /&gt;
Any idea how to request an article?  I'm wondering why there's nothing about [insert small animal here] remains that I keep seeing in my refuse piles.  Wondering if there's any use for them.   --[[User:Geofferic|Geofferic]] 20:59, 27 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I'd probably ask about it in a ''new section'', which you forgot to do here, at the [[DwarfFortressWiki talk:Community Portal|Community Portal talk page]]. --[[User:Savok|Savok]] 23:37, 27 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== {{k|v}} → {{k|p}} → {{k|z}} → {{k|Enter}} ==&lt;br /&gt;
&lt;br /&gt;
{{Gametext|Vuntic has been happy lately. He has constructed a good image. He has mechanically processed new wiki dwarves recently. He has gotten a seven on the 2008 AIME. He has been unable to devote time to Dwarf Fortress.}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Gametext|&amp;lt;!--&lt;br /&gt;
--&amp;gt;Vuntic likes ice, clear glass, Dwarf Fortress, Taekwondo, computers, webcomics, and cats for their aloofness. When possible, he prefers to consume cold lemon-water, turkey stew, cabbage, and lemons.&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;He absolutely detests all vermin, especially insects.&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;He dislikes working outdoors but enjoys inclement weather.&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;|#0f0}}&lt;br /&gt;
--[[User:VengefulDonut|VengefulDonut]]&lt;br /&gt;
&lt;br /&gt;
:Ooh, nice. That's easier to use. --[[User:Savok|Savok]] 00:14, 29 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Unsectioned comments ==&lt;br /&gt;
&lt;br /&gt;
Sorry Savok, I sent that to the wrong page! --[[User:AlexFili|AlexFili]] 09:04, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:No problem, we all were newbies once. Though, that post does remind me to add something: &amp;quot;If you put a comment at the bottom of a talk page with section headers, you've probably put it in a section. Don't put things in the wrong sections. If necessary, create a section.&amp;quot; --[[User:Savok|Savok]] 09:12, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Happy to help! --[[User:AlexFili|AlexFili]] 09:18, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Question about population ==&lt;br /&gt;
&lt;br /&gt;
I couldn't find any other place to ask this so I'll ask here.&amp;lt;br&amp;gt;&lt;br /&gt;
What do you think is the best number of population to have as the maximum? At the moment I have it set at 150. Is that a good maximum to have? --[[User:AlexFili|AlexFili]] 05:00, 4 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:You only need a maximum if you don't want to receive more dwarves. The most common reason for that is FPS. More dwarves lowers the speed at which the game runs. --[[User:Savok|Savok]] 11:26, 4 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Can I ask what limit you normally use? For example, are there any disadvantages of having a fort of 9999 dwarves? besides FPS? --[[User:AlexFili|AlexFili]] 07:25, 9 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Yes, you may ask.&lt;br /&gt;
:::...alright, I know what you mean. I currently use a limit of 50 dwarves. More, and my FPS is too slow. It averages around 70 without laggy events (like traders) and 30 with. I may increase it to increase the number of items I can get to the trade depot before they leave.&lt;br /&gt;
:::Also, in the old version, 200 dwarves was laggy on the best of computers. I doubt going above a few hundred is possible. However, I can't think of any disadvantages, except for the impossibility of managing them all. --[[User:Savok|Savok]] 09:13, 9 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Oh well I'm glad I'm not the only one who changes the default value. Right at the moment I'm using; &lt;br /&gt;
::::&amp;lt;code&amp;gt;[FPS_CAP:75]&amp;lt;/code&amp;gt;&lt;br /&gt;
::::&amp;lt;code&amp;gt;[G_FPS_CAP:40]&amp;lt;/code&amp;gt;&lt;br /&gt;
::::&amp;lt;code&amp;gt;[POPULATION_CAP:150]&amp;lt;/code&amp;gt;&lt;br /&gt;
::::To be honest though, i've never even gotten past 125 thanks to my temper prone dwarves. I'll try and survive the next few goblin raids and tell you about my experiences. I only have about 15-20 pets at once, keep a few stockpiles... and probably the most important part, I play using an embark area of 2x2. That is fine for my purposes, as you can get plenty of materials in the region, and also buy from trade caravans. There are many advantages; More FPS, keeping all the dwarves close together in case of a raid... I'd consider playing with 2x2, or 3x3. Just to see how much FPS you retain. --[[User:AlexFili|AlexFili]] 09:30, 9 June 2008 (EDT)&lt;br /&gt;
::::Also, I always start next to a river and a forest. Just in case I need either of those. --[[User:AlexFili|AlexFili]] 09:32, 9 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::Seriously. Work on getting your formatting right. You've got guidelines on your user talk page.&lt;br /&gt;
:::::I use &amp;lt;code&amp;gt;[FPS_CAP:9999]&amp;lt;/code&amp;gt;. While the game is running, I never get four digits, but while the game is at the right screens (for example, the {{k|z}} screen) I get around three thousand FPS, which looks neat.&lt;br /&gt;
:::::I haven't noticed any problems with &amp;lt;code&amp;gt;[G_FPS_CAP:20]&amp;lt;/code&amp;gt; and it might speed me up a little.&lt;br /&gt;
:::::Aargh! *winces* It's &amp;quot;try to survive&amp;quot; I tell you, &amp;quot;try to survive&amp;quot;!&lt;br /&gt;
:::::I have ~60-70 animals (one, the anti-vermin CAT unit, is a pet), but most of them are war dogs, who are all in one cage at the moment.&lt;br /&gt;
:::::I use a 4x4 area, though I could go 3x3. 2x2 would be too small.&lt;br /&gt;
:::::I, too, always am next to a river, but I import all my wood. I don't use much and currently have ~350 surplus. I have always started in a desert for the glass. --[[User:Savok|Savok]] 09:42, 9 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::::Sorry about the formatting, I'm still a noob when it comes to wikis. I'd like to quote you for a minute; &amp;quot;I get around three thousand FPS&amp;quot;. Please note that most computer monitors only support 50-100 FPS, and the human eye can only comprehend 60-70 FPS anyway. I'd recommend a cap, just to make loading that much faster. Heck, even a cap at around 150 would be better then nothing!&lt;br /&gt;
::::::I agree that 2x2 is a bit small, but there are several benifits. 3x3 is definately worth trying sometime. Don't forget, there are tons of Z levels as well, so it's not like a deathtrap. I also tend to start importing wood around about year 4/5, since the trees don't grow very quickly for my liking.&lt;br /&gt;
::::::At the moment, i've put the entire population into a military force  of 88+, not for actual fighting, but to make sure they STAY UNDERGROUND, and not rush about on the surface collecting bodies like fools! Also, sorry for the grammar. We English can be so foolish sometimes when it comes to creating new and pointless phrases. --[[User:AlexFili|AlexFili]] 10:45, 9 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::::We're talking about different frames here. FPS means &amp;quot;frames per second.&amp;quot; Frames, as used virtually all of the time at these DF websites, are not the frames your monitor shows. They refer to how fast DF goes through one step. Therefore, I'm perfectly correct in saying that it takes less than 1/3000 of a second for DF to show me the {{k|z}} screen.&lt;br /&gt;
:::::::GFPS, however, refers to how often DF tells the monitor to update its image. I've got ''that'' maxed at 20.&lt;br /&gt;
:::::::You've got a cap of 75FPS, meaning that, no matter how tiny your map is, you won't get above 75 steps per second. The game is meant to run at 100FPS. --[[User:Savok|Savok]] 13:22, 9 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::::::The characters were moving a bit too fast for my eyes at 100FPS. I prefer to see exactly where each dwarf is going, and to try and avoid eye strain from all the flashing tiles etc. --[[User:AlexFili|AlexFili]] 04:35, 10 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::::::I managed to get to 165 population, then I got raided by tons of goblins, about 15 people died, and now 15 people are going insane and smashing everything to bits... It's pure chaos in here, with people tantruming and running across the castle. Hopefully they calm down soon. Now only have 105 people due to the rioting. Second goblin wave, most of them killed by traps. (UPDATE#1) The insanity levels are now at an all time high, only 50 living dwarves left in my settlement now...&lt;br /&gt;
(UPDATE#2) Settlement abandoned in year 8 with about 40 dwarves... basically all my best dwarves died and I lost the will to carry on. Oh well, not too bad I suppose. --[[User:AlexFili|AlexFili]] 09:30, 10 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Castle Defense ==&lt;br /&gt;
Is there a way to make a one-way corridor? I want to make sure invaders can get in and activate the traps, but I don't want my dwarves to keep running outside. I also dont want to use a moat because that breaks the invader AI. --[[User:AlexFili|AlexFili]] 04:35, 10 June 2008 (EDT)&lt;br /&gt;
: I just happened to look at this page, and noticed your question and thought I'd answer it, although it's been over a month since you asked: Yes: Set up a system where your dwarves will have to walk through through a long hall with no roof on their way out of the fort, before they even reach the traps or get close to the entrance/exit. When invaders arrive, turn on the &amp;quot;STAY THE HELL INSIDE&amp;quot; setting and your outside-longing dwarves will dance in that hall, far from danger, while the enemies commit suicide on the traps at your entrance. --[[User:SL|SL]] 00:57, 21 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::You beat me by 3 minutes, SL. Your solution is different, though. [[User:VengefulDonut|VengefulDonut]] 01:32, 21 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Promotion ==&lt;br /&gt;
&lt;br /&gt;
You are now a Sysop! You now have access to our secret underground rail network, the Harem and you also get 10% off at John Deere Inc. --[[User:Senso|Senso]] 21:22, 7 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Congrats! --[[User:Corc|Corc]] 23:35, 7 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== XKCD ==&lt;br /&gt;
&lt;br /&gt;
Sign up on the xkcd DF thread. http://forums.xkcd.com/viewtopic.php?f=21&amp;amp;t=19469&amp;amp;start=680&lt;br /&gt;
&lt;br /&gt;
--[[User:Schmendreck|Schmendreck]] 09:05, 8 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== KoL ==&lt;br /&gt;
&lt;br /&gt;
Just wondering... do you play Kingdom of Loathig by anychance? --[[User:Hoborobo]]&lt;br /&gt;
&lt;br /&gt;
:I used to, but found it boring and time-consuming. --[[User:Savok|Savok]] 22:49, 20 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Is that why you mentioned a sabre toothed lime in the &amp;quot;New Creatures&amp;quot; page --[[User:Hoborobo|Hoborobo]] 14:55, 21 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Indeed, that is why. --[[User:Savok|Savok]] 02:36, 23 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::What a legend Savok, THX m8 [[User:Hoborobo|Hoborobo]] 17:02, 24 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Quotes ==&lt;br /&gt;
&lt;br /&gt;
Your judgment is good. [[User:VengefulDonut|VengefulDonut]] 21:09, 21 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Indenting ==&lt;br /&gt;
&lt;br /&gt;
Not all comments should have one indent more than the comment immediately above it; see [http://en.wikipedia.org/wiki/Wikipedia:TP#Indentation this] for some thinking on that matter.--[[User:Maximus|Maximus]] 15:33, 17 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Yeah, I agree. In some cases, though, it really helps separate posts by different people. --[[User:Savok|Savok]] 22:27, 17 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::That's what the sigs are for.--[[User:Maximus|Maximus]] 23:49, 17 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Style sheets ==&lt;br /&gt;
&lt;br /&gt;
What would you think of relocating the various stylesheets that have accumulated in inline style=&amp;quot;...&amp;quot; tags in templates to a stylesheet like [[Mediawiki:Common.css]]? I could help maintain this - if that's done then each template would have a class=&amp;quot;...&amp;quot; so people could change the styles for themselves in (not currently enabled, needs to be turned on in mediawiki configuration) User:[username]/monobook.css [[User:Random832|Random832]] 09:57, 31 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:It sounds like it could work well, but I'm not confident enough in my CSS skills to do it myself. Ask [[User talk:Senso|Senso]]. --[[User:Savok|Savok]] 10:14, 31 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Equals signs break things==&lt;br /&gt;
&lt;br /&gt;
I've taken so much good code from this site I figure it's time I give something back. So: Use &amp;lt;nowiki&amp;gt;{{=}}&amp;lt;/nowiki&amp;gt; instead of = and you won't break templates. Compare:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;  cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
 ! Code !! Result &lt;br /&gt;
 |-&lt;br /&gt;
 || &amp;lt;pre&amp;gt;{{Colored Notice Box|#f00|2+2=5}}&amp;lt;/pre&amp;gt; || {{Colored Notice Box|#f00|2+2=5}}&lt;br /&gt;
 |-&lt;br /&gt;
 || &amp;lt;pre&amp;gt;{{Colored Notice Box|#f00|2+2{{=}}5}}&amp;lt;/pre&amp;gt; || {{Colored Notice Box|#f00|2+2{{=}}5}}&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
Credit goes to Badp. -- [[User:Juckto|juckto]] 09:11, 13 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Okay! Thank you. I'm not quite sure, though, why you're telling me specifically. I do read the recent changes. --[[User:Savok|Savok]] 14:14, 13 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Two errors ==&lt;br /&gt;
&lt;br /&gt;
Hey there, two errors I've found. One says specifically report to you, so [[Bloodline:Ringfissures|here]] it is.&lt;br /&gt;
&lt;br /&gt;
The other one is on [[Bedroom_design|this page]] and is more general. I have no idea how to fix it, looks like it's a problem with the various tables used to display the designs (I tried to copy just one of the table into a page of my own and it didn't work). Perhaps something to do with the above problem?&lt;/div&gt;</summary>
		<author><name>FangXianfu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Savok&amp;diff=17006</id>
		<title>User talk:Savok</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Savok&amp;diff=17006"/>
		<updated>2009-03-16T23:24:41Z</updated>

		<summary type="html">&lt;p&gt;FangXianfu: /* Two errors */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hey, I'm new to this Wiki and on [[Talk:Rock Chute]] you mentioned that the article violates some rules referred to as just letters. Where are those rules? I'd like to make sure my articles are compliant. --[[User:Xazak|Xazak]] 15:03, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:[[DwarfFortressWiki:Community_Portal#We_are_doing_this.21_Let_us_do_it_right.|The Lettered Rules]] can be found at the top of the [[DwarfFortressWiki:Community_Portal|Community Portal]].&lt;br /&gt;
:If you think of a rule you'd like to add, feel free. It isn't complete. --[[User:Savok|Savok]] 15:08, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
ok so I read the notes you sent me on the dscussion pages, I only made those several edits...&amp;lt;br&amp;gt;&lt;br /&gt;
...because I did several previews and then clicked save &amp;quot;oops that didn't work&amp;quot;, and re-saved the page (like this one :P ).  Sorry for any inconveniance --[[User:Frostedfire|Frostedfire]] 23:02, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:That's just a generic message that I paste onto the user talk pages of new users who don't seem to have learned the unsaid conventions of this wiki yet. --[[User:Savok|Savok]] 23:34, 6 November 2007 (EST)&lt;br /&gt;
__NOTOC__&lt;br /&gt;
== Welcome template ==&lt;br /&gt;
&lt;br /&gt;
I've tossed in a [[Template:Welcome|welcome template]] that I borrowed from elsewhere... you might find it useful for talk page welcomes  (especially if things move). --[[User:Shagie|Shagie]] 13:22, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== G'Day ==&lt;br /&gt;
&lt;br /&gt;
Thanks for the {{tl|welcome}}. If you don't want the text to change, use &amp;lt;nowiki&amp;gt;{{subst:welcome}}&amp;lt;/nowiki&amp;gt; instead of &amp;lt;nowiki&amp;gt;{{welcome}}&amp;lt;/nowiki&amp;gt;.[[User:GarrieIrons|GarrieIrons]] 04:07, 7 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I... do. --[[User:Savok|Savok]] 20:03, 7 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== RE:N9103's page ==&lt;br /&gt;
&lt;br /&gt;
Not really what I intended, since I took out all the interim stuff like descriptions. I intended for it to occupy minimal space on the page. On the other hand, I'm not sure if it'll work in that format or not, and was just going to test and see on my next install. Not worth undoing though. Thanks anyways, [[User:N9103|Edward]] 07:35, 20 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Article requesting ==&lt;br /&gt;
&lt;br /&gt;
Any idea how to request an article?  I'm wondering why there's nothing about [insert small animal here] remains that I keep seeing in my refuse piles.  Wondering if there's any use for them.   --[[User:Geofferic|Geofferic]] 20:59, 27 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I'd probably ask about it in a ''new section'', which you forgot to do here, at the [[DwarfFortressWiki talk:Community Portal|Community Portal talk page]]. --[[User:Savok|Savok]] 23:37, 27 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== {{k|v}} → {{k|p}} → {{k|z}} → {{k|Enter}} ==&lt;br /&gt;
&lt;br /&gt;
{{Gametext|Vuntic has been happy lately. He has constructed a good image. He has mechanically processed new wiki dwarves recently. He has gotten a seven on the 2008 AIME. He has been unable to devote time to Dwarf Fortress.}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Gametext|&amp;lt;!--&lt;br /&gt;
--&amp;gt;Vuntic likes ice, clear glass, Dwarf Fortress, Taekwondo, computers, webcomics, and cats for their aloofness. When possible, he prefers to consume cold lemon-water, turkey stew, cabbage, and lemons.&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;He absolutely detests all vermin, especially insects.&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;He dislikes working outdoors but enjoys inclement weather.&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;|#0f0}}&lt;br /&gt;
--[[User:VengefulDonut|VengefulDonut]]&lt;br /&gt;
&lt;br /&gt;
:Ooh, nice. That's easier to use. --[[User:Savok|Savok]] 00:14, 29 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Unsectioned comments ==&lt;br /&gt;
&lt;br /&gt;
Sorry Savok, I sent that to the wrong page! --[[User:AlexFili|AlexFili]] 09:04, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:No problem, we all were newbies once. Though, that post does remind me to add something: &amp;quot;If you put a comment at the bottom of a talk page with section headers, you've probably put it in a section. Don't put things in the wrong sections. If necessary, create a section.&amp;quot; --[[User:Savok|Savok]] 09:12, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Happy to help! --[[User:AlexFili|AlexFili]] 09:18, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Question about population ==&lt;br /&gt;
&lt;br /&gt;
I couldn't find any other place to ask this so I'll ask here.&amp;lt;br&amp;gt;&lt;br /&gt;
What do you think is the best number of population to have as the maximum? At the moment I have it set at 150. Is that a good maximum to have? --[[User:AlexFili|AlexFili]] 05:00, 4 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:You only need a maximum if you don't want to receive more dwarves. The most common reason for that is FPS. More dwarves lowers the speed at which the game runs. --[[User:Savok|Savok]] 11:26, 4 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Can I ask what limit you normally use? For example, are there any disadvantages of having a fort of 9999 dwarves? besides FPS? --[[User:AlexFili|AlexFili]] 07:25, 9 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Yes, you may ask.&lt;br /&gt;
:::...alright, I know what you mean. I currently use a limit of 50 dwarves. More, and my FPS is too slow. It averages around 70 without laggy events (like traders) and 30 with. I may increase it to increase the number of items I can get to the trade depot before they leave.&lt;br /&gt;
:::Also, in the old version, 200 dwarves was laggy on the best of computers. I doubt going above a few hundred is possible. However, I can't think of any disadvantages, except for the impossibility of managing them all. --[[User:Savok|Savok]] 09:13, 9 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Oh well I'm glad I'm not the only one who changes the default value. Right at the moment I'm using; &lt;br /&gt;
::::&amp;lt;code&amp;gt;[FPS_CAP:75]&amp;lt;/code&amp;gt;&lt;br /&gt;
::::&amp;lt;code&amp;gt;[G_FPS_CAP:40]&amp;lt;/code&amp;gt;&lt;br /&gt;
::::&amp;lt;code&amp;gt;[POPULATION_CAP:150]&amp;lt;/code&amp;gt;&lt;br /&gt;
::::To be honest though, i've never even gotten past 125 thanks to my temper prone dwarves. I'll try and survive the next few goblin raids and tell you about my experiences. I only have about 15-20 pets at once, keep a few stockpiles... and probably the most important part, I play using an embark area of 2x2. That is fine for my purposes, as you can get plenty of materials in the region, and also buy from trade caravans. There are many advantages; More FPS, keeping all the dwarves close together in case of a raid... I'd consider playing with 2x2, or 3x3. Just to see how much FPS you retain. --[[User:AlexFili|AlexFili]] 09:30, 9 June 2008 (EDT)&lt;br /&gt;
::::Also, I always start next to a river and a forest. Just in case I need either of those. --[[User:AlexFili|AlexFili]] 09:32, 9 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::Seriously. Work on getting your formatting right. You've got guidelines on your user talk page.&lt;br /&gt;
:::::I use &amp;lt;code&amp;gt;[FPS_CAP:9999]&amp;lt;/code&amp;gt;. While the game is running, I never get four digits, but while the game is at the right screens (for example, the {{k|z}} screen) I get around three thousand FPS, which looks neat.&lt;br /&gt;
:::::I haven't noticed any problems with &amp;lt;code&amp;gt;[G_FPS_CAP:20]&amp;lt;/code&amp;gt; and it might speed me up a little.&lt;br /&gt;
:::::Aargh! *winces* It's &amp;quot;try to survive&amp;quot; I tell you, &amp;quot;try to survive&amp;quot;!&lt;br /&gt;
:::::I have ~60-70 animals (one, the anti-vermin CAT unit, is a pet), but most of them are war dogs, who are all in one cage at the moment.&lt;br /&gt;
:::::I use a 4x4 area, though I could go 3x3. 2x2 would be too small.&lt;br /&gt;
:::::I, too, always am next to a river, but I import all my wood. I don't use much and currently have ~350 surplus. I have always started in a desert for the glass. --[[User:Savok|Savok]] 09:42, 9 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::::Sorry about the formatting, I'm still a noob when it comes to wikis. I'd like to quote you for a minute; &amp;quot;I get around three thousand FPS&amp;quot;. Please note that most computer monitors only support 50-100 FPS, and the human eye can only comprehend 60-70 FPS anyway. I'd recommend a cap, just to make loading that much faster. Heck, even a cap at around 150 would be better then nothing!&lt;br /&gt;
::::::I agree that 2x2 is a bit small, but there are several benifits. 3x3 is definately worth trying sometime. Don't forget, there are tons of Z levels as well, so it's not like a deathtrap. I also tend to start importing wood around about year 4/5, since the trees don't grow very quickly for my liking.&lt;br /&gt;
::::::At the moment, i've put the entire population into a military force  of 88+, not for actual fighting, but to make sure they STAY UNDERGROUND, and not rush about on the surface collecting bodies like fools! Also, sorry for the grammar. We English can be so foolish sometimes when it comes to creating new and pointless phrases. --[[User:AlexFili|AlexFili]] 10:45, 9 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::::We're talking about different frames here. FPS means &amp;quot;frames per second.&amp;quot; Frames, as used virtually all of the time at these DF websites, are not the frames your monitor shows. They refer to how fast DF goes through one step. Therefore, I'm perfectly correct in saying that it takes less than 1/3000 of a second for DF to show me the {{k|z}} screen.&lt;br /&gt;
:::::::GFPS, however, refers to how often DF tells the monitor to update its image. I've got ''that'' maxed at 20.&lt;br /&gt;
:::::::You've got a cap of 75FPS, meaning that, no matter how tiny your map is, you won't get above 75 steps per second. The game is meant to run at 100FPS. --[[User:Savok|Savok]] 13:22, 9 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::::::The characters were moving a bit too fast for my eyes at 100FPS. I prefer to see exactly where each dwarf is going, and to try and avoid eye strain from all the flashing tiles etc. --[[User:AlexFili|AlexFili]] 04:35, 10 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::::::I managed to get to 165 population, then I got raided by tons of goblins, about 15 people died, and now 15 people are going insane and smashing everything to bits... It's pure chaos in here, with people tantruming and running across the castle. Hopefully they calm down soon. Now only have 105 people due to the rioting. Second goblin wave, most of them killed by traps. (UPDATE#1) The insanity levels are now at an all time high, only 50 living dwarves left in my settlement now...&lt;br /&gt;
(UPDATE#2) Settlement abandoned in year 8 with about 40 dwarves... basically all my best dwarves died and I lost the will to carry on. Oh well, not too bad I suppose. --[[User:AlexFili|AlexFili]] 09:30, 10 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Castle Defense ==&lt;br /&gt;
Is there a way to make a one-way corridor? I want to make sure invaders can get in and activate the traps, but I don't want my dwarves to keep running outside. I also dont want to use a moat because that breaks the invader AI. --[[User:AlexFili|AlexFili]] 04:35, 10 June 2008 (EDT)&lt;br /&gt;
: I just happened to look at this page, and noticed your question and thought I'd answer it, although it's been over a month since you asked: Yes: Set up a system where your dwarves will have to walk through through a long hall with no roof on their way out of the fort, before they even reach the traps or get close to the entrance/exit. When invaders arrive, turn on the &amp;quot;STAY THE HELL INSIDE&amp;quot; setting and your outside-longing dwarves will dance in that hall, far from danger, while the enemies commit suicide on the traps at your entrance. --[[User:SL|SL]] 00:57, 21 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::You beat me by 3 minutes, SL. Your solution is different, though. [[User:VengefulDonut|VengefulDonut]] 01:32, 21 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Promotion ==&lt;br /&gt;
&lt;br /&gt;
You are now a Sysop! You now have access to our secret underground rail network, the Harem and you also get 10% off at John Deere Inc. --[[User:Senso|Senso]] 21:22, 7 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Congrats! --[[User:Corc|Corc]] 23:35, 7 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== XKCD ==&lt;br /&gt;
&lt;br /&gt;
Sign up on the xkcd DF thread. http://forums.xkcd.com/viewtopic.php?f=21&amp;amp;t=19469&amp;amp;start=680&lt;br /&gt;
&lt;br /&gt;
--[[User:Schmendreck|Schmendreck]] 09:05, 8 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== KoL ==&lt;br /&gt;
&lt;br /&gt;
Just wondering... do you play Kingdom of Loathig by anychance? --[[User:Hoborobo]]&lt;br /&gt;
&lt;br /&gt;
:I used to, but found it boring and time-consuming. --[[User:Savok|Savok]] 22:49, 20 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Is that why you mentioned a sabre toothed lime in the &amp;quot;New Creatures&amp;quot; page --[[User:Hoborobo|Hoborobo]] 14:55, 21 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Indeed, that is why. --[[User:Savok|Savok]] 02:36, 23 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::What a legend Savok, THX m8 [[User:Hoborobo|Hoborobo]] 17:02, 24 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Quotes ==&lt;br /&gt;
&lt;br /&gt;
Your judgment is good. [[User:VengefulDonut|VengefulDonut]] 21:09, 21 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Indenting ==&lt;br /&gt;
&lt;br /&gt;
Not all comments should have one indent more than the comment immediately above it; see [http://en.wikipedia.org/wiki/Wikipedia:TP#Indentation this] for some thinking on that matter.--[[User:Maximus|Maximus]] 15:33, 17 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Yeah, I agree. In some cases, though, it really helps separate posts by different people. --[[User:Savok|Savok]] 22:27, 17 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::That's what the sigs are for.--[[User:Maximus|Maximus]] 23:49, 17 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Style sheets ==&lt;br /&gt;
&lt;br /&gt;
What would you think of relocating the various stylesheets that have accumulated in inline style=&amp;quot;...&amp;quot; tags in templates to a stylesheet like [[Mediawiki:Common.css]]? I could help maintain this - if that's done then each template would have a class=&amp;quot;...&amp;quot; so people could change the styles for themselves in (not currently enabled, needs to be turned on in mediawiki configuration) User:[username]/monobook.css [[User:Random832|Random832]] 09:57, 31 December 2008 (EST)&lt;br /&gt;
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:It sounds like it could work well, but I'm not confident enough in my CSS skills to do it myself. Ask [[User talk:Senso|Senso]]. --[[User:Savok|Savok]] 10:14, 31 December 2008 (EST)&lt;br /&gt;
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==Equals signs break things==&lt;br /&gt;
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I've taken so much good code from this site I figure it's time I give something back. So: Use &amp;lt;nowiki&amp;gt;{{=}}&amp;lt;/nowiki&amp;gt; instead of = and you won't break templates. Compare:&lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;  cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
 ! Code !! Result &lt;br /&gt;
 |-&lt;br /&gt;
 || &amp;lt;pre&amp;gt;{{Colored Notice Box|#f00|2+2=5}}&amp;lt;/pre&amp;gt; || {{Colored Notice Box|#f00|2+2=5}}&lt;br /&gt;
 |-&lt;br /&gt;
 || &amp;lt;pre&amp;gt;{{Colored Notice Box|#f00|2+2{{=}}5}}&amp;lt;/pre&amp;gt; || {{Colored Notice Box|#f00|2+2{{=}}5}}&lt;br /&gt;
 |}&lt;br /&gt;
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Credit goes to Badp. -- [[User:Juckto|juckto]] 09:11, 13 March 2009 (UTC)&lt;br /&gt;
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:Okay! Thank you. I'm not quite sure, though, why you're telling me specifically. I do read the recent changes. --[[User:Savok|Savok]] 14:14, 13 March 2009 (UTC)&lt;br /&gt;
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== Two errors ==&lt;br /&gt;
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Hey there, two errors I've found. One says specifically report to you, so [[Bloodline:Ringfissures|here]] it is.&lt;br /&gt;
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The other one is on [[Bedroom_design|this page]] and is more general. I have no idea how to fix it, looks like it's a problem with the various tables used to display the designs (I tried to copy just one of the table into a page of my own and it didn't work).&lt;/div&gt;</summary>
		<author><name>FangXianfu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:FangXianfu&amp;diff=48038</id>
		<title>User:FangXianfu</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:FangXianfu&amp;diff=48038"/>
		<updated>2009-03-16T20:31:55Z</updated>

		<summary type="html">&lt;p&gt;FangXianfu: Created page with 'Blah.'&lt;/p&gt;
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&lt;div&gt;Blah.&lt;/div&gt;</summary>
		<author><name>FangXianfu</name></author>
	</entry>
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