<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Gamli</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Gamli"/>
	<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php/Special:Contributions/Gamli"/>
	<updated>2026-05-11T07:36:27Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Temperature&amp;diff=62550</id>
		<title>40d:Temperature</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Temperature&amp;diff=62550"/>
		<updated>2010-02-06T08:07:31Z</updated>

		<summary type="html">&lt;p&gt;Gamli: Adding Kelvin scale&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dwarf Fortress uses its own temperature scale in most cases.&lt;br /&gt;
So if you see something like [HOMEOTHERM:10067], don't be amazed.&lt;br /&gt;
&lt;br /&gt;
==Conversion==&lt;br /&gt;
&lt;br /&gt;
[DF scale] = [FAHRENHEIT] + 9968&lt;br /&gt;
&lt;br /&gt;
[DF scale] = [CELSIUS]*9/5 + 10000&lt;br /&gt;
&lt;br /&gt;
[DF scale] = ( [KELVIN] - 273.15 ) * 9/5 + 10000&lt;br /&gt;
&lt;br /&gt;
==Temperatures==&lt;br /&gt;
&lt;br /&gt;
Materials listed melt at the given temperature, and boil at the other given temperature. Materials not listed use a default melting point{{verify}}. Creatures listed have the given temperature as their body temperature.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-collapse:collapse;background:#eee&amp;quot; border=1&lt;br /&gt;
|- style=&amp;quot;background:#ddd&amp;quot;&lt;br /&gt;
!Example&lt;br /&gt;
!Dwarf Scale&lt;br /&gt;
!Fahrenheit&lt;br /&gt;
!Celsius&lt;br /&gt;
!Boils&lt;br /&gt;
!Fahrenheit&lt;br /&gt;
!Celsius&lt;br /&gt;
|-&lt;br /&gt;
|Absolute Zero || 9,508° || -460 °F || -273 °C || || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[Water]]/[[Ice]]/[[Steam]] || 10,000° || 32 °F || 0 °C || 10,180° || 212 °F || 100 °C&lt;br /&gt;
|-&lt;br /&gt;
|[[Dwarf|Dwarf body temperature]] || 10,067° || 99 °F || 37 °C || || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[tin]], [[fine pewter]], [[trifle pewter]], [[lay pewter]]&lt;br /&gt;
| 10,417° || 449 °F || 232 °C || 14,684° || 4,716 °F || 2,602 °C&lt;br /&gt;
|-&lt;br /&gt;
|[[bismuth]] || 10,488° || 520 °F || 271 °C || 12,815° || 2,847 °F || 1,564 °C&lt;br /&gt;
|-&lt;br /&gt;
|[[lead]] || 10,589° || 621 °F || 327 °C || 13,148° || 3,180 °F || 1,749 °C&lt;br /&gt;
|-&lt;br /&gt;
|[[zinc]] || 10,755° || 787 °F || 419 °C || 11,633° || 1,665 °F || 907 °C&lt;br /&gt;
|-&lt;br /&gt;
|[[Fire man]] || 10,800° || 832 °F || 444 °C || || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[aluminum]] || 11,188° || 1,220 °F || 660 °C || 14,534° || 4,566 °F || 2,519 °C&lt;br /&gt;
|-&lt;br /&gt;
|Ordinary [[stone]] || 11,500° || 1,532 °F || 833 °C || 14,000° || 4,032°F || 2,222°C&lt;br /&gt;
|-&lt;br /&gt;
|[[brass]] || 11,656° || 1,688 °F || 920 °C || 14,068° || 4,100 °F || 2,260 °C&lt;br /&gt;
|-&lt;br /&gt;
|[[silver]], [[sterling silver]] || 11,731° || 1,763 °F || 962 °C || 13,892° || 3,924 °F || 2,162 °C&lt;br /&gt;
|-&lt;br /&gt;
|[[electrum]] || 11,828° || 1,860 °F || 1,016 °C || 14,968° || 5,000 °F || 2,760 °C&lt;br /&gt;
|-&lt;br /&gt;
|[[bronze]], [[bismuth bronze]] || 11,868° || 1,900 °F || 1,038 °C || 14,140° || 4,172 °F || 2,300 °C&lt;br /&gt;
|-&lt;br /&gt;
|[[gold]], [[rose gold]] || 11,915° || 1,947 °F || 1,064 °C || 15,141° || 5,173 °F || 2,856 °C&lt;br /&gt;
|-&lt;br /&gt;
|[[copper]], [[billon]], [[black bronze]] || 11,952° || 1,984 °F || 1,084 °C || 14,611° || 4,643 °F || 2,562 °C&lt;br /&gt;
|-&lt;br /&gt;
|[[Magma-safe materials|magma]], [[magma man]] || 12,000° || 2,032 °F || 1,111 °C || || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[pig iron]] || 12,106° || 2,138 °F || 1,170 °C || 13,968° || 4,000 °F || 2,204 °C&lt;br /&gt;
|-&lt;br /&gt;
|[[nickel]], [[nickel silver]] || 12,619° || 2,651 °F || 1,455 °C || 15,243° || 5,275 °F || 2,913 °C&lt;br /&gt;
|-&lt;br /&gt;
|[[steel]] || 12,718° || 2,750 °F || 1,510 °C || 14,968° || 5,000 °F || 2,760 °C&lt;br /&gt;
|-&lt;br /&gt;
|[[iron]] || 12,768° || 2,800 °F || 1,538 °C || 15,150° || 5,182 °F || 2,861 °C&lt;br /&gt;
|-&lt;br /&gt;
|[[platinum]] || 13,182° || 3,214 °F || 1,768 °C || 16,885° || 6,917 °F || 3,825 °C&lt;br /&gt;
|-&lt;br /&gt;
|[[bauxite]] || 13,600° || 3,632 °F || 2,000 °C || 15,000° || 5,032 °F || 2,778 °C&lt;br /&gt;
|- style=&amp;quot;background:black;color:black&amp;quot;&lt;br /&gt;
|[[Spirit of fire|&amp;lt;span style=&amp;quot;color:white&amp;quot;&amp;gt;Spoiler&amp;lt;/span&amp;gt;]]: Spirit of fire|| 25,000° || 15,032 °F || 8,333 °C || || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[adamantine]], [[raw adamantine]] || 25,000° || 15,032 °F || 8,333 °C || 50,000° || 40,032 °F || 22,222 °C&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]][[Category:Physics]]&lt;/div&gt;</summary>
		<author><name>Gamli</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Main_Page/Quote_Archive&amp;diff=58127</id>
		<title>Main Page/Quote Archive</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Main_Page/Quote_Archive&amp;diff=58127"/>
		<updated>2009-11-12T07:57:43Z</updated>

		<summary type="html">&lt;p&gt;Gamli: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;To add new quotes, please visit the [[Main Page/Quote]] page and add it to the random script, see the '''edit''' page for instructions.&lt;br /&gt;
&lt;br /&gt;
Bob, Swordsman: Join me on my adventures!  Joe, Mayor: I'd rather not.  Joe, Mayor has bled to death.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Okay, there are dwarves walking around, though it's next to the wagon with the equipment that immediately explodes into clouds of boiling bronze while the dwarves flash between the dwarf and bar symbol wearing no-material clothes, but there are dwarves walking around.&amp;quot; - [[Toady One]]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ok Children, I hoped you have learned your lesson, now go explain to that guard's parents why he isn't coming home today.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I think I'll stick to drowning dwarves and cooking puppies.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I mean, how dangerous can an elephant be, anyway?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Toady has created a masterpiece!&lt;br /&gt;
&lt;br /&gt;
Is that a hammer in your ≡Giant cave spider silk trousers≡ or are you just happy to see me?&lt;br /&gt;
&lt;br /&gt;
Do these +narrow chimpanzee leather trousers+ make me look fat?&lt;br /&gt;
&lt;br /&gt;
This wiki menaces with spikes of bread.&lt;br /&gt;
&lt;br /&gt;
I can't put my finger on it. Something about this [[Fire|‼]]Cat tallow roast[[Fire|‼]] tastes funny.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;This is why artificial intelligences won't be taking over the world within the next ten years or so: NORMAL people don't have to be TOLD not to milk a cow that's on fire!&amp;quot; - [[Sowelu ]]&lt;br /&gt;
&lt;br /&gt;
Fun fact: Ditching the starting anvil for a shit ton of logs makes for a strong early defense by way of a palisade...&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The interface is coming - it's not coming in your lifetime but it's coming.&amp;quot; - [[Toady One]]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Preeetty much finished the first pass on religions. This release still requires buildings, migrants and hist fig finalization. None of that should be difficult, though I suspect finalization will throw a bug or two my way. I suppose that will cause me to blow apart.-[[Toady One]]&lt;br /&gt;
&lt;br /&gt;
How to Control your Pets: It's no coincidence that 'kittens' rhymes with 'mittens'...&lt;br /&gt;
&lt;br /&gt;
Rock nut is a plant.  You can't &amp;quot;tame&amp;quot; it.&lt;br /&gt;
&lt;br /&gt;
The default mental state of a dwarf is madness.  Sanity is a temporary condition - a PRIVILEGE you have to EARN!&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It's never 'just a game' when you're losing.&amp;quot;&lt;br /&gt;
- George Carlin (if he played Dwarf Fortress)&lt;br /&gt;
&lt;br /&gt;
Toady withdraws from society. Toady has begun a [[Strange_mood|mysterious]] construction!&lt;br /&gt;
&lt;br /&gt;
Beware of the Elephant's greatest evolutionary trait: [[Talk:Elephant#Stealth_Elephants|Stealth]].&lt;br /&gt;
Let us never forget the last words of Inod the Stoker, [[Fortress_Paintrag#1056|&amp;quot;Aaah! Gorillas!&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
[[Children|Newborn]] Zuglar Baldnessgranite prefers to consume Gorilla. A sure sign of his unparalleled strength!&lt;br /&gt;
&lt;br /&gt;
[http://www.somethingawful.com/d/video-game-article/duke-nukem-image.php In an unrelated article] - I had no idea elephants could bounce that high!&lt;br /&gt;
&lt;br /&gt;
[[Toady]] looses a roaring laughter, [[Fey|fell]] and terrible! Toady has butchered a spammer!&lt;br /&gt;
&lt;br /&gt;
[[Elephant]]s are like huge, wrinkly [[ambusher|ninjas]].&lt;br /&gt;
&lt;br /&gt;
Tobul Dumatfath, Fisherdwarf cancels Fish: Interrupted by [[carp]].&lt;br /&gt;
&lt;br /&gt;
The critical question is this''':''' do dead elf bones yield more crossbow bolts than the average number of bolts necessary to kill an elf?&lt;br /&gt;
&lt;br /&gt;
Dev Notes''':''' Stopped booze food from melting, even though it probably should&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It was a funny bug -- it would just pick the first living unit in the civilization's list, regardless of what their qualifications were, drag them out of their town, and have them show up at your fortress, without actually letting them be the king.&amp;quot; -[[Toady One]]&lt;br /&gt;
&lt;br /&gt;
Wolf cancels Breathe: Interrupted by &amp;lt;br&amp;gt;≡Ash Bolt≡.&lt;br /&gt;
&lt;br /&gt;
Who knew bridges could be such incredible killing machines?&lt;br /&gt;
&lt;br /&gt;
Breeding is difficult when your genitalia fell off years ago.&lt;br /&gt;
&lt;br /&gt;
Snodub was the only person in the history of the world to have &amp;quot;Chunky&amp;quot; in her name.-[[Toady One]]&lt;br /&gt;
&lt;br /&gt;
On Core59: Random poems&lt;br /&gt;
&amp;quot;Travel quietly like a big fortress.&lt;br /&gt;
Ah, desolation!&lt;br /&gt;
All fortresses command dark, rough dwarves.&lt;br /&gt;
The rugged carp roughly loves the fortress.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
What is that [[magma|red stuff]] coming towards me?  Oh well, I think I'll stay in this [[channel|trench-shaped]] thing.&lt;br /&gt;
&lt;br /&gt;
“Dwarf Fortress&amp;quot; ... &amp;quot;Like chess, only with short people that can catch on [[fire]] like [[clothing|rags]] soaked in tar, and lots of [[booze]].&amp;quot; ... &amp;quot;Like chess.”&lt;br /&gt;
&lt;br /&gt;
Dwarf Fortress has taught me that all the world's problems would be substantially reduced had our parent civilizations never minted more than four stacks of [[coins]].&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Tosid Idenarzes likes tentacle demons for their corrupt intentions.&amp;quot; There! Now we've covered all of the seven deadly sins.&lt;br /&gt;
&lt;br /&gt;
Toady One likes donors for their [http://www.bay12games.com/support.html generosity]. He absolutely detests trolls.&lt;br /&gt;
&lt;br /&gt;
Booze does all the work in forts. Dwarves are just booze exoskeletons.&lt;br /&gt;
&lt;br /&gt;
My unconscious and bleeding [[mayor]] just mandated the construction of some goods.&lt;br /&gt;
&lt;br /&gt;
Remember, they are DWARVES. Dwarves are born fat. They often look like hairy spheres on their first day or so.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Didn't you read the manual? He he he he... the manual... ...&amp;quot;&amp;lt;br&amp;gt;-[[Toady One]]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Dwarves are strange creatures who balance out at &amp;quot;happy&amp;quot; because on one hand their wife was eaten by elephants and on the other they just ate in a REALLY NICE dining room.&amp;quot;&amp;lt;br&amp;gt;-[[shadow_archmagi]]&lt;br /&gt;
&lt;br /&gt;
Here we have a link to amusing quotes and important advice in the [[Main Page/Quote Archive|Quote Archive]], all of which are more important and/or funny than this one.&lt;br /&gt;
&lt;br /&gt;
[FIREIMMUNE] makes them think that [[magma]] is safe, but it doesn't actually make them fireproof. This can lead to some rather interesting results.&lt;br /&gt;
&lt;br /&gt;
It would be incredibly difficult and it probably wouldn't work...In other words, its absolutely dwarven!&lt;br /&gt;
&lt;br /&gt;
(Compared to real-world years) Dwarven years are shorter.&lt;br /&gt;
--Sowelu&lt;br /&gt;
Very fitting to dwarves, I must add.&lt;br /&gt;
--Sean Mirrsen&lt;br /&gt;
&lt;br /&gt;
Making rock instruments isn't nearly as awesome as it sounds --Shandrunn&lt;br /&gt;
&lt;br /&gt;
&amp;quot;...And I simply doubt we have a need for 7 fishery workers. On top of that, a second soap maker. The hell IS soap?!&amp;quot; --Zero&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The spinning Wolf left front leg strikes the wolf in the right front leg.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Stopped people from giving quests to kill themselves.&amp;quot; --[[Toady One]]&lt;br /&gt;
&lt;br /&gt;
I can just imagine a wagon throwing a tantrum and tossing all its contents at people.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Madness? THIS IS DWARF FORTRESS!&amp;quot; -Dwarven King&lt;br /&gt;
&lt;br /&gt;
'I wonder what would happen if I poked that elephant with a stick' - Gib Trampledmangled.&lt;br /&gt;
&lt;br /&gt;
If in doubt, [[Water|flood]] the fort!&lt;br /&gt;
&lt;br /&gt;
Döbesh Udosdeb has been ecstatic lately. He was forced to eat a friend to survive. He enjoyed a truly decadent meal.&lt;br /&gt;
&lt;br /&gt;
Zasit Anamalîth, Carpenter is throwing a tantrum!&lt;br /&gt;
Felsite Bridge destroyed by Zasit Anamalîth, Carpenter.&lt;br /&gt;
Zasit Anamalîth, Carpenter has drowned.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Iron [[screw pump]] exercise equipment.  Pump iron and get superdwarvenly strong!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Only you can prevent fortress fires.&lt;br /&gt;
&lt;br /&gt;
On the assumption that there is something scarier than a hydra out there.&lt;br /&gt;
''Your in-laws have arrived from Shinthumtobul Imketh.''&lt;br /&gt;
&lt;br /&gt;
'Leader' Igëratìr, Clerk has created Razuk Lanzil, an Obsidian Crown!&amp;quot; - &amp;quot;I think the leader business is getting to his head!&lt;br /&gt;
&lt;br /&gt;
If cow cheese is made from cow's milk, what is dwarven cheese made of?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Damn, isn't there a way to start out where fights aren't like a coin toss?&amp;quot;&lt;br /&gt;
&amp;quot;Ironically enough, tossing coins is among one of the most effective forms of combat.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The violence, aggression, pain, madness, sadness of the ASCII characters never ceases to amaze me...&lt;br /&gt;
&lt;br /&gt;
M.C. Hammerer.&lt;br /&gt;
&amp;quot;You, peasant! Thou hast stolen a possession of a nobledwarf, and must be punished!&amp;quot;&lt;br /&gt;
&amp;quot;What? B-but I didn't-&amp;quot;&lt;br /&gt;
&amp;quot;Silence, knave! I shall teach you not to steal!&amp;quot;&lt;br /&gt;
*SMACK*&lt;br /&gt;
&amp;quot;CAN'T TOUCH THIS!&amp;quot;&lt;br /&gt;
*SMACK*&lt;br /&gt;
&amp;quot;CAN'T TOUCH THAT!&amp;quot;&lt;br /&gt;
*SMACK*&lt;br /&gt;
Etc...&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What happened in 1048?&amp;quot;&lt;br /&gt;
&amp;quot;&amp;lt;i&amp;gt;Jreengus&amp;lt;/i&amp;gt; occurred.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Well, that goblin master lasher was nice to my dwarf, in a way - he handed the guy a ballgag before the lashings began...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;So they'd be shooting things, and suddenly they'd go STOP! HAMMERTIME!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Does not the book of Armok state that &amp;quot;thou shalt not covet thy neighbours burning trousers, for he who does shall surely perish in flames?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Look, there are roving clumps of sentient lava outside, and the only surviving dwarf is a noble who has mandated the construction of crowns and clear glass items to the empty halls. This isn't going to get better.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;If I remembered what the &amp;amp;%^#*@! lever did, I'd pull it! &amp;lt;...pulls lever anyway...&amp;gt;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Hey, what does that flashing red and orange text mean? What? Why is there smoke everywhere? Oh god, are those BABIES on fire?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The merchants won't leave because I killed their guys &amp;amp; I can't drown them because there's a shoe in the floodgate.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Here we see how I tried to carve god hates this place into the mountain. Unfortunately, Athlete's footnote got stuck in the 'a' of 'place' and starved to death&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Dumat Mishosastesh, Count cancels Starting Fist Fight: Went insane&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;While investigating the disappearance of Hammerlord Bembul Zirilkskal, I found a Rhesus Macaque corpse next to the river, and then I found Shukarthocit &amp;quot;Tallspikes&amp;quot; a Golden war hammer next to a carp that looked very pleased with itself.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[Category:Humor and stories]]&lt;br /&gt;
[[Category:Wiki]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- WAIT A MOMENT! Don't at another quote here. Look at the title! This is the archive. It's nothing but old stuff.  Instead, add your quote to this page: http://www.dwarffortresswiki.net/index.php/Main_Page/Quote --!&amp;gt;&lt;/div&gt;</summary>
		<author><name>Gamli</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Main_Page/Quote_Archive&amp;diff=58126</id>
		<title>Main Page/Quote Archive</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Main_Page/Quote_Archive&amp;diff=58126"/>
		<updated>2009-11-12T07:56:10Z</updated>

		<summary type="html">&lt;p&gt;Gamli: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;To add new quotes, please visit the [[Main Page/Quote]] page and add it to the random script, see the '''edit''' page for instructions.&lt;br /&gt;
&lt;br /&gt;
Bob, Swordsman: Join me on my adventures!  Joe, Mayor: I'd rather not.  Joe, Mayor has bled to death.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Okay, there are dwarves walking around, though it's next to the wagon with the equipment that immediately explodes into clouds of boiling bronze while the dwarves flash between the dwarf and bar symbol wearing no-material clothes, but there are dwarves walking around.&amp;quot; - [[Toady One]]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ok Children, I hoped you have learned your lesson, now go explain to that guard's parents why he isn't coming home today.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I think I'll stick to drowning dwarves and cooking puppies.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I mean, how dangerous can an elephant be, anyway?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Toady has created a masterpiece!&lt;br /&gt;
&lt;br /&gt;
Is that a hammer in your ≡Giant cave spider silk trousers≡ or are you just happy to see me?&lt;br /&gt;
&lt;br /&gt;
Do these +narrow chimpanzee leather trousers+ make me look fat?&lt;br /&gt;
&lt;br /&gt;
This wiki menaces with spikes of bread.&lt;br /&gt;
&lt;br /&gt;
I can't put my finger on it. Something about this [[Fire|‼]]Cat tallow roast[[Fire|‼]] tastes funny.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;This is why artificial intelligences won't be taking over the world within the next ten years or so: NORMAL people don't have to be TOLD not to milk a cow that's on fire!&amp;quot; - [[Sowelu ]]&lt;br /&gt;
&lt;br /&gt;
Fun fact: Ditching the starting anvil for a shit ton of logs makes for a strong early defense by way of a palisade...&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The interface is coming - it's not coming in your lifetime but it's coming.&amp;quot; - [[Toady One]]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Preeetty much finished the first pass on religions. This release still requires buildings, migrants and hist fig finalization. None of that should be difficult, though I suspect finalization will throw a bug or two my way. I suppose that will cause me to blow apart.-[[Toady One]]&lt;br /&gt;
&lt;br /&gt;
How to Control your Pets: It's no coincidence that 'kittens' rhymes with 'mittens'...&lt;br /&gt;
&lt;br /&gt;
Rock nut is a plant.  You can't &amp;quot;tame&amp;quot; it.&lt;br /&gt;
&lt;br /&gt;
The default mental state of a dwarf is madness.  Sanity is a temporary condition - a PRIVILEGE you have to EARN!&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It's never 'just a game' when you're losing.&amp;quot;&lt;br /&gt;
- George Carlin (if he played Dwarf Fortress)&lt;br /&gt;
&lt;br /&gt;
Toady withdraws from society. Toady has begun a [[Strange_mood|mysterious]] construction!&lt;br /&gt;
&lt;br /&gt;
Beware of the Elephant's greatest evolutionary trait: [[Talk:Elephant#Stealth_Elephants|Stealth]].&lt;br /&gt;
Let us never forget the last words of Inod the Stoker, [[Fortress_Paintrag#1056|&amp;quot;Aaah! Gorillas!&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
[[Children|Newborn]] Zuglar Baldnessgranite prefers to consume Gorilla. A sure sign of his unparalleled strength!&lt;br /&gt;
&lt;br /&gt;
[http://www.somethingawful.com/d/video-game-article/duke-nukem-image.php In an unrelated article] - I had no idea elephants could bounce that high!&lt;br /&gt;
&lt;br /&gt;
[[Toady]] looses a roaring laughter, [[Fey|fell]] and terrible! Toady has butchered a spammer!&lt;br /&gt;
&lt;br /&gt;
[[Elephant]]s are like huge, wrinkly [[ambusher|ninjas]].&lt;br /&gt;
&lt;br /&gt;
Tobul Dumatfath, Fisherdwarf cancels Fish: Interrupted by [[carp]].&lt;br /&gt;
&lt;br /&gt;
The critical question is this''':''' do dead elf bones yield more crossbow bolts than the average number of bolts necessary to kill an elf?&lt;br /&gt;
&lt;br /&gt;
Dev Notes''':''' Stopped booze food from melting, even though it probably should&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It was a funny bug -- it would just pick the first living unit in the civilization's list, regardless of what their qualifications were, drag them out of their town, and have them show up at your fortress, without actually letting them be the king.&amp;quot; -[[Toady One]]&lt;br /&gt;
&lt;br /&gt;
Wolf cancels Breathe: Interrupted by &amp;lt;br&amp;gt;≡Ash Bolt≡.&lt;br /&gt;
&lt;br /&gt;
Who knew bridges could be such incredible killing machines?&lt;br /&gt;
&lt;br /&gt;
Breeding is difficult when your genitalia fell off years ago.&lt;br /&gt;
&lt;br /&gt;
Snodub was the only person in the history of the world to have &amp;quot;Chunky&amp;quot; in her name.-[[Toady One]]&lt;br /&gt;
&lt;br /&gt;
On Core59: Random poems&lt;br /&gt;
&amp;quot;Travel quietly like a big fortress.&lt;br /&gt;
Ah, desolation!&lt;br /&gt;
All fortresses command dark, rough dwarves.&lt;br /&gt;
The rugged carp roughly loves the fortress.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
What is that [[magma|red stuff]] coming towards me?  Oh well, I think I'll stay in this [[channel|trench-shaped]] thing.&lt;br /&gt;
&lt;br /&gt;
“Dwarf Fortress&amp;quot; ... &amp;quot;Like chess, only with short people that can catch on [[fire]] like [[clothing|rags]] soaked in tar, and lots of [[booze]].&amp;quot; ... &amp;quot;Like chess.”&lt;br /&gt;
&lt;br /&gt;
Dwarf Fortress has taught me that all the world's problems would be substantially reduced had our parent civilizations never minted more than four stacks of [[coins]].&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Tosid Idenarzes likes tentacle demons for their corrupt intentions.&amp;quot; There! Now we've covered all of the seven deadly sins.&lt;br /&gt;
&lt;br /&gt;
Toady One likes donors for their [http://www.bay12games.com/support.html generosity]. He absolutely detests trolls.&lt;br /&gt;
&lt;br /&gt;
Booze does all the work in forts. Dwarves are just booze exoskeletons.&lt;br /&gt;
&lt;br /&gt;
My unconscious and bleeding [[mayor]] just mandated the construction of some goods.&lt;br /&gt;
&lt;br /&gt;
Remember, they are DWARVES. Dwarves are born fat. They often look like hairy spheres on their first day or so.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Didn't you read the manual? He he he he... the manual... ...&amp;quot;&amp;lt;br&amp;gt;-[[Toady One]]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Dwarves are strange creatures who balance out at &amp;quot;happy&amp;quot; because on one hand their wife was eaten by elephants and on the other they just ate in a REALLY NICE dining room.&amp;quot;&amp;lt;br&amp;gt;-[[shadow_archmagi]]&lt;br /&gt;
&lt;br /&gt;
Here we have a link to amusing quotes and important advice in the [[Main Page/Quote Archive|Quote Archive]], all of which are more important and/or funny than this one.&lt;br /&gt;
&lt;br /&gt;
[FIREIMMUNE] makes them think that [[magma]] is safe, but it doesn't actually make them fireproof. This can lead to some rather interesting results.&lt;br /&gt;
&lt;br /&gt;
It would be incredibly difficult and it probably wouldn't work...In other words, its absolutely dwarven!&lt;br /&gt;
&lt;br /&gt;
(Compared to real-world years) Dwarven years are shorter.&lt;br /&gt;
--Sowelu&lt;br /&gt;
Very fitting to dwarves, I must add.&lt;br /&gt;
--Sean Mirrsen&lt;br /&gt;
&lt;br /&gt;
Making rock instruments isn't nearly as awesome as it sounds --Shandrunn&lt;br /&gt;
&lt;br /&gt;
&amp;quot;...And I simply doubt we have a need for 7 fishery workers. On top of that, a second soap maker. The hell IS soap?!&amp;quot; --Zero&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The spinning Wolf left front leg strikes the wolf in the right front leg.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Stopped people from giving quests to kill themselves.&amp;quot; --[[Toady One]]&lt;br /&gt;
&lt;br /&gt;
I can just imagine a wagon throwing a tantrum and tossing all its contents at people.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Madness? THIS IS DWARF FORTRESS!&amp;quot; -Dwarven King&lt;br /&gt;
&lt;br /&gt;
'I wonder what would happen if I poked that elephant with a stick' - Gib Trampledmangled.&lt;br /&gt;
&lt;br /&gt;
If in doubt, [[Water|flood]] the fort!&lt;br /&gt;
&lt;br /&gt;
Döbesh Udosdeb has been ecstatic lately. He was forced to eat a friend to survive. He enjoyed a truly decadent meal.&lt;br /&gt;
&lt;br /&gt;
Zasit Anamalîth, Carpenter is throwing a tantrum!&lt;br /&gt;
Felsite Bridge destroyed by Zasit Anamalîth, Carpenter.&lt;br /&gt;
Zasit Anamalîth, Carpenter has drowned.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Iron [[screw pump]] exercise equipment.  Pump iron and get superdwarvenly strong!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Only you can prevent fortress fires.&lt;br /&gt;
&lt;br /&gt;
On the assumption that there is something scarier than a hydra out there.&lt;br /&gt;
''Your in-laws have arrived from Shinthumtobul Imketh.''&lt;br /&gt;
&lt;br /&gt;
'Leader' Igëratìr, Clerk has created Razuk Lanzil, an Obsidian Crown!&amp;quot; - &amp;quot;I think the leader business is getting to his head!&lt;br /&gt;
&lt;br /&gt;
If cow cheese is made from cow's milk, what is dwarven cheese made of?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Damn, isn't there a way to start out where fights aren't like a coin toss?&amp;quot;&lt;br /&gt;
&amp;quot;Ironically enough, tossing coins is among one of the most effective forms of combat.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The violence, aggression, pain, madness, sadness of the ASCII characters never ceases to amaze me...&lt;br /&gt;
&lt;br /&gt;
M.C. Hammerer.&lt;br /&gt;
&amp;quot;You, peasant! Thou hast stolen a possession of a nobledwarf, and must be punished!&amp;quot;&lt;br /&gt;
&amp;quot;What? B-but I didn't-&amp;quot;&lt;br /&gt;
&amp;quot;Silence, knave! I shall teach you not to steal!&amp;quot;&lt;br /&gt;
*SMACK*&lt;br /&gt;
&amp;quot;CAN'T TOUCH THIS!&amp;quot;&lt;br /&gt;
*SMACK*&lt;br /&gt;
&amp;quot;CAN'T TOUCH THAT!&amp;quot;&lt;br /&gt;
*SMACK*&lt;br /&gt;
Etc...&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What happened in 1048?&amp;quot;&lt;br /&gt;
&amp;quot;&amp;lt;i&amp;gt;Jreengus&amp;lt;/i&amp;gt; occurred.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Well, that goblin master lasher was nice to my dwarf, in a way - he handed the guy a ballgag before the lashings began...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;So they'd be shooting things, and suddenly they'd go STOP! HAMMERTIME!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Does not the book of Armok state that &amp;quot;thou shalt not covet thy neighbours burning trousers, for he who does shall surely perish in flames?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Look, there are roving clumps of sentient lava outside, and the only surviving dwarf is a noble who has mandated the construction of crowns and clear glass items to the empty halls. This isn't going to get better.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;If I remembered what the &amp;amp;%^#*@! lever did, I'd pull it! &amp;lt;...pulls lever anyway...&amp;gt;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Hey, what does that flashing red and orange text mean? What? Why is there smoke everywhere? Oh god, are those BABIES on fire?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The merchants won't leave because I killed their guys &amp;amp; I can't drown them because there's a shoe in the floodgate.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Here we see how I tried to carve god hates this place into the mountain. Unfortunately, Athlete's footnote got stuck in the 'a' of 'place' and starved to death&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Dumat Mishosastesh, Count cancels Starting Fist Fight: Went insane&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;While investigating the disappearance of Hammerlord Bembul Zirilkskal, I found a Rhesus Macaque corpse next to the river, and then I found Shukarthocit &amp;quot;Tallspikes&amp;quot; a Golden war hammer at the bottom of the river next to a carp that looked very pleased with itself.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[Category:Humor and stories]]&lt;br /&gt;
[[Category:Wiki]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- WAIT A MOMENT! Don't at another quote here. Look at the title! This is the archive. It's nothing but old stuff.  Instead, add your quote to this page: http://www.dwarffortresswiki.net/index.php/Main_Page/Quote --!&amp;gt;&lt;/div&gt;</summary>
		<author><name>Gamli</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Main_Page/Quote_Archive&amp;diff=58008</id>
		<title>Main Page/Quote Archive</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Main_Page/Quote_Archive&amp;diff=58008"/>
		<updated>2009-11-11T07:10:54Z</updated>

		<summary type="html">&lt;p&gt;Gamli: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;To add new quotes, please visit the [[Main Page/Quote]] page and add it to the random script, see the '''edit''' page for instructions.&lt;br /&gt;
&lt;br /&gt;
Bob, Swordsman: Join me on my adventures!  Joe, Mayor: I'd rather not.  Joe, Mayor has bled to death.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Okay, there are dwarves walking around, though it's next to the wagon with the equipment that immediately explodes into clouds of boiling bronze while the dwarves flash between the dwarf and bar symbol wearing no-material clothes, but there are dwarves walking around.&amp;quot; - [[Toady One]]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ok Children, I hoped you have learned your lesson, now go explain to that guard's parents why he isn't coming home today.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I think I'll stick to drowning dwarves and cooking puppies.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I mean, how dangerous can an elephant be, anyway?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Toady has created a masterpiece!&lt;br /&gt;
&lt;br /&gt;
Is that a hammer in your ≡Giant cave spider silk trousers≡ or are you just happy to see me?&lt;br /&gt;
&lt;br /&gt;
Do these +narrow chimpanzee leather trousers+ make me look fat?&lt;br /&gt;
&lt;br /&gt;
This wiki menaces with spikes of bread.&lt;br /&gt;
&lt;br /&gt;
I can't put my finger on it. Something about this [[Fire|‼]]Cat tallow roast[[Fire|‼]] tastes funny.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;This is why artificial intelligences won't be taking over the world within the next ten years or so: NORMAL people don't have to be TOLD not to milk a cow that's on fire!&amp;quot; - [[Sowelu ]]&lt;br /&gt;
&lt;br /&gt;
Fun fact: Ditching the starting anvil for a shit ton of logs makes for a strong early defense by way of a palisade...&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The interface is coming - it's not coming in your lifetime but it's coming.&amp;quot; - [[Toady One]]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Preeetty much finished the first pass on religions. This release still requires buildings, migrants and hist fig finalization. None of that should be difficult, though I suspect finalization will throw a bug or two my way. I suppose that will cause me to blow apart.-[[Toady One]]&lt;br /&gt;
&lt;br /&gt;
How to Control your Pets: It's no coincidence that 'kittens' rhymes with 'mittens'...&lt;br /&gt;
&lt;br /&gt;
Rock nut is a plant.  You can't &amp;quot;tame&amp;quot; it.&lt;br /&gt;
&lt;br /&gt;
The default mental state of a dwarf is madness.  Sanity is a temporary condition - a PRIVILEGE you have to EARN!&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It's never 'just a game' when you're losing.&amp;quot;&lt;br /&gt;
- George Carlin (if he played Dwarf Fortress)&lt;br /&gt;
&lt;br /&gt;
Toady withdraws from society. Toady has begun a [[Strange_mood|mysterious]] construction!&lt;br /&gt;
&lt;br /&gt;
Beware of the Elephant's greatest evolutionary trait: [[Talk:Elephant#Stealth_Elephants|Stealth]].&lt;br /&gt;
Let us never forget the last words of Inod the Stoker, [[Fortress_Paintrag#1056|&amp;quot;Aaah! Gorillas!&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
[[Children|Newborn]] Zuglar Baldnessgranite prefers to consume Gorilla. A sure sign of his unparalleled strength!&lt;br /&gt;
&lt;br /&gt;
[http://www.somethingawful.com/d/video-game-article/duke-nukem-image.php In an unrelated article] - I had no idea elephants could bounce that high!&lt;br /&gt;
&lt;br /&gt;
[[Toady]] looses a roaring laughter, [[Fey|fell]] and terrible! Toady has butchered a spammer!&lt;br /&gt;
&lt;br /&gt;
[[Elephant]]s are like huge, wrinkly [[ambusher|ninjas]].&lt;br /&gt;
&lt;br /&gt;
Tobul Dumatfath, Fisherdwarf cancels Fish: Interrupted by [[carp]].&lt;br /&gt;
&lt;br /&gt;
The critical question is this''':''' do dead elf bones yield more crossbow bolts than the average number of bolts necessary to kill an elf?&lt;br /&gt;
&lt;br /&gt;
Dev Notes''':''' Stopped booze food from melting, even though it probably should&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It was a funny bug -- it would just pick the first living unit in the civilization's list, regardless of what their qualifications were, drag them out of their town, and have them show up at your fortress, without actually letting them be the king.&amp;quot; -[[Toady One]]&lt;br /&gt;
&lt;br /&gt;
Wolf cancels Breathe: Interrupted by &amp;lt;br&amp;gt;≡Ash Bolt≡.&lt;br /&gt;
&lt;br /&gt;
Who knew bridges could be such incredible killing machines?&lt;br /&gt;
&lt;br /&gt;
Breeding is difficult when your genitalia fell off years ago.&lt;br /&gt;
&lt;br /&gt;
Snodub was the only person in the history of the world to have &amp;quot;Chunky&amp;quot; in her name.-[[Toady One]]&lt;br /&gt;
&lt;br /&gt;
On Core59: Random poems&lt;br /&gt;
&amp;quot;Travel quietly like a big fortress.&lt;br /&gt;
Ah, desolation!&lt;br /&gt;
All fortresses command dark, rough dwarves.&lt;br /&gt;
The rugged carp roughly loves the fortress.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
What is that [[magma|red stuff]] coming towards me?  Oh well, I think I'll stay in this [[channel|trench-shaped]] thing.&lt;br /&gt;
&lt;br /&gt;
“Dwarf Fortress&amp;quot; ... &amp;quot;Like chess, only with short people that can catch on [[fire]] like [[clothing|rags]] soaked in tar, and lots of [[booze]].&amp;quot; ... &amp;quot;Like chess.”&lt;br /&gt;
&lt;br /&gt;
Dwarf Fortress has taught me that all the world's problems would be substantially reduced had our parent civilizations never minted more than four stacks of [[coins]].&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Tosid Idenarzes likes tentacle demons for their corrupt intentions.&amp;quot; There! Now we've covered all of the seven deadly sins.&lt;br /&gt;
&lt;br /&gt;
Toady One likes donors for their [http://www.bay12games.com/support.html generosity]. He absolutely detests trolls.&lt;br /&gt;
&lt;br /&gt;
Booze does all the work in forts. Dwarves are just booze exoskeletons.&lt;br /&gt;
&lt;br /&gt;
My unconscious and bleeding [[mayor]] just mandated the construction of some goods.&lt;br /&gt;
&lt;br /&gt;
Remember, they are DWARVES. Dwarves are born fat. They often look like hairy spheres on their first day or so.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Didn't you read the manual? He he he he... the manual... ...&amp;quot;&amp;lt;br&amp;gt;-[[Toady One]]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Dwarves are strange creatures who balance out at &amp;quot;happy&amp;quot; because on one hand their wife was eaten by elephants and on the other they just ate in a REALLY NICE dining room.&amp;quot;&amp;lt;br&amp;gt;-[[shadow_archmagi]]&lt;br /&gt;
&lt;br /&gt;
Here we have a link to amusing quotes and important advice in the [[Main Page/Quote Archive|Quote Archive]], all of which are more important and/or funny than this one.&lt;br /&gt;
&lt;br /&gt;
[FIREIMMUNE] makes them think that [[magma]] is safe, but it doesn't actually make them fireproof. This can lead to some rather interesting results.&lt;br /&gt;
&lt;br /&gt;
It would be incredibly difficult and it probably wouldn't work...In other words, its absolutely dwarven!&lt;br /&gt;
&lt;br /&gt;
(Compared to real-world years) Dwarven years are shorter.&lt;br /&gt;
--Sowelu&lt;br /&gt;
Very fitting to dwarves, I must add.&lt;br /&gt;
--Sean Mirrsen&lt;br /&gt;
&lt;br /&gt;
Making rock instruments isn't nearly as awesome as it sounds --Shandrunn&lt;br /&gt;
&lt;br /&gt;
&amp;quot;...And I simply doubt we have a need for 7 fishery workers. On top of that, a second soap maker. The hell IS soap?!&amp;quot; --Zero&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The spinning Wolf left front leg strikes the wolf in the right front leg.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Stopped people from giving quests to kill themselves.&amp;quot; --[[Toady One]]&lt;br /&gt;
&lt;br /&gt;
I can just imagine a wagon throwing a tantrum and tossing all its contents at people.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Madness? THIS IS DWARF FORTRESS!&amp;quot; -Dwarven King&lt;br /&gt;
&lt;br /&gt;
'I wonder what would happen if I poked that elephant with a stick' - Gib Trampledmangled.&lt;br /&gt;
&lt;br /&gt;
If in doubt, [[Water|flood]] the fort!&lt;br /&gt;
&lt;br /&gt;
Döbesh Udosdeb has been ecstatic lately. He was forced to eat a friend to survive. He enjoyed a truly decadent meal.&lt;br /&gt;
&lt;br /&gt;
Zasit Anamalîth, Carpenter is throwing a tantrum!&lt;br /&gt;
Felsite Bridge destroyed by Zasit Anamalîth, Carpenter.&lt;br /&gt;
Zasit Anamalîth, Carpenter has drowned.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Iron [[screw pump]] exercise equipment.  Pump iron and get superdwarvenly strong!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Only you can prevent fortress fires.&lt;br /&gt;
&lt;br /&gt;
On the assumption that there is something scarier than a hydra out there.&lt;br /&gt;
''Your in-laws have arrived from Shinthumtobul Imketh.''&lt;br /&gt;
&lt;br /&gt;
'Leader' Igëratìr, Clerk has created Razuk Lanzil, an Obsidian Crown!&amp;quot; - &amp;quot;I think the leader business is getting to his head!&lt;br /&gt;
&lt;br /&gt;
If cow cheese is made from cow's milk, what is dwarven cheese made of?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Damn, isn't there a way to start out where fights aren't like a coin toss?&amp;quot;&lt;br /&gt;
&amp;quot;Ironically enough, tossing coins is among one of the most effective forms of combat.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The violence, aggression, pain, madness, sadness of the ASCII characters never ceases to amaze me...&lt;br /&gt;
&lt;br /&gt;
M.C. Hammerer.&lt;br /&gt;
&amp;quot;You, peasant! Thou hast stolen a possession of a nobledwarf, and must be punished!&amp;quot;&lt;br /&gt;
&amp;quot;What? B-but I didn't-&amp;quot;&lt;br /&gt;
&amp;quot;Silence, knave! I shall teach you not to steal!&amp;quot;&lt;br /&gt;
*SMACK*&lt;br /&gt;
&amp;quot;CAN'T TOUCH THIS!&amp;quot;&lt;br /&gt;
*SMACK*&lt;br /&gt;
&amp;quot;CAN'T TOUCH THAT!&amp;quot;&lt;br /&gt;
*SMACK*&lt;br /&gt;
Etc...&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What happened in 1048?&amp;quot;&lt;br /&gt;
&amp;quot;&amp;lt;i&amp;gt;Jreengus&amp;lt;/i&amp;gt; occurred.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Well, that goblin master lasher was nice to my dwarf, in a way - he handed the guy a ballgag before the lashings began...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;So they'd be shooting things, and suddenly they'd go STOP! HAMMERTIME!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Does not the book of Armok state that &amp;quot;thou shalt not covet thy neighbours burning trousers, for he who does shall surely perish in flames?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Look, there are roving clumps of sentient lava outside, and the only surviving dwarf is a noble who has mandated the construction of crowns and clear glass items to the empty halls. This isn't going to get better.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;If I remembered what the &amp;amp;%^#*@! lever did, I'd pull it! &amp;lt;...pulls lever anyway...&amp;gt;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Hey, what does that flashing red and orange text mean? What? Why is there smoke everywhere? Oh god, are those BABIES on fire?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The merchants won't leave because I killed their guys &amp;amp; I can't drown them because there's a shoe in the floodgate.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Here we see how I tried to carve god hates this place into the mountain. Unfortunately, Athlete's footnote got stuck in the 'a' of 'place' and starved to death&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Dumat Mishosastesh, Count cancels Starting Fist Fight: Went insane&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;While investigating the disappearance of Hammerlord Bembul Zirilkskal, I found a Rhesus Macaque corpse next to the river, and then I found his weapon Shukarthocit &amp;quot;Tallspikes&amp;quot; (a Golden war hammer) at the bottom of the river next to a carp that looked very pleased with itself.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[Category:Humor and stories]]&lt;br /&gt;
[[Category:Wiki]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- WAIT A MOMENT! Don't at another quote here. Look at the title! This is the archive. It's nothing but old stuff.  Instead, add your quote to this page: http://www.dwarffortresswiki.net/index.php/Main_Page/Quote --!&amp;gt;&lt;/div&gt;</summary>
		<author><name>Gamli</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Main_Page/Quote_Archive&amp;diff=58007</id>
		<title>Main Page/Quote Archive</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Main_Page/Quote_Archive&amp;diff=58007"/>
		<updated>2009-11-11T07:02:39Z</updated>

		<summary type="html">&lt;p&gt;Gamli: &amp;quot;Dumat Mishosastesh, Count cancels Starting Fist Fight: Went insane&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;To add new quotes, please visit the [[Main Page/Quote]] page and add it to the random script, see the '''edit''' page for instructions.&lt;br /&gt;
&lt;br /&gt;
Bob, Swordsman: Join me on my adventures!  Joe, Mayor: I'd rather not.  Joe, Mayor has bled to death.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Okay, there are dwarves walking around, though it's next to the wagon with the equipment that immediately explodes into clouds of boiling bronze while the dwarves flash between the dwarf and bar symbol wearing no-material clothes, but there are dwarves walking around.&amp;quot; - [[Toady One]]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ok Children, I hoped you have learned your lesson, now go explain to that guard's parents why he isn't coming home today.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I think I'll stick to drowning dwarves and cooking puppies.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I mean, how dangerous can an elephant be, anyway?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Toady has created a masterpiece!&lt;br /&gt;
&lt;br /&gt;
Is that a hammer in your ≡Giant cave spider silk trousers≡ or are you just happy to see me?&lt;br /&gt;
&lt;br /&gt;
Do these +narrow chimpanzee leather trousers+ make me look fat?&lt;br /&gt;
&lt;br /&gt;
This wiki menaces with spikes of bread.&lt;br /&gt;
&lt;br /&gt;
I can't put my finger on it. Something about this [[Fire|‼]]Cat tallow roast[[Fire|‼]] tastes funny.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;This is why artificial intelligences won't be taking over the world within the next ten years or so: NORMAL people don't have to be TOLD not to milk a cow that's on fire!&amp;quot; - [[Sowelu ]]&lt;br /&gt;
&lt;br /&gt;
Fun fact: Ditching the starting anvil for a shit ton of logs makes for a strong early defense by way of a palisade...&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The interface is coming - it's not coming in your lifetime but it's coming.&amp;quot; - [[Toady One]]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Preeetty much finished the first pass on religions. This release still requires buildings, migrants and hist fig finalization. None of that should be difficult, though I suspect finalization will throw a bug or two my way. I suppose that will cause me to blow apart.-[[Toady One]]&lt;br /&gt;
&lt;br /&gt;
How to Control your Pets: It's no coincidence that 'kittens' rhymes with 'mittens'...&lt;br /&gt;
&lt;br /&gt;
Rock nut is a plant.  You can't &amp;quot;tame&amp;quot; it.&lt;br /&gt;
&lt;br /&gt;
The default mental state of a dwarf is madness.  Sanity is a temporary condition - a PRIVILEGE you have to EARN!&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It's never 'just a game' when you're losing.&amp;quot;&lt;br /&gt;
- George Carlin (if he played Dwarf Fortress)&lt;br /&gt;
&lt;br /&gt;
Toady withdraws from society. Toady has begun a [[Strange_mood|mysterious]] construction!&lt;br /&gt;
&lt;br /&gt;
Beware of the Elephant's greatest evolutionary trait: [[Talk:Elephant#Stealth_Elephants|Stealth]].&lt;br /&gt;
Let us never forget the last words of Inod the Stoker, [[Fortress_Paintrag#1056|&amp;quot;Aaah! Gorillas!&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
[[Children|Newborn]] Zuglar Baldnessgranite prefers to consume Gorilla. A sure sign of his unparalleled strength!&lt;br /&gt;
&lt;br /&gt;
[http://www.somethingawful.com/d/video-game-article/duke-nukem-image.php In an unrelated article] - I had no idea elephants could bounce that high!&lt;br /&gt;
&lt;br /&gt;
[[Toady]] looses a roaring laughter, [[Fey|fell]] and terrible! Toady has butchered a spammer!&lt;br /&gt;
&lt;br /&gt;
[[Elephant]]s are like huge, wrinkly [[ambusher|ninjas]].&lt;br /&gt;
&lt;br /&gt;
Tobul Dumatfath, Fisherdwarf cancels Fish: Interrupted by [[carp]].&lt;br /&gt;
&lt;br /&gt;
The critical question is this''':''' do dead elf bones yield more crossbow bolts than the average number of bolts necessary to kill an elf?&lt;br /&gt;
&lt;br /&gt;
Dev Notes''':''' Stopped booze food from melting, even though it probably should&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It was a funny bug -- it would just pick the first living unit in the civilization's list, regardless of what their qualifications were, drag them out of their town, and have them show up at your fortress, without actually letting them be the king.&amp;quot; -[[Toady One]]&lt;br /&gt;
&lt;br /&gt;
Wolf cancels Breathe: Interrupted by &amp;lt;br&amp;gt;≡Ash Bolt≡.&lt;br /&gt;
&lt;br /&gt;
Who knew bridges could be such incredible killing machines?&lt;br /&gt;
&lt;br /&gt;
Breeding is difficult when your genitalia fell off years ago.&lt;br /&gt;
&lt;br /&gt;
Snodub was the only person in the history of the world to have &amp;quot;Chunky&amp;quot; in her name.-[[Toady One]]&lt;br /&gt;
&lt;br /&gt;
On Core59: Random poems&lt;br /&gt;
&amp;quot;Travel quietly like a big fortress.&lt;br /&gt;
Ah, desolation!&lt;br /&gt;
All fortresses command dark, rough dwarves.&lt;br /&gt;
The rugged carp roughly loves the fortress.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
What is that [[magma|red stuff]] coming towards me?  Oh well, I think I'll stay in this [[channel|trench-shaped]] thing.&lt;br /&gt;
&lt;br /&gt;
“Dwarf Fortress&amp;quot; ... &amp;quot;Like chess, only with short people that can catch on [[fire]] like [[clothing|rags]] soaked in tar, and lots of [[booze]].&amp;quot; ... &amp;quot;Like chess.”&lt;br /&gt;
&lt;br /&gt;
Dwarf Fortress has taught me that all the world's problems would be substantially reduced had our parent civilizations never minted more than four stacks of [[coins]].&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Tosid Idenarzes likes tentacle demons for their corrupt intentions.&amp;quot; There! Now we've covered all of the seven deadly sins.&lt;br /&gt;
&lt;br /&gt;
Toady One likes donors for their [http://www.bay12games.com/support.html generosity]. He absolutely detests trolls.&lt;br /&gt;
&lt;br /&gt;
Booze does all the work in forts. Dwarves are just booze exoskeletons.&lt;br /&gt;
&lt;br /&gt;
My unconscious and bleeding [[mayor]] just mandated the construction of some goods.&lt;br /&gt;
&lt;br /&gt;
Remember, they are DWARVES. Dwarves are born fat. They often look like hairy spheres on their first day or so.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Didn't you read the manual? He he he he... the manual... ...&amp;quot;&amp;lt;br&amp;gt;-[[Toady One]]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Dwarves are strange creatures who balance out at &amp;quot;happy&amp;quot; because on one hand their wife was eaten by elephants and on the other they just ate in a REALLY NICE dining room.&amp;quot;&amp;lt;br&amp;gt;-[[shadow_archmagi]]&lt;br /&gt;
&lt;br /&gt;
Here we have a link to amusing quotes and important advice in the [[Main Page/Quote Archive|Quote Archive]], all of which are more important and/or funny than this one.&lt;br /&gt;
&lt;br /&gt;
[FIREIMMUNE] makes them think that [[magma]] is safe, but it doesn't actually make them fireproof. This can lead to some rather interesting results.&lt;br /&gt;
&lt;br /&gt;
It would be incredibly difficult and it probably wouldn't work...In other words, its absolutely dwarven!&lt;br /&gt;
&lt;br /&gt;
(Compared to real-world years) Dwarven years are shorter.&lt;br /&gt;
--Sowelu&lt;br /&gt;
Very fitting to dwarves, I must add.&lt;br /&gt;
--Sean Mirrsen&lt;br /&gt;
&lt;br /&gt;
Making rock instruments isn't nearly as awesome as it sounds --Shandrunn&lt;br /&gt;
&lt;br /&gt;
&amp;quot;...And I simply doubt we have a need for 7 fishery workers. On top of that, a second soap maker. The hell IS soap?!&amp;quot; --Zero&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The spinning Wolf left front leg strikes the wolf in the right front leg.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Stopped people from giving quests to kill themselves.&amp;quot; --[[Toady One]]&lt;br /&gt;
&lt;br /&gt;
I can just imagine a wagon throwing a tantrum and tossing all its contents at people.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Madness? THIS IS DWARF FORTRESS!&amp;quot; -Dwarven King&lt;br /&gt;
&lt;br /&gt;
'I wonder what would happen if I poked that elephant with a stick' - Gib Trampledmangled.&lt;br /&gt;
&lt;br /&gt;
If in doubt, [[Water|flood]] the fort!&lt;br /&gt;
&lt;br /&gt;
Döbesh Udosdeb has been ecstatic lately. He was forced to eat a friend to survive. He enjoyed a truly decadent meal.&lt;br /&gt;
&lt;br /&gt;
Zasit Anamalîth, Carpenter is throwing a tantrum!&lt;br /&gt;
Felsite Bridge destroyed by Zasit Anamalîth, Carpenter.&lt;br /&gt;
Zasit Anamalîth, Carpenter has drowned.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Iron [[screw pump]] exercise equipment.  Pump iron and get superdwarvenly strong!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Only you can prevent fortress fires.&lt;br /&gt;
&lt;br /&gt;
On the assumption that there is something scarier than a hydra out there.&lt;br /&gt;
''Your in-laws have arrived from Shinthumtobul Imketh.''&lt;br /&gt;
&lt;br /&gt;
'Leader' Igëratìr, Clerk has created Razuk Lanzil, an Obsidian Crown!&amp;quot; - &amp;quot;I think the leader business is getting to his head!&lt;br /&gt;
&lt;br /&gt;
If cow cheese is made from cow's milk, what is dwarven cheese made of?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Damn, isn't there a way to start out where fights aren't like a coin toss?&amp;quot;&lt;br /&gt;
&amp;quot;Ironically enough, tossing coins is among one of the most effective forms of combat.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The violence, aggression, pain, madness, sadness of the ASCII characters never ceases to amaze me...&lt;br /&gt;
&lt;br /&gt;
M.C. Hammerer.&lt;br /&gt;
&amp;quot;You, peasant! Thou hast stolen a possession of a nobledwarf, and must be punished!&amp;quot;&lt;br /&gt;
&amp;quot;What? B-but I didn't-&amp;quot;&lt;br /&gt;
&amp;quot;Silence, knave! I shall teach you not to steal!&amp;quot;&lt;br /&gt;
*SMACK*&lt;br /&gt;
&amp;quot;CAN'T TOUCH THIS!&amp;quot;&lt;br /&gt;
*SMACK*&lt;br /&gt;
&amp;quot;CAN'T TOUCH THAT!&amp;quot;&lt;br /&gt;
*SMACK*&lt;br /&gt;
Etc...&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What happened in 1048?&amp;quot;&lt;br /&gt;
&amp;quot;&amp;lt;i&amp;gt;Jreengus&amp;lt;/i&amp;gt; occurred.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Well, that goblin master lasher was nice to my dwarf, in a way - he handed the guy a ballgag before the lashings began...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;So they'd be shooting things, and suddenly they'd go STOP! HAMMERTIME!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Does not the book of Armok state that &amp;quot;thou shalt not covet thy neighbours burning trousers, for he who does shall surely perish in flames?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Look, there are roving clumps of sentient lava outside, and the only surviving dwarf is a noble who has mandated the construction of crowns and clear glass items to the empty halls. This isn't going to get better.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;If I remembered what the &amp;amp;%^#*@! lever did, I'd pull it! &amp;lt;...pulls lever anyway...&amp;gt;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Hey, what does that flashing red and orange text mean? What? Why is there smoke everywhere? Oh god, are those BABIES on fire?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The merchants won't leave because I killed their guys &amp;amp; I can't drown them because there's a shoe in the floodgate.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Here we see how I tried to carve god hates this place into the mountain. Unfortunately, Athlete's footnote got stuck in the 'a' of 'place' and starved to death&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Dumat Mishosastesh, Count cancels Starting Fist Fight: Went insane&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[Category:Humor and stories]]&lt;br /&gt;
[[Category:Wiki]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- WAIT A MOMENT! Don't at another quote here. Look at the title! This is the archive. It's nothing but old stuff.  Instead, add your quote to this page: http://www.dwarffortresswiki.net/index.php/Main_Page/Quote --!&amp;gt;&lt;/div&gt;</summary>
		<author><name>Gamli</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Fire_imp&amp;diff=55368</id>
		<title>40d Talk:Fire imp</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Fire_imp&amp;diff=55368"/>
		<updated>2009-10-17T22:47:29Z</updated>

		<summary type="html">&lt;p&gt;Gamli: /* Do Imps, Magma Men and Fire Men respawn? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Wrestling? ==&lt;br /&gt;
&lt;br /&gt;
I just had a mechanic get attacked by one. He moved into its tile (I assume to wrestle) and instantly died of heat. Should this be noted?--[[User:Shadow archmagi|Shadow archmagi]] 19:59, 28 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:That is the imp using his fireball attack on a stupid dwarf, so I guess it's already in the article --[[User:MagicGuigz|MagicGuigz]] 20:27, 3 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Just to verify, its very possible to wrestle imps and magmamen to death. I had to do this after embarking, I didn't realize the lava tube would be right next to my wagon and immediately fire imps attacked. I drafted all of my dwarves and wrestled all 3 of them to death, as well as the magma man who came out later. The only dwarf I lost (my woodcutter) was due to a stray fireball. [[User:Forsaken1111|Forsaken1111]] 22:43, 16 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Defensive Uses ==&lt;br /&gt;
&lt;br /&gt;
I'm currently exploring the defensive uses of fire imps after bagging a few in cage traps. They don't seem too keen on fireballing goblin attackers, which was my original plan (had them confined behind some fortifications, but they wouldn't fire on the goblins). Further experiments required, or can someone confirm that they won't attack anyone but my dwarves? --[[User:TangoThree|TangoThree]] 16:35, 31 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::is it possible to tame fire imps with the dungeon master? [[User:Hoborobo|Hoborobo]] 14:12, 12 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::There is no PET_EXOTIC tag, so no.[[User:StrawberryBunny|StrawberryBunny]] 09:35, 8 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Is there a safe way to move fire imp fat? If so, you could put it above your fortress entrance and drop it on invaders since it always burns. I really wish armor made from fire imp hide would protect from burning. [[User:Forsaken1111|Forsaken1111]] 22:45, 16 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Your fortress is probably long gone by now but for anybody else looking for an answer to the question, one solution would be to chain some pets behind doors connected to levers. If you open the doors, the fire imps will (probably) fire at the pets. Purportedly, this works with giant cave spiders, though some hold that the gcs needs to be able to path to its victim. [[User:CptFastbreak|CptFastbreak]] 11:57, 24 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Ok, now I did some experimenting. First, seven tiles is too short for a fire imp with the pressure plate right in front of the bridge, the bridge likely needs to be 10-12 tiles wide. But I also seriously doubt the feasibility of fire imps in defense. For one, it seems that fire imps will not shoot through fortifications, regardless if they can path beyond it. Using a moat made the imp fire a single shot, after that he sat quiet for maybe 2-3 game days, and only then he proceeded to attack the delicious puppy I had chained for him. Overall, I reckon the fire imp is too unreliable to be used in a defense situation. [[User:CptFastbreak|CptFastbreak]] 16:42, 24 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== A vast understatement! ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Fire imps are nasty little creatures that live in magma vents.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Nasty little creatures doesn't cut it.  Every time I settle on top of a volcano, an imp will surface, get pissed at anything, be it an immigrating dwarf or a muskox, and cause a wildfire!  The worst part is that there is no message for &amp;quot;The world is burning!&amp;quot; so I end up losing a dwarf or two before I notice it!&lt;br /&gt;
&lt;br /&gt;
I think the worst was I lost both of my initial miners because they decided to take a break in the path of the fire.  They got the hint when I gave the order &amp;quot;everyone inside&amp;quot; but it was too late, they burned up before they could make it back inside.&lt;br /&gt;
&lt;br /&gt;
That being said, I find some vertical nickel bars do wonders in securing my magma forges from imp tampering.  They're a definite &amp;quot;must bring&amp;quot; on any volcanic expedition.--[[User:Alkyon|Alkyon]] 23:02, 23 October 2008 (EDT)&lt;br /&gt;
(I didn't know to sign my posts when I wrote this, sorry.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Actually I thought that the world burning problem (glitch?) is pretty awesome, except when it burns up your entire booze stock in one go--[[User:Jackrabbit|Jackrabbit]] 22:21, 23 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I do think the forest fires are cool too, but it would be nice if it had a warning, perhaps triggered by maybe an external growing past a certain size.  It's just the imps cause them every time I've turned my back on them.  Also, hunters and imps don't mix.--[[User:Alkyon|Alkyon]] 23:02, 23 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== crush? ==&lt;br /&gt;
''WARNING: Fire imp fat never stops burning. It's also immune to fire damage. Therefore you must crush fire imp fat to stop it from burning.'' - How do you crush it? [[User:Random832|Random832]] 09:31, 24 October 2008 (EDT)&lt;br /&gt;
:Probably with a [[cave-in]].  You can manufacture these by building an up ramp and a support, with some floor constructions above it.  Link the support to a lever and throw the lever to cause the floor constructions to collapse.  You'll definitely want to set a restricted area in the 3x3 zone around the imp fat, plus maybe suspended wall sections (which keep dwarves from standing there when they try to build) to keep some idiot from accidentally setting himself ablaze, though. --[[User:ThunderClaw|ThunderClaw]] 10:53, 24 October 2008 (EDT)&lt;br /&gt;
:: Why not simply build a bridge? --[[User:MagicGuigz|MagicGuigz]] 11:28, 24 October 2008 (EDT)&lt;br /&gt;
:::Forces you to get closer to the fat itself, so it's more hazardous work.  You also can't apply multiple dwarves to the project, and it uses a similar amount of material. Definitely would work, though.  --[[User:ThunderClaw|ThunderClaw]] 11:34, 24 October 2008 (EDT)&lt;br /&gt;
::::A bridge wouldn't work - you can't build a bridge that's raised by default, so the dwarves have to move the fat out of the way, and thus are set on fire. Also the butcher's shop gets in the way too. --[[User:GreyMario|GreyMaria]] 14:30, 24 October 2008 (EDT)&lt;br /&gt;
:::::What happens if you flood the area with water? Just get a lot of steam? Maybe if you could find a way to move it, you could use fire imp fat to set up a steam bath for dwarves. --[[User:Forsaken1111|Forsaken1111]] 22:11, 2 November 2008 (EST)~&lt;br /&gt;
&lt;br /&gt;
== Do Imps, Magma Men and Fire Men respawn? ==&lt;br /&gt;
&lt;br /&gt;
Do they? or is just killing them once enough?&lt;br /&gt;
Incidentally, fire imps aren't all that tough. I had a mason (undrafted) dodge a fireball then wrestle one to death, THEN run away screaming. Unfortunately, dwarves tried to build floors next to a bridge, tossing half my party down the chute =/.&lt;br /&gt;
--[[User:Blargityblarg|Blargityblarg]]&lt;br /&gt;
&lt;br /&gt;
:I have never seen chasm/pit/magma creators respawn (40d).  I understand that in previous versions they did.--[[User:Kwieland|Kwieland]] 14:39, 7 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:No I have never seen any fire-x creature respawn, and this is quite sad especially if they are so vulnerable.  I wanted to make a &amp;quot;fire imp death chamber&amp;quot; for insolent nobles and when I went to investigate my magma pipe, all I saw were fire imp bones everywhere thanks to my insolent hunters (whom I will sacrifice now too). --[[User:Gamli|Gamli]]&lt;br /&gt;
&lt;br /&gt;
== verify? ==&lt;br /&gt;
 &amp;quot;When a fire imp [[corpse]] is [[butcher]]ed, clouds of &amp;quot;boiling fire imp fat&amp;quot; will briefly bubble &amp;lt;br /&amp;gt;out from the [[Butcher's shop]], which can ignite nearby items or [[cloth]]es (at least one &lt;br /&gt;
butcher has perished to this fate&amp;quot;&lt;br /&gt;
&lt;br /&gt;
I just butchered 4 imp corpses with no sign of that. They were killed in battle - may this only apply to trap caught live butchered imps?&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;Fire imp fat never stops burning. It's also immune to fire damage. &amp;lt;br /&amp;gt;Therefore you must crush fire imp fat to stop it from burning.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
I also see no sign of that. I turned fat into tallow and put it on my food stockpile - no sign of fire or anything. --[[User:Koltom|Koltom]] 21:07, 3 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I can confirm the explosion from fat - it's random, from a small &amp;quot;pfft&amp;quot; to a massive fireball.  I strongly suspect that the fat rarely survives this (any more?), and is gone afterward.  I've butchered dozens of imps, all from combat, and every time I get ''some'' sort of effect, if only a small puff - the butcher has just enough time to run before the explosion, and I don't think(?) I've ever seen &amp;quot;Fire Imp fat&amp;quot; left over afterwards.--[[User:Albedo|Albedo]] 21:45, 3 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::&amp;lt;nowiki&amp;gt;*headesk* *headesk* *turns on temperature* *headesk*&amp;lt;/nowiki&amp;gt; --[[User:Koltom|Koltom]] 14:03, 4 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
I've seen fire imp fat behave in two ways - sometimes, the fire imp fat will instantly boil away in a red cloud and disappear, and sometimes it'll catch fire and cause horrendous amounts of smoke to emanate from the workshop. In my latest fortress, I managed to get the latter, but when I deconstructed the workshop (as a precursor to preparing a cave-in), the fat simply vanished into thin air. --[[User:Quietust|Quietust]] 15:07, 1 September 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Gamli</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Water&amp;diff=7543</id>
		<title>40d Talk:Water</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Water&amp;diff=7543"/>
		<updated>2009-07-29T06:00:00Z</updated>

		<summary type="html">&lt;p&gt;Gamli: /* Salt Water and mud */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Thawed ice = depth 7==&lt;br /&gt;
I dug into a Murky pool, all 7's, drained out 8 squares of 7's into my reservoir to irrigate my farm, then closed the floodgate up. The murky pool was mixed 6's and 7's. After winter, it froze over, and in Spring melted back into all 7's again. Apparently they can refill themselves. It did snow on top of the pool. Perhaps the snow melted and got it wet? --[[User:Tracker|Tracker]] 20:36, 30 October 2007 (EDT)&lt;br /&gt;
:As far as I know, if there's any water in the pool then they will freeze into ice walls. When the ice wall melts, it will always melt to depth 7, irrespective of how much water the ice was originally formed from. It is unaffected by snowfall, so if your murky pool ever completely dries out, it will never refill, even if you get lots of rain or snow. --[[User:Morlark|Morlark]]&lt;br /&gt;
&lt;br /&gt;
==fish--&lt;br /&gt;
Do fish really flop around after you drain a pool? This didn't happen for me. --[[User:Turgid Bolk|Turgid Bolk]] 17:08, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
==brook water==&lt;br /&gt;
Does anyone know what the water output of a brook is? As in, does it fill a 1-width channel any faster or slower than a river?--[[User:Xazak|Xazak]] 18:29, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
==stagnant water near still==&lt;br /&gt;
Has anyone else seen stagnant water spontaneously appear beside a still?  I had it happen twice, I swear that the still is leaking. --[[User:Krenn|Krenn]] 02:58, 14 November 2007 (EST)&lt;br /&gt;
:Likely, a dwarf for some reason dumped out a bucket or waterskin nearby. It tends to happen when you get job cancellations while filling a well or taking water to a prisoner or injured dwarf.--[[User:Knivesu|Knivesu]] 06:58, 3 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Evaporation ==&lt;br /&gt;
&lt;br /&gt;
I notice that evaporation isn't covered here or in [[Magma]], and I think it might be a useful topic.  My observation is that depth 1 fluids can evaporate if left alone.  This means that you can get rid of arbitrary amounts of fluid simply by spreading it out enough, or by using a multiple-floodgate lock system to meter measured quantities of fluid out over a chamber floor.  In my experience, evaporated water leaves behind mud, whereas evaporated magma leaves behind nothing. --[[User:Doctorlucky|Doctorlucky]] 16:45, 19 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Magma... evaporates? Could be true &amp;amp;ndash; this is DF, after all. --[[User:Savok|Savok]] 14:38, 21 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
While your at it you can create that soap fortress page.--[[User:Warlordzephyr|Warlordzephyr]] 17:40, 2 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Bend bugs ==&lt;br /&gt;
&lt;br /&gt;
Should we add a section about the u-bend bug?&lt;br /&gt;
&lt;br /&gt;
I've just managed to make a V-bend that can absorb infinite water as well as the U-bend that creates it. Basically I used ramps to create a dip in a pipe trying to make a u-bend, and when I poured a full murky pool into it I ended up with only the bottom three squares full of water. I then got a real u-bend going from another pond and as much as it poured into a pool the v-bend absorbed it all.&lt;br /&gt;
&lt;br /&gt;
Can anyone reproduce? &amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:Ikkonoishi|Ikkonoishi]] ([[User talk:Ikkonoishi|talk]]•[[Special:Contributions/Ikkonoishi|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The u-bend is notorious, but never heard or ran into a &amp;quot;v-bend&amp;quot; before.&lt;br /&gt;
A (side) diagram of your v-bend would be helpful in reproducing.&lt;br /&gt;
As for pages, I'd say no, since they shouldn't end up being around a long time, but who knows. --[[User:N9103|Edward]] 18:13, 1 February 2008 (EST)&lt;br /&gt;
: I was going to do one but couldn't figure out how to make the ramps. I'll just use \.&lt;br /&gt;
&lt;br /&gt;
  Water went in. --&amp;gt;  ~.~########&lt;br /&gt;
                      ~.~.~###       &amp;lt;--- No water out&lt;br /&gt;
                      ####\~# /##&lt;br /&gt;
                      #####\~/###&lt;br /&gt;
                      ###########&lt;br /&gt;
&lt;br /&gt;
Even when I brought infinite water from a normal u-bend two levels above it it would not flow through to fill the pond again until I capped the holes. Using periods to break up the ~ so I don't have to use nowiki tags. --[[User:Ikkonoishi|Ikkonoishi]] 18:58, 1 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
The map http://mkv25.net/dfma/poi-3138-emptypool --[[User:Ikkonoishi|Ikkonoishi]] 19:02, 1 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Stagnant Water ==&lt;br /&gt;
&lt;br /&gt;
What marks water as stagnant?  I know bucket water dumped on the ground is sometimes stagnant, but it's not defined here and I'm not sure what does it.--[[User:Dadamh|Dadamh]] 13:30, 29 May 2008 (EDT)&lt;br /&gt;
:Ice that melts becomes stagnant water. So if you mine out ice in an underground area, it will immediately melt into stagnant water. [[User:Tachyon|Tachyon]] 13:56, 30 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::But I've had water in a bucket turn Stagnant. What is your responce Poindexter?! [[User:Hoborobo|Hoborobo]] 16:32, 30 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Water that ain't in a river or brook ain't moving and is therefore stagnant. --[[User:Jellyfishgreen|Jellyfishgreen]] 19:11, 15 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Map limits ==&lt;br /&gt;
&lt;br /&gt;
Does water fall off the edge of the map ? Is it possible to actually make it flow out the map like rivers do ? Is it possible underground, several z-levels below he surface ? --[[User:Cptnemo01|Cptnemo01]] 03:51, 6 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I would think so, but bear in mind that you can not construct or dig near the edge of the map, making it impossible to channel out water (however, you could make a big surface delta). --[[User:Aykavil|Aykavil]] 08:07, 17 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Water doesn't technically flow off the edge of the map, i dropped a few zombies into a brook and they floated downstream, the result was about 20 zombies stuck at the bottom of the map and a whole load of miasma.--[[User:Warlordzephyr|Warlordzephyr]] 17:47, 2 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== underground water manipulation ==&lt;br /&gt;
&lt;br /&gt;
I am utterly lost when it comes to making underground channels/resovuoirs/wells or any other aquatic contraption beneath the earth. I've looked through both the wiki and the bay12 forums and all I've found are specialized articles for people who already know the basics. so can someone point me in the right direction? or even make a faq, if you're bored? I'd appreciate it.&lt;br /&gt;
--[[User:Splendiferous|Splendiferous]] 04:54, 9 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Perhaps you have something a little more specific?  Asking for all three is rather big and vague. --[[User:Borninshadow|borninshadow]] 22:32, 19 August 2008 (GMT -8)&lt;br /&gt;
&lt;br /&gt;
:Umm - Dig a channel (d,u) and a ramp side by side into the earth. Move down one level and repeat. You now have a well shaft, and a service ramp. Allow the dwarf to leave, via the ramp, then pump or channel water into the hole. You now have a hole full of water, upon which you can build a well. Making the hole different shapes and sizes is left as an exercise to the miners.  --[[User:Jellyfishgreen|Jellyfishgreen]] 19:15, 15 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Finding Water ==&lt;br /&gt;
&lt;br /&gt;
If there is no water visible on the map, how can I track it down?  There's a small glacier away from my mountain, but I don't see an easy way to melt it.  Other than that, nothing shows up on the map underground. --[[User:Aegeus | Aegeus]] (21:09, 20 September 2008)&lt;br /&gt;
&lt;br /&gt;
: I'll take a guess and say [[exploratory mining]] is the only way to go.  Only one that I know of at least.  --[[User:MagicGuigz|MagicGuigz]] 23:19, 4 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Wrong Information on Page? ==&lt;br /&gt;
&lt;br /&gt;
The salt water section states:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;If a site contains saltwater (there will be a warning before embarkation), then all the naturally occurring water in that site will be salt water; including ponds, rivers and aquifers.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
However, I have made wells from aquifers before on a map that was 1/4 tropical ocean and my dwarves drank from it.  I think this information might be wrong.  (Edit: I did not use a pump at all.  I just channeled out above an aquifer and let the area below fill up, and then created wells over top of it). &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Frewfrux|Frewfrux]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:According to a [[Talk:Well#Salt_Water|comment]] on the [[well]] [[Talk:Well|talk page]], it may in fact be the well that somehow manages to desalinate the water! Check to see if a zone drawn over the aquifier can be marked as a water source. If not, then this is most certainly a feature of wells which should be noted! --[[User:Raumkraut|Raumkraut]] 16:28, 20 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Salt Water and mud ==&lt;br /&gt;
I've discovered that desalinated water will become salt water once again if used on muddy constructed floors.&lt;br /&gt;
&lt;br /&gt;
I constructed a cistern/aqueduct with no natural tiles exposed; however, in my temporary ignorance I had forgotten pumps attempt to fill to the same z-level. Resulted in a large flood; luckily I was using lakes/ponds and not a brook or river.&lt;br /&gt;
&lt;br /&gt;
After waiting for 3 seasons for the single bits of 1/7 water to evaporate (already pumped it back out, couldn't pump it all out) leaving the entire construction muddy. I figured it would be a good time to test something else.&lt;br /&gt;
#Does mud influence freshwater on salt water embark sites? '''Yes'''.&lt;br /&gt;
#Does rain influence freshwater on salt water embark sites? Unsure.&lt;br /&gt;
After answering the first, I'm going to confirm the well desalination issue next. [[http://www.dwarffortresswiki.net/index.php/Talk:Well#Salt_Water]]--[[User:DracoG|DracoG]] 10:38, 2 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:After finally getting my cloth industry going to make rope, a well ''DOES'' act as a freshwater source. It doesn't change the water source underneath (it might if well uses 1x1 water?) to freshwater, so I'm not sure if this is intentional or a bug. Looked over the [http://www.bay12games.com/dwarves/dev_bugs.html bug list] and didn't notice anything other than &amp;quot;# 001026 □ [dwarf mode][buildings]   (Report) well buckets do not use low water in a square even if there is more water below&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
:Verifying this is easy enough; build a well then mark a zone (before and after well completion) and &amp;quot;Water Source (0)&amp;quot; will remain the same. Also, even with Standing Orders of &amp;quot;Zone-Only Drinking&amp;quot;, dwarves will still use the well for drinking/pond/etc purposes regardless if it is marked with a zone.&lt;br /&gt;
&lt;br /&gt;
:I made sure to take a quick screenshot, if needed.--[[User:DracoG|DracoG]] 00:38, 3 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I think once you &amp;quot;break&amp;quot; an area that used to be freshwater (by breaking something and accidentally letting the freshwater come in-contact with something &amp;quot;natural&amp;quot;) then it remains that way permanently.  I haven't done an exhaustive exploration of the conditions, but twice I tried to completely reconstruct my formerly functioning freshwater canal and both times after the work was finished the zone still did not report it as a water source.  I had removed all the walls and got rid of all the water and mud and rebuilt everything dry and it didn't work.  So I decided to build a replacement water source somewhere else and that worked.  Of course, to be completely safe I built the new thing out of wood whereas the previous thing was from glass. --[[User:Gamli|Gamli]] 10:59, 28 July 2009 (PST)&lt;br /&gt;
&lt;br /&gt;
== Jesus Brooks ==&lt;br /&gt;
&lt;br /&gt;
I think that humanoids shouldn't be allowed to walk over brooks, this was underlined to me when i saw the fisherdwarf asleep on the open space above the brook. {{unsigned|Warlordzephyr}}&lt;br /&gt;
&lt;br /&gt;
:First off, sign your comments please. Secondly, and I don't mean to sound like an annoying Wiki bureaucrat, opinions about how something should or shouldn't be don't really belong on the talk page; you'd get a better response over at the Bay 12 forums. Nonetheless, I will address your point.&lt;br /&gt;
:The way brooks are now is just a simple way to represent shallow running water that shouldn't block movement. A more realistic rendering would be to make the brook a small depression with ramps on both sides, and the bottom filled with depth 2 water, but for now, this is what we've got. --[[User:Mikaka|Mikaka]] 22:32, 2 May 2009 (UTC)&lt;br /&gt;
::A &amp;quot;brook&amp;quot; isn't deep enough to go from 1 z-level down to the next. It's like sleeping in the gutter: you'll get wet but not drown.&amp;lt;font face=&amp;quot;FixedSys&amp;quot; color=&amp;quot;#00FFFF&amp;quot;&amp;gt;[[User:GarrieIrons|Gar]]&amp;lt;/font&amp;gt;[[User Talk:GarrieIrons|rie]] 02:58, 22 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
=Stockpiling water?=&lt;br /&gt;
&lt;br /&gt;
My dwarfs like to carry water to food stockpiles. This only happens when I have given them a command to fill a pond (note that the said pond is on the other end of the map and on a different z-level from the stockpiles and that the stockpile is not in between the water sources and the pond).  At first I thought it had something to do with fish so I disabled all meat and fish from the stockpiles and the little dwarfs kept on dumping water in the stockpiles. Does anyone know how to stop this or why it happens? [[User:L337chica|L337chica]] 01:28, 15 May 2009 (UTC)&lt;br /&gt;
:A wiki is not a Q&amp;amp;A - you'd get better feedback on the forums.--[[User:Albedo|Albedo]] 04:40, 15 May 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Gamli</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Gamli&amp;diff=50123</id>
		<title>User:Gamli</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Gamli&amp;diff=50123"/>
		<updated>2009-07-24T07:27:22Z</updated>

		<summary type="html">&lt;p&gt;Gamli: Created page with 'I think I've found my passionate vocation and calling to Dwarf Fortress:  Green glass castles!!'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I think I've found my passionate vocation and calling to Dwarf Fortress:  Green glass castles!!&lt;/div&gt;</summary>
		<author><name>Gamli</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Dragon&amp;diff=29091</id>
		<title>40d Talk:Dragon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Dragon&amp;diff=29091"/>
		<updated>2009-07-24T07:26:05Z</updated>

		<summary type="html">&lt;p&gt;Gamli: /* Dragons Vulnerable to Dragon-fire */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== They go through magma ==&lt;br /&gt;
&lt;br /&gt;
a dragon walked through 3 tiles of magma channel and destroyed my fortress&lt;br /&gt;
&lt;br /&gt;
:Considering that vanilla dragons are specifically not immune to magma, I find this hard to believe. As such, I'm removing the comment on the page proper until someone can confirm this. kind of thing. Also, sign your comments.--[[User:Quil|Quil]] 14:52, 26 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Tameable? ==&lt;br /&gt;
&lt;br /&gt;
Are Dragons tameable in this version?  Supposedly they were in the previous version, but I am not sure.  [[User:KiTA|KiTA]] 18:59, 24 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
If you see a Hyrda in a fortress, will a Dragon ever appear, or will you forever see Hyrdas going forward? [[User:KiTA|KiTA]] 18:59, 24 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: Yes, they can be tamed once you get the [[dungeon master]], just like before. --[[User:JT|JT]] 18:43, 24 November 2007 (EST)&lt;br /&gt;
:: What about multiple types of megabeasts showing up?  Or is it &amp;quot;once a hyrda, always a hydra?&amp;quot;&lt;br /&gt;
::: I had both a hydra and bronze colossus show up in the same fort [[User:Coelocanth|Coelocanth]]&lt;br /&gt;
::: I had a Dragon, and then 3 months later a hydra show up as well. PS: I edited your comment. --[[User:Gotthard|Gotthard]] 11:08, 10 December 2007 (EST)&lt;br /&gt;
::::So far I'm 15 years into my fortress and I've had 3 Bronze Collusi, 2 Hydras, 1 Titan and 1 Dragon. I've tossed them all into a pit which I drop sieging armies into for my amusment... [[User:XRsyst|XRsyst]] 22:55, May 15 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Disappointment ==&lt;br /&gt;
&lt;br /&gt;
I was pretty disappointed with my first Dragon.  It came during a goblin siege, and proceeded to make a bee line for them.  The first goblin bolt grounded it as unconscious, and the second killed it.  Highly anticlimactic, it didn't even singe anything.  Would be nice if they were somewhat threatening. --Gotthard 13:50, 3 December 2007 (EST)&lt;br /&gt;
:This is not a problem with dragons, it's a recuring problem from ranged weapons. Did you ever try to send champions against a horde of bowmen? They'd die just as easily as recruits... --[[User:Eagle of Fire|Eagle of Fire]] 14:30, 3 December 2007 (EST)&lt;br /&gt;
::I would say it is somewhat a problem with megabeasts in general, though. Someone actually mentioned this to me in another context the other day, but megabeasts really need to have some special mechanics for them if they're going to be very mega.--[[User:Qalnor|Qalnor]] 15:01, 3 December 2007 (EST)&lt;br /&gt;
::If I read the raws correctly, it just looks like his only attack is a bite (with a good damage of 1-6).  Shouldn't he have a tail swipe, or a wing buffet to complement his fire breathing ability?  Perhaps an increased resistance to ranged attacks, although armor doesn't seem to do much to piercing damage.  Very irritating. --Gotthard 17:21, 3 December 2007 (EST)&lt;br /&gt;
:I just saw something similar -- my hunter was out hunting, and came upon a dragon that had just invaded.  He seems to have dodged the fire the dragon breathed at him, then knocked it unconscious with a bolt to the heart.  The hunter must have agreed that this was anticlimactic, as he then shrugged and went to kill a mountain goat. [[User:Dolohov|Dolohov]] 14:35, 24 August 2008 (EDT)&lt;br /&gt;
A dragon raided my village, burning everything above ground.  The flames consumed everything.  Including the dragon itself.  --[[User:Sebbekai|Sebbekai]] 16:31, 5 April 2008 (EDT)&lt;br /&gt;
:err... it burned itself to death? Are you sure? Because if you look at the object data for dragons in this article, it has the [FIREIMMUNE_SUPER] tag... --[[User:BahamutZERO|BahamutZERO]] 22:17, 16 May 2008 (EDT)&lt;br /&gt;
::[FIREIMMUNE_SUPER] grants immunity to dragonbreath and the belief that the creature is immune to fire. It does not actually grant an immunity to fire. [FIREIMMUNE] does that. The dragon breathed, ignited grass, and burned upon the fire it started. Sometimes they purposefully hop into lava and become dragon fritters. [[User:Rkyeun|Rkyeun]] 23:43, 10 September 2008 (EDT)&lt;br /&gt;
:Yup, my dragon just destroyed itself in it's own firey fury too, unless my recruit kicked it in it's softspot... And the wooden building nearby just become 'warm'. So there we have it.--[[User:Khimaera UK|JK]] 18:17, 7 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Tiny? ==&lt;br /&gt;
&lt;br /&gt;
Dragons can enter dwarf homes?  That's a bit odd.  A five story tall dragon probably should be a bit taller then the four-or-so foot dwarves.  I'd imagine elves have a hard enough time as is. [[User:Minalkra|Minalkra]] 01:20, 2 May 2008 (EDT)&lt;br /&gt;
:Uhh.. This is Dwarf Fortress not the North American Scale and Size Convention (NASSC) ...Duh [[User:Hoborobo|Hoborobo]] 14:03, 4 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Burning items ...  ==&lt;br /&gt;
&lt;br /&gt;
IMO the easiest way of dealing with fire breath is: Options -&amp;gt; Only military allowed outside.&lt;br /&gt;
&lt;br /&gt;
Setting this ON as soon as the dragon arrives will result in dwarves not doing much (or more precisely cancelling any task that paths them outside), but should also prevent dwarves from picking up burning items (providing you kill the dragon while it's still outside the fortress.)&lt;br /&gt;
&lt;br /&gt;
== They're [FANCIFUL]...? ==&lt;br /&gt;
&lt;br /&gt;
I just noticed the object data for dragons has the [FANCIFUL] tag. I had been led to believe by [[Fanciful|this article]] that this tag was for creatures that were just mythical and didn't actually spawn in the game. But dragons certainly do spawn in the game. Is that article wrong or what? --[[User:BahamutZERO|BahamutZERO]] 22:26, 16 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I think this makes dragons not spawn normally. Instead, they spawn when it's time for a dragon attack. --[[User:GreyMario|GreyMaria]] 22:32, 16 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Ah, I just looked at the other megabeasts, and they have the tag too, along with the demons. So that's probably why. The [FANCIFUL] article is still somewhat wrong or misleading though. --[[User:BahamutZERO|BahamutZERO]] 22:36, 16 May 2008 (EDT)&lt;br /&gt;
:::I have been led to believe that it is for creatures that everyone knows about, no matter what.  Everyone has heard of a dragon, even if only about 50 people have seen one. --[[User:Zchris13|Zchris13]] 20:01, 25 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== After being tamed ==&lt;br /&gt;
&lt;br /&gt;
Will the defend themselves if they get attacked? I would love burning the bloody goblins who go after my dwarf families. It seems they won't move much if you let them out of their cages. It would also be fun to have a match with 2 mega beasts against each other.--[[User:Seaneat|Seaneat]] 13:37, 4 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Spawning Injured? ==&lt;br /&gt;
&lt;br /&gt;
I was just assaulted by a Dragon.  With no legs.  (Well... it was missing 2 legs... completely cut off)&lt;br /&gt;
&lt;br /&gt;
It constantly was unconscious (although it did wake up every 5 minutes or so and take a couple steps forward)&lt;br /&gt;
I haven't checked up on the legends for that dragon yet, but I can assume it lost those body parts in a battle sometime back.  Very... intriguing.  Should a note be made about mega-beasts spawning as such?&lt;br /&gt;
&lt;br /&gt;
:This does sound rather interesting. When did Toady Introduce the fact that Megabeasts exist in the world and can be encountered on numerous occasions, given that you haven't killed them yet? And, Can you find mega-beasts in Adventure mode? [[User:Hoborobo|Hoborobo]] 08:17, 10 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:As I recall, Megabeasts have their own lives and histories, generated when the map is generated.  There is a rotating quote on the front page from Toady about a Titan that had its leg gnawed off by a dwarf and then laid waste to the land for 1000 years or so.  So, no, your Dragon didn't start injured.  Someone else injured it for you.  --[[User:Mirthmanor|Mirthmanor]] 17:09, 27 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Hell, even the semi-megabeasts that mayors want you to fight spawn injured. In my most recent adventure, besides successfully killing almost an entire town (I had recruited like 30 marksdwarves. Heh.) I had at least 5 occassions where a semi would constantly fall unconcious from the fact it had missling legs, lungs, arms, etc. [[User:Milskidasith|Milskidasith]] 22:16, 18 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::I've even seen this happen with civ leaders, I recently had a goblin elite marksman with his whole left leg gone siege me, he of course never advanced because he was always unconscious, but somehow he escaped two times. On the third time I finally got the sucker because he came in right beside my castle. -[[User:Jebraltix|Jebraltix]] 16:46, 18 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
== Dragon Footprints ==&lt;br /&gt;
&lt;br /&gt;
From SomethingAwful forums thread #2917631&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Krinkle posted:'''&lt;br /&gt;
&lt;br /&gt;
holy poo poo! Just as I was getting ready to go home I get a message. &lt;br /&gt;
&lt;br /&gt;
''Berayi Nelarthesa, Dragon, has arrived.''&lt;br /&gt;
&lt;br /&gt;
I saved and took the save with me. Holy crap. I sounded the alarm that nobody but nobody was allowed outside and let loose and he leaves sand where he walks HE LEAVES SAND WHERE HE WALKS.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
Reposted for flavour by --[[User:Jellyfishgreen|Jellyfishgreen]] 07:02, 3 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It seems to me that dwarves walking on a layer of sand covered by grass leave sand where they walk, too. This way the stange phenomenon posted above might be explained. --[[User:Doub|Doub]]&lt;br /&gt;
::Elves have grasstrample 0. Dwarves have default grasstrample. Giant desert scorpions have grasstrample 10. Alligators have grasstrample 20. Dragons have grasstrample 50. A mess of dwarves milling about your entrance will wear away all the grass eventually. A dragon does it with every step. [[User:Rkyeun|Rkyeun]] 23:43, 10 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Trapped! ==&lt;br /&gt;
&lt;br /&gt;
I have built a few hundred cage traps around my fortress.  The second a Dragon appeared, I ordered (o) my dwarves to stay indoors and just waited.  AWESOME! Caught him in a dumb cage trap.  Shucks the kobalts don't get caught in them... (so I put a few stone traps around the exits/entrances).&lt;br /&gt;
&lt;br /&gt;
== Bugged Dragon? ==&lt;br /&gt;
&lt;br /&gt;
I had 3 stonefall traps lining the entrance to my fortress (this was very early in the game).  A dragon showed up when I was still getting settled (not even a season into the game) and cheerfully walked right past my traps without setting them off, then torched all of my dwarves.  Why didn't it set off the traps?  Was it flying over them?--[[User:Aegeus|Aegeus]] 20:17, 20 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
It probably set off the stonefall traps. (you can check, there should be stone on the ground). Dragons just don't get hurt much by them (I had a skeletal dragon run through a line of 8 and come out with some badly bruised bones and a broken (for skeletal, that means totally lost) left claw. [[User:Milskidasith|Milskidasith]] 17:02, 9 November 2008 (EST)&lt;br /&gt;
:Depends on random factors, I suppose.  When a dragon went after the chained horse surrounded by stonefall traps I keep outside, it was already nauseous by the time my military arrived to finish the job.  It can't have gone through more than three traps, more likely two.  I don't think I'll d trapfields again, they're just too appallingly effective. --[[User:Corona688|Corona688]] 09:50, 14 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::Given how early this dragon showed up, did you check to see if you had a cave on the map?  The dragon probably lives there and came out to investigate who was disturbing his land.  There at least used to be a bug that native creatures (start on the map) know where all the traps are - not sure if its still true. --[[User:Squirrelloid|Squirrelloid]] 19:22, 18 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Dragonfire too weak? ==&lt;br /&gt;
&lt;br /&gt;
Ok, I got a skeletal dragon invading my fortress. He sends dragonfire out at a regular dwarf, and it hits him at the very edge for no damage (the land is scorched, no fire). Dwarf flees, jumps in the river, dies to carp (which rather hilariously start attacking the skeletal dragon, who proceeds to claw one to death until another dwarf walks by. No big deal, the fire barely hit the peasant so it makes sense it didn't hurt him.&lt;br /&gt;
&lt;br /&gt;
I send in a military squad to fight the dragon. My champion (the one *without* my legendary shield, his was -quality- iron) runs to the dragon, gets hit POINT BLANK by dragonfire (which once again kills the plants without setting them on fire) and doesn't even get hurt. Repeat when two swordsdwarves, one who is only a low level shield user, get hit at about a third of the total range. I killed the dragon, but honestly, he didn't light a thing on fire and couldn't hurt the dwarves. It would AT LEAST make sense if the dwarves got light injuries from the fact they are standing on freshly scorched land while it's in the process of being scorched again.[[User:Milskidasith|Milskidasith]] 17:08, 9 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Still Relevant? ==&lt;br /&gt;
Those parts about training not working on murderous dragons, and especially about fire being inexplicably deadly, sound vaguely 2D.  Can anyone confirm the training issue still exists?  --[[User:Corona688|Corona688]] 09:50, 14 January 2009 (EST)&lt;br /&gt;
:The training quirk is a problem with all tamed animals, not just dragons.  [[Fire]] is still outrageously deadly because the dwarven AI doesn't correctly understand being on fire, or why they should not touch things that are on fire.  So yes, this is all still relevant. --[[User:ThunderClaw|ThunderClaw]] 11:05, 14 January 2009 (EST)&lt;br /&gt;
The section could still do with a rewrite, though, considering that all dragons are named and not just those that have killed dwarves --[[User:Pushy|Pushy]] 10:09, 12 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Dragonfire and fortifications ==&lt;br /&gt;
Question: Will a breath dragonfire go through fortifications? Will it be blocked, or will the dragon be able to 'shoot' through it like marksmen? --[[User:Kami|Kami]] 05:03, 10 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Dungeon Master ==&lt;br /&gt;
I noticed when I tamed a captured dragon that the actual task of taming was performed by a normal animal trainer and not by my Dungeon Master. My Dungeon Master was alive and well at the time but is it possible that megabeast taming doesn't require one after all? --[[User:Paradigmlost|Paradigmlost]] 10:46, 12 February 2009 (EST)&lt;br /&gt;
:The DM must be at least on the map.  That is the only requirement.--[[User:Zchris13|Zchris13]] 20:05, 25 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Dragon Fire Cross Z-Plane? ==&lt;br /&gt;
&lt;br /&gt;
Anyone know if Dragons can shoot fire at an angle up or down?&lt;br /&gt;
--[[User:Yidda|Yidda]] 14:11, 27 March 2009 (UTC)&lt;br /&gt;
:Should be possible. It is a projectile. -- [[User:Zchris13|Zchris13]] 19:29, 27 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Dragon on embark ==&lt;br /&gt;
&lt;br /&gt;
In my recent fortress there was a dragon sitting in the valley as I embarked. Surely he was not the average &amp;quot;animal&amp;quot; lurking around, as there also was some digging done (a world-gen outpost then destroyed by the dragon?) and items littered. [[User:Matakuka|Matakuka]] 21:13, 1 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Limited Dragons ==&lt;br /&gt;
&lt;br /&gt;
Is it possible for the number of dragons (or megabeasts in particular) to run out, as in there is a certain number of them and once they are all killed/captured, no more will come to your fort?--[[User:CrazyMcfobo|CrazyMcfobo]] 20:50, 18 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Dragons Vulnerable to Dragon-fire ==&lt;br /&gt;
In the September 2008 version (***.40?) I've proven (quite tragically) that dragons are not invulnerable to dragon-fire.  Yes, it was quite sad actually, you see I had two prized tamed dragons in my goblin gladiator pit and so guess what happened.  Yep, you guessed it, dropped the goblin in and the two dragons accidentally fried each other.  They were both female dragons, so would you call this a heated cat fight or what?&lt;br /&gt;
&lt;br /&gt;
[[User:Gamli|Gamli]] 00:25, 24 July 2009 (PST)&lt;/div&gt;</summary>
		<author><name>Gamli</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Dragon&amp;diff=29090</id>
		<title>40d Talk:Dragon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Dragon&amp;diff=29090"/>
		<updated>2009-07-24T07:25:04Z</updated>

		<summary type="html">&lt;p&gt;Gamli: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== They go through magma ==&lt;br /&gt;
&lt;br /&gt;
a dragon walked through 3 tiles of magma channel and destroyed my fortress&lt;br /&gt;
&lt;br /&gt;
:Considering that vanilla dragons are specifically not immune to magma, I find this hard to believe. As such, I'm removing the comment on the page proper until someone can confirm this. kind of thing. Also, sign your comments.--[[User:Quil|Quil]] 14:52, 26 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Tameable? ==&lt;br /&gt;
&lt;br /&gt;
Are Dragons tameable in this version?  Supposedly they were in the previous version, but I am not sure.  [[User:KiTA|KiTA]] 18:59, 24 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
If you see a Hyrda in a fortress, will a Dragon ever appear, or will you forever see Hyrdas going forward? [[User:KiTA|KiTA]] 18:59, 24 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: Yes, they can be tamed once you get the [[dungeon master]], just like before. --[[User:JT|JT]] 18:43, 24 November 2007 (EST)&lt;br /&gt;
:: What about multiple types of megabeasts showing up?  Or is it &amp;quot;once a hyrda, always a hydra?&amp;quot;&lt;br /&gt;
::: I had both a hydra and bronze colossus show up in the same fort [[User:Coelocanth|Coelocanth]]&lt;br /&gt;
::: I had a Dragon, and then 3 months later a hydra show up as well. PS: I edited your comment. --[[User:Gotthard|Gotthard]] 11:08, 10 December 2007 (EST)&lt;br /&gt;
::::So far I'm 15 years into my fortress and I've had 3 Bronze Collusi, 2 Hydras, 1 Titan and 1 Dragon. I've tossed them all into a pit which I drop sieging armies into for my amusment... [[User:XRsyst|XRsyst]] 22:55, May 15 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Disappointment ==&lt;br /&gt;
&lt;br /&gt;
I was pretty disappointed with my first Dragon.  It came during a goblin siege, and proceeded to make a bee line for them.  The first goblin bolt grounded it as unconscious, and the second killed it.  Highly anticlimactic, it didn't even singe anything.  Would be nice if they were somewhat threatening. --Gotthard 13:50, 3 December 2007 (EST)&lt;br /&gt;
:This is not a problem with dragons, it's a recuring problem from ranged weapons. Did you ever try to send champions against a horde of bowmen? They'd die just as easily as recruits... --[[User:Eagle of Fire|Eagle of Fire]] 14:30, 3 December 2007 (EST)&lt;br /&gt;
::I would say it is somewhat a problem with megabeasts in general, though. Someone actually mentioned this to me in another context the other day, but megabeasts really need to have some special mechanics for them if they're going to be very mega.--[[User:Qalnor|Qalnor]] 15:01, 3 December 2007 (EST)&lt;br /&gt;
::If I read the raws correctly, it just looks like his only attack is a bite (with a good damage of 1-6).  Shouldn't he have a tail swipe, or a wing buffet to complement his fire breathing ability?  Perhaps an increased resistance to ranged attacks, although armor doesn't seem to do much to piercing damage.  Very irritating. --Gotthard 17:21, 3 December 2007 (EST)&lt;br /&gt;
:I just saw something similar -- my hunter was out hunting, and came upon a dragon that had just invaded.  He seems to have dodged the fire the dragon breathed at him, then knocked it unconscious with a bolt to the heart.  The hunter must have agreed that this was anticlimactic, as he then shrugged and went to kill a mountain goat. [[User:Dolohov|Dolohov]] 14:35, 24 August 2008 (EDT)&lt;br /&gt;
A dragon raided my village, burning everything above ground.  The flames consumed everything.  Including the dragon itself.  --[[User:Sebbekai|Sebbekai]] 16:31, 5 April 2008 (EDT)&lt;br /&gt;
:err... it burned itself to death? Are you sure? Because if you look at the object data for dragons in this article, it has the [FIREIMMUNE_SUPER] tag... --[[User:BahamutZERO|BahamutZERO]] 22:17, 16 May 2008 (EDT)&lt;br /&gt;
::[FIREIMMUNE_SUPER] grants immunity to dragonbreath and the belief that the creature is immune to fire. It does not actually grant an immunity to fire. [FIREIMMUNE] does that. The dragon breathed, ignited grass, and burned upon the fire it started. Sometimes they purposefully hop into lava and become dragon fritters. [[User:Rkyeun|Rkyeun]] 23:43, 10 September 2008 (EDT)&lt;br /&gt;
:Yup, my dragon just destroyed itself in it's own firey fury too, unless my recruit kicked it in it's softspot... And the wooden building nearby just become 'warm'. So there we have it.--[[User:Khimaera UK|JK]] 18:17, 7 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Tiny? ==&lt;br /&gt;
&lt;br /&gt;
Dragons can enter dwarf homes?  That's a bit odd.  A five story tall dragon probably should be a bit taller then the four-or-so foot dwarves.  I'd imagine elves have a hard enough time as is. [[User:Minalkra|Minalkra]] 01:20, 2 May 2008 (EDT)&lt;br /&gt;
:Uhh.. This is Dwarf Fortress not the North American Scale and Size Convention (NASSC) ...Duh [[User:Hoborobo|Hoborobo]] 14:03, 4 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Burning items ...  ==&lt;br /&gt;
&lt;br /&gt;
IMO the easiest way of dealing with fire breath is: Options -&amp;gt; Only military allowed outside.&lt;br /&gt;
&lt;br /&gt;
Setting this ON as soon as the dragon arrives will result in dwarves not doing much (or more precisely cancelling any task that paths them outside), but should also prevent dwarves from picking up burning items (providing you kill the dragon while it's still outside the fortress.)&lt;br /&gt;
&lt;br /&gt;
== They're [FANCIFUL]...? ==&lt;br /&gt;
&lt;br /&gt;
I just noticed the object data for dragons has the [FANCIFUL] tag. I had been led to believe by [[Fanciful|this article]] that this tag was for creatures that were just mythical and didn't actually spawn in the game. But dragons certainly do spawn in the game. Is that article wrong or what? --[[User:BahamutZERO|BahamutZERO]] 22:26, 16 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I think this makes dragons not spawn normally. Instead, they spawn when it's time for a dragon attack. --[[User:GreyMario|GreyMaria]] 22:32, 16 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Ah, I just looked at the other megabeasts, and they have the tag too, along with the demons. So that's probably why. The [FANCIFUL] article is still somewhat wrong or misleading though. --[[User:BahamutZERO|BahamutZERO]] 22:36, 16 May 2008 (EDT)&lt;br /&gt;
:::I have been led to believe that it is for creatures that everyone knows about, no matter what.  Everyone has heard of a dragon, even if only about 50 people have seen one. --[[User:Zchris13|Zchris13]] 20:01, 25 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== After being tamed ==&lt;br /&gt;
&lt;br /&gt;
Will the defend themselves if they get attacked? I would love burning the bloody goblins who go after my dwarf families. It seems they won't move much if you let them out of their cages. It would also be fun to have a match with 2 mega beasts against each other.--[[User:Seaneat|Seaneat]] 13:37, 4 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Spawning Injured? ==&lt;br /&gt;
&lt;br /&gt;
I was just assaulted by a Dragon.  With no legs.  (Well... it was missing 2 legs... completely cut off)&lt;br /&gt;
&lt;br /&gt;
It constantly was unconscious (although it did wake up every 5 minutes or so and take a couple steps forward)&lt;br /&gt;
I haven't checked up on the legends for that dragon yet, but I can assume it lost those body parts in a battle sometime back.  Very... intriguing.  Should a note be made about mega-beasts spawning as such?&lt;br /&gt;
&lt;br /&gt;
:This does sound rather interesting. When did Toady Introduce the fact that Megabeasts exist in the world and can be encountered on numerous occasions, given that you haven't killed them yet? And, Can you find mega-beasts in Adventure mode? [[User:Hoborobo|Hoborobo]] 08:17, 10 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:As I recall, Megabeasts have their own lives and histories, generated when the map is generated.  There is a rotating quote on the front page from Toady about a Titan that had its leg gnawed off by a dwarf and then laid waste to the land for 1000 years or so.  So, no, your Dragon didn't start injured.  Someone else injured it for you.  --[[User:Mirthmanor|Mirthmanor]] 17:09, 27 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Hell, even the semi-megabeasts that mayors want you to fight spawn injured. In my most recent adventure, besides successfully killing almost an entire town (I had recruited like 30 marksdwarves. Heh.) I had at least 5 occassions where a semi would constantly fall unconcious from the fact it had missling legs, lungs, arms, etc. [[User:Milskidasith|Milskidasith]] 22:16, 18 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::I've even seen this happen with civ leaders, I recently had a goblin elite marksman with his whole left leg gone siege me, he of course never advanced because he was always unconscious, but somehow he escaped two times. On the third time I finally got the sucker because he came in right beside my castle. -[[User:Jebraltix|Jebraltix]] 16:46, 18 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
== Dragon Footprints ==&lt;br /&gt;
&lt;br /&gt;
From SomethingAwful forums thread #2917631&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Krinkle posted:'''&lt;br /&gt;
&lt;br /&gt;
holy poo poo! Just as I was getting ready to go home I get a message. &lt;br /&gt;
&lt;br /&gt;
''Berayi Nelarthesa, Dragon, has arrived.''&lt;br /&gt;
&lt;br /&gt;
I saved and took the save with me. Holy crap. I sounded the alarm that nobody but nobody was allowed outside and let loose and he leaves sand where he walks HE LEAVES SAND WHERE HE WALKS.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
Reposted for flavour by --[[User:Jellyfishgreen|Jellyfishgreen]] 07:02, 3 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It seems to me that dwarves walking on a layer of sand covered by grass leave sand where they walk, too. This way the stange phenomenon posted above might be explained. --[[User:Doub|Doub]]&lt;br /&gt;
::Elves have grasstrample 0. Dwarves have default grasstrample. Giant desert scorpions have grasstrample 10. Alligators have grasstrample 20. Dragons have grasstrample 50. A mess of dwarves milling about your entrance will wear away all the grass eventually. A dragon does it with every step. [[User:Rkyeun|Rkyeun]] 23:43, 10 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Trapped! ==&lt;br /&gt;
&lt;br /&gt;
I have built a few hundred cage traps around my fortress.  The second a Dragon appeared, I ordered (o) my dwarves to stay indoors and just waited.  AWESOME! Caught him in a dumb cage trap.  Shucks the kobalts don't get caught in them... (so I put a few stone traps around the exits/entrances).&lt;br /&gt;
&lt;br /&gt;
== Bugged Dragon? ==&lt;br /&gt;
&lt;br /&gt;
I had 3 stonefall traps lining the entrance to my fortress (this was very early in the game).  A dragon showed up when I was still getting settled (not even a season into the game) and cheerfully walked right past my traps without setting them off, then torched all of my dwarves.  Why didn't it set off the traps?  Was it flying over them?--[[User:Aegeus|Aegeus]] 20:17, 20 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
It probably set off the stonefall traps. (you can check, there should be stone on the ground). Dragons just don't get hurt much by them (I had a skeletal dragon run through a line of 8 and come out with some badly bruised bones and a broken (for skeletal, that means totally lost) left claw. [[User:Milskidasith|Milskidasith]] 17:02, 9 November 2008 (EST)&lt;br /&gt;
:Depends on random factors, I suppose.  When a dragon went after the chained horse surrounded by stonefall traps I keep outside, it was already nauseous by the time my military arrived to finish the job.  It can't have gone through more than three traps, more likely two.  I don't think I'll d trapfields again, they're just too appallingly effective. --[[User:Corona688|Corona688]] 09:50, 14 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::Given how early this dragon showed up, did you check to see if you had a cave on the map?  The dragon probably lives there and came out to investigate who was disturbing his land.  There at least used to be a bug that native creatures (start on the map) know where all the traps are - not sure if its still true. --[[User:Squirrelloid|Squirrelloid]] 19:22, 18 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Dragonfire too weak? ==&lt;br /&gt;
&lt;br /&gt;
Ok, I got a skeletal dragon invading my fortress. He sends dragonfire out at a regular dwarf, and it hits him at the very edge for no damage (the land is scorched, no fire). Dwarf flees, jumps in the river, dies to carp (which rather hilariously start attacking the skeletal dragon, who proceeds to claw one to death until another dwarf walks by. No big deal, the fire barely hit the peasant so it makes sense it didn't hurt him.&lt;br /&gt;
&lt;br /&gt;
I send in a military squad to fight the dragon. My champion (the one *without* my legendary shield, his was -quality- iron) runs to the dragon, gets hit POINT BLANK by dragonfire (which once again kills the plants without setting them on fire) and doesn't even get hurt. Repeat when two swordsdwarves, one who is only a low level shield user, get hit at about a third of the total range. I killed the dragon, but honestly, he didn't light a thing on fire and couldn't hurt the dwarves. It would AT LEAST make sense if the dwarves got light injuries from the fact they are standing on freshly scorched land while it's in the process of being scorched again.[[User:Milskidasith|Milskidasith]] 17:08, 9 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Still Relevant? ==&lt;br /&gt;
Those parts about training not working on murderous dragons, and especially about fire being inexplicably deadly, sound vaguely 2D.  Can anyone confirm the training issue still exists?  --[[User:Corona688|Corona688]] 09:50, 14 January 2009 (EST)&lt;br /&gt;
:The training quirk is a problem with all tamed animals, not just dragons.  [[Fire]] is still outrageously deadly because the dwarven AI doesn't correctly understand being on fire, or why they should not touch things that are on fire.  So yes, this is all still relevant. --[[User:ThunderClaw|ThunderClaw]] 11:05, 14 January 2009 (EST)&lt;br /&gt;
The section could still do with a rewrite, though, considering that all dragons are named and not just those that have killed dwarves --[[User:Pushy|Pushy]] 10:09, 12 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Dragonfire and fortifications ==&lt;br /&gt;
Question: Will a breath dragonfire go through fortifications? Will it be blocked, or will the dragon be able to 'shoot' through it like marksmen? --[[User:Kami|Kami]] 05:03, 10 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Dungeon Master ==&lt;br /&gt;
I noticed when I tamed a captured dragon that the actual task of taming was performed by a normal animal trainer and not by my Dungeon Master. My Dungeon Master was alive and well at the time but is it possible that megabeast taming doesn't require one after all? --[[User:Paradigmlost|Paradigmlost]] 10:46, 12 February 2009 (EST)&lt;br /&gt;
:The DM must be at least on the map.  That is the only requirement.--[[User:Zchris13|Zchris13]] 20:05, 25 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Dragon Fire Cross Z-Plane? ==&lt;br /&gt;
&lt;br /&gt;
Anyone know if Dragons can shoot fire at an angle up or down?&lt;br /&gt;
--[[User:Yidda|Yidda]] 14:11, 27 March 2009 (UTC)&lt;br /&gt;
:Should be possible. It is a projectile. -- [[User:Zchris13|Zchris13]] 19:29, 27 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Dragon on embark ==&lt;br /&gt;
&lt;br /&gt;
In my recent fortress there was a dragon sitting in the valley as I embarked. Surely he was not the average &amp;quot;animal&amp;quot; lurking around, as there also was some digging done (a world-gen outpost then destroyed by the dragon?) and items littered. [[User:Matakuka|Matakuka]] 21:13, 1 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Limited Dragons ==&lt;br /&gt;
&lt;br /&gt;
Is it possible for the number of dragons (or megabeasts in particular) to run out, as in there is a certain number of them and once they are all killed/captured, no more will come to your fort?--[[User:CrazyMcfobo|CrazyMcfobo]] 20:50, 18 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Dragons Vulnerable to Dragon-fire ==&lt;br /&gt;
In the September 2008 version (***.40?) I've proven (quite tragically) that dragons are not invulnerable to dragon-fire.  Yes, it was quite sad actually, you see I had two prized tamed dragons in my goblin gladiator pit and so guess what happened.  Yep, you guessed it, dropped the goblin in and the two dragons accidentally fried each other.  They were both female dragons, so would you call this a heated cat fight or what?&lt;/div&gt;</summary>
		<author><name>Gamli</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Main_Page/Quote&amp;diff=36734</id>
		<title>Main Page/Quote</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Main_Page/Quote&amp;diff=36734"/>
		<updated>2009-07-04T01:18:22Z</updated>

		<summary type="html">&lt;p&gt;Gamli: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- &lt;br /&gt;
&lt;br /&gt;
PLEASE LIMIT QUOTES TO ~135 CHARACTERS OR LESS. (longest below are longer than that, but remain as &amp;quot;legacy&amp;quot; from Toady etc.)&lt;br /&gt;
&lt;br /&gt;
LONGER QUOTES MAY BE DELETED!&lt;br /&gt;
&lt;br /&gt;
/--&amp;gt;{{Choose|c={{#if: {{{1|}}}|{{rand|79}}|{{#expr: ({{rand2|10}}+69)}} }}&lt;br /&gt;
|&amp;lt;!--1--&amp;gt;I can't put my finger on it. Something about this [[Fire|‼]]Cat tallow roast[[Fire|‼]] tastes funny.&lt;br /&gt;
|&amp;lt;!--2--&amp;gt;Toady withdraws from society. Toady has begun a [[Strange_mood|mysterious]] construction!&lt;br /&gt;
|&amp;lt;!--3--&amp;gt;Let us never forget the last words of Inod the Stoker, [http://archive.dwarffortresswiki.net/index.php/Fortress_Paintrag#1056 &amp;quot;Aaah! Gorillas!&amp;quot;]&lt;br /&gt;
|&amp;lt;!--4--&amp;gt;[[Children|Newborn]] Zuglar Baldnessgranite prefers to consume Gorilla. A sure sign of his unparalleled strength!&lt;br /&gt;
|&amp;lt;!--5--&amp;gt;[http://www.somethingawful.com/d/video-game-article/duke-nukem-image.php In an unrelated article] - I had no idea elephants could bounce that high!&lt;br /&gt;
|&amp;lt;!--6--&amp;gt;[[Toady]] looses a roaring laughter, [[Fey|fell]] and terrible! Toady has butchered a spammer!&lt;br /&gt;
|&amp;lt;!--7--&amp;gt;The critical question is this''':''' do elf bones yield more crossbow bolts than the average number of bolts necessary to kill an elf?&lt;br /&gt;
|&amp;lt;!--8--&amp;gt;&amp;quot;Dwarf Fortress&amp;quot; ... &amp;quot;Like chess, only with short people that can catch on [[fire]] like [[clothing|rags]] soaked in tar, and lots of [[booze]].&amp;quot; ... &amp;quot;Like chess.&amp;quot;&lt;br /&gt;
|&amp;lt;!--9--&amp;gt;Dwarf Fortress has taught me that all the world's problems would be substantially reduced had our parent civilizations never minted more than four stacks of [[coins]].&lt;br /&gt;
|&amp;lt;!--10--&amp;gt;Booze does all the work in forts. Dwarves are just booze exoskeletons.&lt;br /&gt;
|&amp;lt;!--11--&amp;gt;My unconscious and bleeding [[mayor]] just mandated the construction of some goods.&lt;br /&gt;
|&amp;lt;!--12--&amp;gt;I can just imagine a wagon throwing a tantrum and tossing all its contents at people.&lt;br /&gt;
|&amp;lt;!--13--&amp;gt;Döbesh Udosdeb has been ecstatic lately. He was forced to eat a friend to survive. He enjoyed a truly decadent meal.&lt;br /&gt;
|&amp;lt;!--14--&amp;gt;Iron [[screw pump]] exercise equipment. Pump iron and get superdwarvenly strong!&lt;br /&gt;
|&amp;lt;!--15--&amp;gt;The violence, aggression, pain, madness, sadness of the ASCII characters never ceases to amaze me...&lt;br /&gt;
|&amp;lt;!--16--&amp;gt;Wait, you're MAKING animals?&amp;lt;br&amp;gt;&amp;amp;mdash;''Torak''&amp;lt;br&amp;gt;At this moment, yes, I am smelting cows.&amp;lt;br&amp;gt;&amp;amp;mdash;''Spiders Everywhere''&lt;br /&gt;
|&amp;lt;!--17--&amp;gt;&amp;quot;Didn't you read the manual? He he he he... the manual... ...&amp;quot;&amp;lt;br&amp;gt;--[[Toady One]]&lt;br /&gt;
|&amp;lt;!--18--&amp;gt;(Compared to real-world years) Dwarven years are shorter.&amp;lt;br&amp;gt;--Sowelu&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Very fitting to dwarves, I must add.&amp;lt;br&amp;gt;--Sean Mirrsen&lt;br /&gt;
|&amp;lt;!--19--&amp;gt;[[Magma]] is not a [[water]] source. Dwarves can't drink it or supply it to their wounded.&amp;lt;br&amp;gt;--[[User:AlienChickenPie|AlienChickenPie]]&lt;br /&gt;
|&amp;lt;!--20--&amp;gt;&amp;quot;&amp;lt;nowiki&amp;gt;[B]&amp;lt;/nowiki&amp;gt;oats are the enemy of tiles. And tiles are the enemy of boats.&amp;quot;&amp;lt;br&amp;gt;--[[Toady One]]&lt;br /&gt;
|&amp;lt;!--21--&amp;gt;&amp;quot;I went through and fixed a few places where forbidden/on fire weren't being respected for next time. Burning milkable creatures were still a problem for example.&amp;quot;&amp;lt;br&amp;gt;--[[Toady One]]&lt;br /&gt;
|&amp;lt;!--22--&amp;gt;&amp;quot;You have been processed! Go forth, now, and edit!&amp;quot;&amp;lt;br&amp;gt;--[[User:Savok|Savok]]&lt;br /&gt;
|&amp;lt;!--23--&amp;gt;&amp;quot;What happened in 1048?&amp;quot; &amp;quot;Jreengus occurred.&amp;quot;&lt;br /&gt;
|&amp;lt;!--24--&amp;gt;Making rock instruments isn't nearly as awesome as it sounds --Shandrunn&lt;br /&gt;
|&amp;lt;!--25--&amp;gt;The cyclops I was quested to kill had a thousand year history of badassery, and all of that without the leg it lost in the Year 3 (a dwarf bit it off... I should probably deal with that). --[[Toady One]]&lt;br /&gt;
|&amp;lt;!--26--&amp;gt;[FIREIMMUNE] makes them think that [[magma]] is safe but doesn't actually make them fireproof. This can lead to some rather interesting results.&lt;br /&gt;
|&amp;lt;!--27--&amp;gt;Endok Cerolneth has begun a mysterious construction!&lt;br /&gt;
Endok Cerolneth, Planter has given birth to a girl.&lt;br /&gt;
|&amp;lt;!--28--&amp;gt;&amp;quot;Incendia sunt socia vestra, armaque vestra, fortesque Montis Domi.&amp;quot; &amp;quot;Magma is your ally, your weapon, the strength of the Mountain-Home.&amp;quot; --Eita&lt;br /&gt;
|&amp;lt;!--29--&amp;gt;&amp;quot;Stopped people from giving quests to kill themselves.&amp;quot; --[[Toady One]]&lt;br /&gt;
|&amp;lt;!--30--&amp;gt;&amp;quot;...And I simply doubt we have a need for 7 fishery workers. On top of that, a second soap maker. The hell IS soap?!&amp;quot; --Zero&lt;br /&gt;
|&amp;lt;!--31--&amp;gt;&amp;quot;This is a terrible pun. All craftsdwarfship is of the poorest quality.&amp;quot; - [http://tinyurl.com/6yruly Soup_alex]&lt;br /&gt;
|&amp;lt;!--32--&amp;gt;&amp;quot;The default mental state of a dwarf is madness. Sanity is a temporary condition - a PRIVILEGE you have to EARN!&amp;quot; --[[User:Fedor|Fedor]]&lt;br /&gt;
|&amp;lt;!--33--&amp;gt;&amp;quot;Why get normal cats? I buy lolcats in the embark screen. Much more fun to engrave about them.&amp;quot; --Yanlin&lt;br /&gt;
|&amp;lt;!--34--&amp;gt;&amp;quot;Dwarf Fortress taught me it was okay to make a suit out of my neighbour's skin, as long as I gave it a name.&amp;quot; &lt;br /&gt;
|&amp;lt;!--35--&amp;gt;&amp;quot;Got rid of world gen crash during succession after death of prolific long-standing position holders with inbred descendants&amp;quot; --[[Toady One]]&lt;br /&gt;
|&amp;lt;!--36--&amp;gt;&amp;quot;There was a typo in the siegers' campfire code.  When the fires went out, so did the game.&amp;quot; --[[Toady One]]&lt;br /&gt;
|&amp;lt;!--37--&amp;gt;&amp;quot;Hey, what does that flashing red and orange text mean? What? Why is there smoke everywhere? Oh god, are those BABIES on fire?&amp;quot; --[[User:StrawberryBunny|StrawberryBunny]]&lt;br /&gt;
|&amp;lt;!--38--&amp;gt;&amp;quot;It's never 'just a game' when you're losing.&amp;quot;&amp;lt;br&amp;gt;--George Carlin (if he played Dwarf Fortress)&lt;br /&gt;
|&amp;lt;!--39--&amp;gt;Not that building a bridge out of soap makes much sense to begin with anyway.&lt;br /&gt;
|&amp;lt;!--40--&amp;gt;Note that while you cannot milk larger animals yourself, civilizations can still milk animals &amp;quot;off screen&amp;quot; for your benefit.&lt;br /&gt;
|&amp;lt;!--41--&amp;gt;Tosid Idenarzes likes tentacle demons for their corrupt intentions.  &amp;quot;There!  Now we've covered all of the seven deadly sins.&amp;quot;&lt;br /&gt;
|&amp;lt;!--42--&amp;gt;&amp;quot;Litast Idenudesh, baby, is throwing a tantrum!  Inod Litastrilem, Mayor, has lost consciousness.  Inod Litastrilem, Mayor, has bled to death.&amp;quot;&lt;br /&gt;
|&amp;lt;!--43--&amp;gt;&amp;quot;Known bug #780:  Town guard becomes a criminal after getting an adventurer's stolen weapon stuck in his body.&amp;quot;&lt;br /&gt;
|&amp;lt;!--44--&amp;gt;&amp;quot;Udib Toblumaid, Axedwarf, cancels sparring in Barracks: too insane.&amp;quot; [[User:Ben jamm1n|Ben jamm1n]]&lt;br /&gt;
|&amp;lt;!--45--&amp;gt;Kosoth Cilobonol, Bone Carver cancels Drink: Unconscious.&lt;br /&gt;
|&amp;lt;!--46--&amp;gt;Sizir the Snail of Bait is a deity of The Fresh Towers.  Sizir most often takes the form of a female dwarf and is associated with jealousy.&lt;br /&gt;
|&amp;lt;!--47--&amp;gt;Sibrek Tanbim likes Limestone, Tin, Smoky Quartz, the color crimson, bolts, scepters, anvils, and rock blocks for their lack of quality levels.&lt;br /&gt;
|&amp;lt;!--48--&amp;gt;Most vermin teleport, so nothing actually contains them. -[[User:Fuzzy|Fuzzy]]&lt;br /&gt;
|&amp;lt;!--49--&amp;gt;There are 5 articles in category Lore:  Armok, Cave Adaptation, Elephant, Philosopher, and Vomit.&lt;br /&gt;
|&amp;lt;!--50--&amp;gt;Fixed Bug #888:  There was an alligator drunk&lt;br /&gt;
|&amp;lt;!--51--&amp;gt;Fixed Bug #563:  Mayor ordered himself beaten for failing to make crystal glass&lt;br /&gt;
|&amp;lt;!--52--&amp;gt;If cow cheese is made from cow's milk, what is dwarven cheese made of?&lt;br /&gt;
|&amp;lt;!--53--&amp;gt;''Belbezevost Närangagak Äkig:''&amp;lt;br&amp;gt;Goatsects the Raw Red Anus of Stretching&lt;br /&gt;
|&amp;lt;!--54--&amp;gt;Bugs are opportunities to cause unprecedented amounts of destruction. --Zorgn&lt;br /&gt;
|&amp;lt;!--55--&amp;gt;&amp;quot;You know, Urist, you've got a mind like an +Ash Trap+.&amp;quot;--[[User:Destor|Destor]]&lt;br /&gt;
|&amp;lt;!--56--&amp;gt;'''Zander J:''' &amp;quot;Is there a way to stop immigration without setting the population cap?&amp;quot;&amp;lt;br&amp;gt;'''Yanlin:''' &amp;quot;Magma.&amp;quot;&lt;br /&gt;
|&amp;lt;!--57--&amp;gt;An animal trainer just suddenly stopped working and hid himself in a workshop. He's probably going to make a wardog out of rock and goblin skulls.&lt;br /&gt;
|&amp;lt;!--58--&amp;gt;flying creatures give birth in midair, leading to tragedy&lt;br /&gt;
|&amp;lt;!--59--&amp;gt;&amp;quot;Dwarf Fortress: Screw mining for fish, we're fishing for rocks!&amp;quot; -Duke 2.0&lt;br /&gt;
|&amp;lt;!--60--&amp;gt;'''Urdim Kutamèrith, Pump Operator, has created Rakusttenshed, a Glumprong blowgun!''' &amp;lt;br&amp;gt; Urdim, you are a freaking idiot.&lt;br /&gt;
|&amp;lt;!--61--&amp;gt;&amp;lt;Forkez&amp;gt; I don't get the game, but I do get that tunnels flooded with water is a bad thing.&lt;br /&gt;
|&amp;lt;!--62--&amp;gt;&amp;quot;If you give a dwarf a fire, he will be warm for a night. If you set a dwarf on fire, he will be warm for the rest of his life.&amp;quot;&lt;br /&gt;
|&amp;lt;!--63--&amp;gt;&amp;quot;Since the Elves said they won't let me cut down any trees, I bought 50 of their logs instead.&amp;quot;&lt;br /&gt;
|&amp;lt;!--64--&amp;gt;Do not make a trading race that breathes fire.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;I REPEAT, DON'T!! EVER!! &lt;br /&gt;
|&amp;lt;!--65--&amp;gt;If I ''remembered'' what the &amp;amp;%^#*@! lever did, I'd ''pull'' it! &amp;lt;...pulls lever anyway...&amp;gt;&lt;br /&gt;
|&amp;lt;!--66--&amp;gt;The flood just came out of ''nowhere''!!!&lt;br /&gt;
|&amp;lt;!--67--&amp;gt;There's one thing a dwarf needs, and that's stones.  And alcohol... and magma... but mainly stones.&lt;br /&gt;
|&amp;lt;!--68--&amp;gt;Q: &amp;quot;What's the best way to have a single dwarf fight off an entire Orc siege?&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
A: &amp;quot;With a lever.&amp;quot; &lt;br /&gt;
|&amp;lt;!--69--&amp;gt;&amp;quot;I swear to god once I saw a dwarf who was labeled as being Strong, Very Agile, Very Tough... and ''Clean''. But it was probably just a bad dream.&amp;quot;&lt;br /&gt;
|&amp;lt;!--70--&amp;gt;&amp;quot;So let me get this straight. We managed to destroy dwarven civilization while only managing a single town??&amp;quot; --alway&lt;br /&gt;
|&amp;lt;!--71--&amp;gt;&amp;lt;nowiki&amp;gt;::facepalm::&amp;lt;/nowiki&amp;gt;&amp;lt;br /&amp;gt;Thanks. I wish I had known that about three forts ago. &lt;br /&gt;
|&amp;lt;!--72--&amp;gt;&amp;quot;Dwarven children kidnapped and incorporated into goblin society might sh... shave.&amp;quot;&amp;lt;br&amp;gt; --Toady One&lt;br /&gt;
|&amp;lt;!--73--&amp;gt;Known Bug:  babies fall to death when born on stairs&lt;br /&gt;
|&amp;lt;!--74--&amp;gt;Known Bug:  civs decorate their items with soil&lt;br /&gt;
|&amp;lt;!--75--&amp;gt;Known Bug #1031:  Some camels wear full sets of clothing&lt;br /&gt;
|&amp;lt;!--76--&amp;gt;&amp;quot;[[Magma]] solves everything. [[Fire]] just ruins the [[booze]].&amp;quot; -sonerohi&lt;br /&gt;
|&amp;lt;!--77--&amp;gt;You can't yet strangle people with the exposed guts, though I suppose that's now within reach. --[[Toady One]]&lt;br /&gt;
|&amp;lt;!--78--&amp;gt;Look, there are roving clumps of sentient lava outside, ... This isn't going to get better. --PTTG??&lt;br /&gt;
|&amp;lt;!--79--&amp;gt;...and the only surviving dwarf is a noble who has mandated the construction of crowns and clear glass items to the empty halls. --PTTG??&lt;br /&gt;
|&amp;lt;!--80--&amp;gt;Adil Idenlocun is conflicted: &amp;quot;When possible he prefers to consume purring maggot, Dwarven ale and Dwarven syrup.  He absolutely detests purring maggots.&amp;quot;&lt;br /&gt;
}}&amp;lt;!--WARNING:EQUALS SIGNS BREAK THINGS&lt;br /&gt;
NOTICE: If you are editing this and you have not read the instructions on the talk page, your quote will probably not appear.--&amp;gt;&amp;lt;noinclude&amp;gt;[[Category:Humor and stories]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Gamli</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:World_token&amp;diff=47390</id>
		<title>40d Talk:World token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:World_token&amp;diff=47390"/>
		<updated>2009-02-16T04:38:18Z</updated>

		<summary type="html">&lt;p&gt;Gamli: New page: Need a page or resource to discuss discovered knowledge of how these world generation parameters work.  The instructions here are abstract and it would be good to post ideas for parameter ...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Need a page or resource to discuss discovered knowledge of how these world generation parameters work.  The instructions here are abstract and it would be good to post ideas for parameter sets on how to make specific types of worlds (such as lots of high-cliff mountains over-run with high-altitude volcanoes and rivers).&lt;/div&gt;</summary>
		<author><name>Gamli</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Sand&amp;diff=17621</id>
		<title>40d Talk:Sand</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Sand&amp;diff=17621"/>
		<updated>2008-11-21T09:11:55Z</updated>

		<summary type="html">&lt;p&gt;Gamli: /* digging for sand */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This seems a bit confusing. Is it possible to collect sand without bags? Without a glass furnace? What do you set to get your dwarves to do it?--[[User:Xazak|Xazak]] 17:56, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:You can't collect sand without empty bags or a glass furnace. The command to gather sand is issued from the furnace itself.&lt;br /&gt;
:At least, that's how it was back in the last version-I doubt they changed it, though.&lt;br /&gt;
:[[User:Kefkakrazy|Kefkakrazy]] 18:37, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::It hasn't changed. --[[User:Draco18s|Draco18s]] 19:41, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Absence of sand and moods ==&lt;br /&gt;
&lt;br /&gt;
Are you screwed if a dwarf enters a mood, requires raw green glass, and there is no sand on the map?  Presumably in such a situation you'd want to specify glass blocks from the traders ASAP.  I just had a dwarf go berserk for want of green glass ... although he was a lowly hauler, so whatevs! [[User:Julius|Julius]] 14:37, 13 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:So far, in all my fortresses, my dwarves never asked for something they could not find on the map for their moods. In my current fortress, I have a ''lot'' of items made of rock, wood, bone and leather... --[[User:Eagle of Fire|Eagle of Fire]] 20:16, 4 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I have had a fort where there was no single sand at all...but after some years small squares of sand has appeard at places where my dwarf travels alot. Is it possblie that sand can be made? ([[User:Keilden|Keilden]] 06:20, 21 January 2008 (EST))&lt;br /&gt;
&lt;br /&gt;
:I believe this is caused by the dwarves killing off the vegitation covering the sand.  I don't think you can create sand in areas where there is something else underneath, such as silty loam.--[[User:Kingzilla|Kingzilla]] 19:03, 21 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::It's easy to tell if a square has collectible sand or not. Simply designate a zone over a single square, and look to see if sand collection isn't a 0. --[[User:N9103|Edward]] 01:33, 22 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Well those single squares have more then 0 in sand but they can't be collected.([[User:Keilden|Keilden]] 02:48, 22 January 2008 (EST))&lt;br /&gt;
&lt;br /&gt;
:Then there's something else wrong, not a lack of sand. The raws determine the sand or not. I've gone and added sand to a map that originally didn't have any by adding the proper tag. If the zone says it's sand, then it's sand, and something else in the collection is the problem.  --[[User:N9103|Edward]] 20:35, 22 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Types of sand for glassmaking ==&lt;br /&gt;
&lt;br /&gt;
Are red, black, white and yellow the only types of sand available for glass production? [[User:Schm0|Schm0]] 20:13, 4 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Yes, as they are the only types of sand. (Loamy sand or whatever isn't really sand) --[[User:Karlito|Karlito]] 23:55, 4 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::&amp;quot;(Loamy sand or whatever isn't really sand) --Karlito&amp;quot;  &amp;lt;br /&amp;gt;Thank you for clearing that up!  If you get time, would you add that to the Sand page?  -- [[User:Holyfool|Holyfool]] 9:55, 21 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== digging for sand ==&lt;br /&gt;
&lt;br /&gt;
In some forum there was mentioned that one may dig for sand near a river, in the sense that this might create some previously hidden areas of sand for bag-collecting.  can this really be done? and how? --[[User:Koltom|Koltom]] 19:41, 3 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Just check to see if there's a sand deposit under the soil near the river.  Sometimes you get lucky.  You can check without digging there as well, just {{k|k}} over the banks under it. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Chrispy|Chrispy]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::I don't think this is true, personally. Then again, I hardly ever embark on a river. Heh. --[[User:GreyMario|GreyMario]] 17:18, 22 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: I'm not sure 'digging' is the right word - you may need to pump water for sand.  I just found an underground pool with a sandy bottom on a map otherwise lacking in sand.  Multi-level water pumping?  Gee i'm glad i practiced building under the ocean not too long ago... --[[User:Squirrelloid|Squirrelloid]] 19:02, 22 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: Yes it's true, I was shocked to discover a piece of black sand next to my undeground river and I know for a fact that there was otherwise no sand on this map because when I embarked I would've brought a glassmaker with me initially. --[[User:Gamli|Gamli]] 01:11, 21 November 2008 (PST)&lt;br /&gt;
&lt;br /&gt;
== Is Sand Ever Available in Caravans? ==&lt;br /&gt;
&lt;br /&gt;
Just wondering if I will never have it in this current fortress. --[[User:Ehertlein|Ehertlein]] 07:46, 22 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Sadly, no. Caravans don't carry sand and it isn't available as something you can request. I expect Toady will eventually take care of it in an update, but for now you're out of luck. You shouldn't actually need it though since moods no longer require glass if you have none and have no way to make it on your map (no sand). --[[User:Janus|Janus]] 08:48, 22 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Good to know. I was basically just interested in making some glass windows for an office. --[[User:Ehertlein|Ehertlein]] 09:45, 22 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::If you don't mind cheating, you could either make your soil sand by raw editing. That's what I do, since finding a small site with sand + underground river + magma pipe + flux + chasm - aquifer - underground pool - cave - salt water is a bit difficult. --[[User:Savok|Savok]] 12:10, 22 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::I'll work with what I have been given. I have a magma pipe and supposedly an underground river (if the site finder didn't lie to me) so I will work on building some sort of obsidian monstrosity if I get bored. I am too new to DF to worry too much about glass anyways! I can't even keep incoming caravans happy! :) --[[User:Ehertlein|Ehertlein]] 12:43, 22 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::You can always use gems to make windows. Those can potentially be quite a bit more valuable than glass ones anyway. --[[User:Janus|Janus]] 04:27, 23 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: &amp;quot;You shouldn't actually need it though since moods no longer require glass if you have none and have no way to make it on your map&amp;quot;:  This may be true, but I know through bitter experience that nobles will request glass items on sandless maps.  The Hammerer has not listened to my protests.  :p  --[[User:Ookpik|Ookpik]] 04:50, 12 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Sand suddenly appeared ==&lt;br /&gt;
&lt;br /&gt;
I'm on a map that had no sand (and I lost two glassmakers to strange moods because of it); suddenly after several years a large region of yellow sand is turning up near/in my farms, in areas that had formerly just been muddy gabbro/obsidian floor.  It's almost exactly &amp;lt;s&amp;gt;5&amp;lt;/s&amp;gt; 4 years since I first created these farms (and made the ground muddy), and the area has experienced a lot of traffic.  Is this repeatable?  Can any fort get sand if they wait long enough?--[[User:Maximus|Maximus]] 01:03, 12 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
If a lot of dwarves travel over a square, it will eventually reveal its base layer, so only if your tiles are all based off sand. [[User:Destor|Destor]] 15:12, 12 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It was carved-out gabbro, underground.  Not sand at all... at first.--[[User:Maximus|Maximus]] 17:55, 12 October 2008 (EDT)&lt;br /&gt;
:Never been on a map that had sand &amp;lt;i&amp;gt;underneath&amp;lt;/i&amp;gt; gabbro.  When it's deep enough to be gabbro, I've always found rock all the way down from there. [[User:Corona688|Corona688]] 18:29, 12 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::[[Image:Aut 301 - gabbro.png|thumb|right|Muddy Gabbro Cavern Floor]]&lt;br /&gt;
[[Image:Aut 305 - sand.png|thumb|right|Four years later, same tile: Muddy Yellow sand Cavern Floor]]&lt;br /&gt;
::Okay, then, pics:&lt;br /&gt;
::I've got about 80 yellow sand tiles in this area now.  You can see two of them directly (the yellow ≈s); most of them are Muddy Yellow sand Cavern Floors and appear as brown periods (just like the muddy gabbro floors).  The water in the channel in the upper left is sourced from a brook with sandy clay loam walls, if that makes a difference... although sandy clay loam does not count as &amp;quot;sand&amp;quot; in the game.&lt;br /&gt;
&lt;br /&gt;
::These tiles all started as regular gabbro or obsidian cavern floors, but have been muddy and heavily-trafficked for about four years.  I also have a couple of &amp;quot;Muddy Silty clay cavern floors&amp;quot; in the area, which may be a transitional state before they turn to sand.&lt;br /&gt;
&lt;br /&gt;
::I've never seen sand anywhere else on this map, not even on heavily-trafficked outdoor squares, including those by the brook.  The site chooser mentioned a sandy clay loam layer but no sand.--[[User:Maximus|Maximus]] 03:59, 13 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Follow-up: the same thing happened in my &amp;quot;second&amp;quot; farm in this fortress (I moved everything to a different, more internal location.)  I didn't actually bother to do any farming, however, since I had such a surplus from the first few years of farming.  Tiles that have been muddy for about four years are starting to turn into yellow sand now.  Since I've done no farming on these farms, it's clearly not something caused by heavy traffic.  &lt;br /&gt;
&lt;br /&gt;
I can't believe no one else has ever reported this though -- muddy stone floors turning into muddy sand after a space of four years is pretty dramatic.  This farm was muddied by the cave river, not the &amp;quot;sandy clay loam&amp;quot;-lined brook, so the source of water doesn't seem to be a factor either.&lt;br /&gt;
&lt;br /&gt;
Anyhow, sand, whoo.  And this patch of it is adjacent to my magma kiln, even better.  Been making terrariums and screw pumps with it.--[[User:Maximus|Maximus]] 01:23, 2 November 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Hmm, you can't have &amp;quot;glassmaker mood&amp;quot; if you don't have sand on your map. So the sand must be here from the beginning, but where ? I can't tell you. [[User:Timst|Timst]] 05:53, 2 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::In those cases, though, sand is already there, but hidden under grass or whatever.  In this case, sand &amp;quot;showed up&amp;quot; in areas where nothing but underground stone had been.  Again, I must express my astonishment that no one else has ever reported this.  I never saw it in any of my prior fortresses, but I haven't played since 0.27.169.33e, so I figured Toady added it at some point between then and now.  But plenty of people have been playing 40d.  I gotta post on the forums to see what's going on.  It can't be a bug.  It happens in such a logical, deliberate way: after four years, tile by tile, muddied floors are turning into muddied sand tiles.--[[User:Maximus|Maximus]] 13:05, 2 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::A search of the forums turned up a handful of similar stories.  So it's not a total fluke, but if it happened on every map, it would be well-known.  I wonder what the underlying factors are?  Muddy tiles + time seem to be an absolute minimum.  Maybe a discovered cave river is needed too (due to the shrub/tree growth it triggers)?--[[User:Maximus|Maximus]] 14:50, 2 November 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Gamli</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Pressure_plate&amp;diff=20481</id>
		<title>40d:Pressure plate</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Pressure_plate&amp;diff=20481"/>
		<updated>2008-11-17T04:05:50Z</updated>

		<summary type="html">&lt;p&gt;Gamli: /* Permanent Effect Pressure Plate System */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Pressure plates''' work somewhat like [[lever]]s, but instead of being actively toggled, they're activated by the weight of something on them.&lt;br /&gt;
&lt;br /&gt;
Pressure plates are not configured during use, but upon placement. While placing a pressure plate, you can configure it to trigger when the following things are on it:&lt;br /&gt;
&lt;br /&gt;
* [[Water]]/[[Magma]] - choose minimum and maximum levels&lt;br /&gt;
* [[Creatures]] - choose minimum and maximum [[size]]; creatures of the size selected will be listed as example. You can pick whether your own citizens will trigger the plate or not.&lt;br /&gt;
&lt;br /&gt;
Pressure plates default to toggleable, where they send an On signal when the determined weight is upon them and send an Off signal when it's released. Pressing {{k|o}} will change them to one-use mode, where upon being activated, they do their work and cease to operate altogether.&lt;br /&gt;
&lt;br /&gt;
Pressure plates can be linked to all the same objects levers can. The effects are listed in the [[Lever]] page.&lt;br /&gt;
&lt;br /&gt;
A toggleable [[trap]] may prove useless when there is a large amount of invaders walking back and forth over it, as there will not be enough time for it to activate before it is switched again.  Berserk dwarves will set off pressure plates.&lt;br /&gt;
&lt;br /&gt;
== Permanent Effect Pressure Plate System ==&lt;br /&gt;
&lt;br /&gt;
It is possible to hook a toggleable pressure plate up to a device which makes its effect permanent until a lever is flipped. One way to do that is to build a water-sensing pressure plate in a 1x1 room, link that to your [[trap]] (a drawbridge, for example), build a hatch above it, link the hatch to the original pressure plate outside, and then put water on the hatch. When an enemy steps on the pressure plate, the hatch opens, the water falls onto the other pressure plate (water-sensing pressure plate), and it raises the drawbridge. &lt;br /&gt;
&lt;br /&gt;
To make it resettable, you can use [[pump]]s controlled by a lever or by [[dwarf]]-power to move the water back to where it started.  You can also build a flood-gate next to the water-sensing pressure plate (linked to a trigger obviously) and have the water flow and spread-out into a room where it can evaporate, however, water in a 1x1 tile will not require a lot of room to evaporate.&lt;br /&gt;
&lt;br /&gt;
You can use this pressure plate system as an inverted trigger system.  In otherwords, a lever that controls the permanent-effect pressure plate system can be flipped from ''off'' to ''on'' and subsequently trigger a trap or mechanism from ''on'' to ''off'' as a result, and vice versa.  It depends on the water level settings used for the water-sensing pressure plate:&lt;br /&gt;
* '''3 to 7''' - Normal, on is on and off is off&lt;br /&gt;
* '''0 to 2''' - Inverted, subsequent state is opposite the main trigger&lt;br /&gt;
&lt;br /&gt;
The water-sensing pressure plate can be set to trigger for water levels '''0 to 2 or 3 to 7''' because if the room above is filled to the brim with water, then the 1x1 room will fill-up to level 7 quickly and when opening the floodgate or pumping it out will drop to level 2 or below quickly.&lt;br /&gt;
&lt;br /&gt;
:Shortcut {{k|b}}-{{k|T}}-{{k|p}}&lt;br /&gt;
:Components used: [[Mechanism]]&lt;br /&gt;
&lt;br /&gt;
==Common procedures==&lt;br /&gt;
===Closing a floodgate when submerged===&lt;br /&gt;
&lt;br /&gt;
For this example, say we want to close a [[floodgate]] when a reservoir reaches a depth of 5.&lt;br /&gt;
&lt;br /&gt;
* Build the pressure plate, set to activate under water ({{key|w}}) from 0 ({{key|a}}, {{key|s}}) to 4 ({{Key|z}}, {{key|x}}). Set it to reset ({{key|o}}).&lt;br /&gt;
* Place the floodgate&lt;br /&gt;
* Connect a lever to the floodgate, and open it.&lt;br /&gt;
* Optionally remove the lever.&lt;br /&gt;
* Connect the pressure plate to the floodgate.&lt;br /&gt;
* Allow the pressure plate to be submerged.&lt;br /&gt;
&lt;br /&gt;
The floodgate should close a few seconds after the water reaches a depth of 5 or more, and open again when the depth falls to 4 or less.&lt;br /&gt;
&lt;br /&gt;
It's worth noting that the reaction time of the pressure plate-floodgate system is quite large - the reservoir may overflow before the floodgate shuts. In order to prevent this (for example, when building a [[well]] filled from a [[river]] or brook), build a large run-off pool. This allows the gate enough time to close, and will buffer any overflow. In my head, this made sense.&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Traps]]&lt;/div&gt;</summary>
		<author><name>Gamli</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Pressure_plate&amp;diff=20480</id>
		<title>40d:Pressure plate</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Pressure_plate&amp;diff=20480"/>
		<updated>2008-11-17T02:37:44Z</updated>

		<summary type="html">&lt;p&gt;Gamli: /* Permanent Effect Pressure Plate System */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Pressure plates''' work somewhat like [[lever]]s, but instead of being actively toggled, they're activated by the weight of something on them.&lt;br /&gt;
&lt;br /&gt;
Pressure plates are not configured during use, but upon placement. While placing a pressure plate, you can configure it to trigger when the following things are on it:&lt;br /&gt;
&lt;br /&gt;
* [[Water]]/[[Magma]] - choose minimum and maximum levels&lt;br /&gt;
* [[Creatures]] - choose minimum and maximum [[size]]; creatures of the size selected will be listed as example. You can pick whether your own citizens will trigger the plate or not.&lt;br /&gt;
&lt;br /&gt;
Pressure plates default to toggleable, where they send an On signal when the determined weight is upon them and send an Off signal when it's released. Pressing {{k|o}} will change them to one-use mode, where upon being activated, they do their work and cease to operate altogether.&lt;br /&gt;
&lt;br /&gt;
Pressure plates can be linked to all the same objects levers can. The effects are listed in the [[Lever]] page.&lt;br /&gt;
&lt;br /&gt;
A toggleable [[trap]] may prove useless when there is a large amount of invaders walking back and forth over it, as there will not be enough time for it to activate before it is switched again.  Berserk dwarves will set off pressure plates.&lt;br /&gt;
&lt;br /&gt;
== Permanent Effect Pressure Plate System ==&lt;br /&gt;
&lt;br /&gt;
It is possible to hook a toggleable pressure plate up to a device which makes its effect permanent until a lever is flipped. One way to do that is to build a water-sensing pressure plate in a 1x1 room, link that to your [[trap]] (a drawbridge, for example), build a hatch above it, link the hatch to the original pressure plate outside, and then put water on the hatch. When an enemy steps on the pressure plate, the hatch opens, the water falls onto the other pressure plate (water-sensing pressure plate), and it raises the drawbridge. &lt;br /&gt;
&lt;br /&gt;
To make it resettable, you can use [[pump]]s controlled by a lever or by [[dwarf]]-power to move the water back to where it started.  You can also build a flood-gate next to the water-sensing pressure plate (linked to a trigger obviously) and have the water flow and spread-out into a room where it can evaporate, however, water in a 1x1 tile will not require a lot of room to evaporate.&lt;br /&gt;
&lt;br /&gt;
The water-sensing pressure plate can be set to trigger for water levels '''0 to 2''' because if the room above is filled to the brim with water, then the 1x1 room will fill-up to level 7 quickly and when opening the floodgate or pumping it out will drop to level 2 or below quickly.&lt;br /&gt;
&lt;br /&gt;
:Shortcut {{k|b}}-{{k|T}}-{{k|p}}&lt;br /&gt;
:Components used: [[Mechanism]]&lt;br /&gt;
&lt;br /&gt;
==Common procedures==&lt;br /&gt;
===Closing a floodgate when submerged===&lt;br /&gt;
&lt;br /&gt;
For this example, say we want to close a [[floodgate]] when a reservoir reaches a depth of 5.&lt;br /&gt;
&lt;br /&gt;
* Build the pressure plate, set to activate under water ({{key|w}}) from 0 ({{key|a}}, {{key|s}}) to 4 ({{Key|z}}, {{key|x}}). Set it to reset ({{key|o}}).&lt;br /&gt;
* Place the floodgate&lt;br /&gt;
* Connect a lever to the floodgate, and open it.&lt;br /&gt;
* Optionally remove the lever.&lt;br /&gt;
* Connect the pressure plate to the floodgate.&lt;br /&gt;
* Allow the pressure plate to be submerged.&lt;br /&gt;
&lt;br /&gt;
The floodgate should close a few seconds after the water reaches a depth of 5 or more, and open again when the depth falls to 4 or less.&lt;br /&gt;
&lt;br /&gt;
It's worth noting that the reaction time of the pressure plate-floodgate system is quite large - the reservoir may overflow before the floodgate shuts. In order to prevent this (for example, when building a [[well]] filled from a [[river]] or brook), build a large run-off pool. This allows the gate enough time to close, and will buffer any overflow. In my head, this made sense.&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Traps]]&lt;/div&gt;</summary>
		<author><name>Gamli</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Pressure_plate&amp;diff=20479</id>
		<title>40d:Pressure plate</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Pressure_plate&amp;diff=20479"/>
		<updated>2008-11-17T02:35:21Z</updated>

		<summary type="html">&lt;p&gt;Gamli: More technical details about &amp;quot;permanent effect pressure plates&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Pressure plates''' work somewhat like [[lever]]s, but instead of being actively toggled, they're activated by the weight of something on them.&lt;br /&gt;
&lt;br /&gt;
Pressure plates are not configured during use, but upon placement. While placing a pressure plate, you can configure it to trigger when the following things are on it:&lt;br /&gt;
&lt;br /&gt;
* [[Water]]/[[Magma]] - choose minimum and maximum levels&lt;br /&gt;
* [[Creatures]] - choose minimum and maximum [[size]]; creatures of the size selected will be listed as example. You can pick whether your own citizens will trigger the plate or not.&lt;br /&gt;
&lt;br /&gt;
Pressure plates default to toggleable, where they send an On signal when the determined weight is upon them and send an Off signal when it's released. Pressing {{k|o}} will change them to one-use mode, where upon being activated, they do their work and cease to operate altogether.&lt;br /&gt;
&lt;br /&gt;
Pressure plates can be linked to all the same objects levers can. The effects are listed in the [[Lever]] page.&lt;br /&gt;
&lt;br /&gt;
A toggleable [[trap]] may prove useless when there is a large amount of invaders walking back and forth over it, as there will not be enough time for it to activate before it is switched again.  Berserk dwarves will set off pressure plates.&lt;br /&gt;
&lt;br /&gt;
== Permanent Effect Pressure Plate System ==&lt;br /&gt;
&lt;br /&gt;
It is possible to hook a toggleable pressure plate up to a device which makes its effect permanent until a lever is flipped. One way to do that is to build a water-sensing pressure plate in a 1x1 room, link that to your [[trap]] (a drawbridge, for example), build a hatch above it, link the hatch to the original pressure plate outside, and then put water on the hatch. When an enemy steps on the pressure plate, the hatch opens, the water falls onto the other pressure plate (water-sensing pressure plate), and it raises the drawbridge. &lt;br /&gt;
&lt;br /&gt;
To make it resettable, you can use [[pump]]s controlled by a lever or by [[dwarf]]-power to move the water back to where it started.  You can also build a flood-gate next to the water-sensing pressure plate (linked to a trigger obviously) and have the water flow and spread-out into a room where it can evaporate, however, water in a 1x1 tile will not require a lot of room to evaporate&lt;br /&gt;
&lt;br /&gt;
The water-sensing pressure plate can be set to trigger for water levels '''0 to 2''' because if the room above is filled to the brim with water, then the 1x1 room will fill-up to level 7 quickly and when opening the floodgate or pumping it out will drop to level 2 or below quickly.&lt;br /&gt;
&lt;br /&gt;
:Shortcut {{k|b}}-{{k|T}}-{{k|p}}&lt;br /&gt;
:Components used: [[Mechanism]]&lt;br /&gt;
&lt;br /&gt;
==Common procedures==&lt;br /&gt;
===Closing a floodgate when submerged===&lt;br /&gt;
&lt;br /&gt;
For this example, say we want to close a [[floodgate]] when a reservoir reaches a depth of 5.&lt;br /&gt;
&lt;br /&gt;
* Build the pressure plate, set to activate under water ({{key|w}}) from 0 ({{key|a}}, {{key|s}}) to 4 ({{Key|z}}, {{key|x}}). Set it to reset ({{key|o}}).&lt;br /&gt;
* Place the floodgate&lt;br /&gt;
* Connect a lever to the floodgate, and open it.&lt;br /&gt;
* Optionally remove the lever.&lt;br /&gt;
* Connect the pressure plate to the floodgate.&lt;br /&gt;
* Allow the pressure plate to be submerged.&lt;br /&gt;
&lt;br /&gt;
The floodgate should close a few seconds after the water reaches a depth of 5 or more, and open again when the depth falls to 4 or less.&lt;br /&gt;
&lt;br /&gt;
It's worth noting that the reaction time of the pressure plate-floodgate system is quite large - the reservoir may overflow before the floodgate shuts. In order to prevent this (for example, when building a [[well]] filled from a [[river]] or brook), build a large run-off pool. This allows the gate enough time to close, and will buffer any overflow. In my head, this made sense.&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Traps]]&lt;/div&gt;</summary>
		<author><name>Gamli</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Walk_the_Plank&amp;diff=45566</id>
		<title>40d:Walk the Plank</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Walk_the_Plank&amp;diff=45566"/>
		<updated>2008-11-02T18:06:40Z</updated>

		<summary type="html">&lt;p&gt;Gamli: /* In Closing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Basic Idea ==&lt;br /&gt;
&lt;br /&gt;
If your insolent Duke likes to have every one of your (already scarce) glassmakers struck down because of the typical ''violation of production order'', then this suicide technique might be a good choice.  In my case all my fortress guards were all legendary wrestlers whom think a simple beating involves a Vulcan death grip.  The only drawback is that this trap doesn't reset, in otherwords, you will have to re-build it after use.&lt;br /&gt;
&lt;br /&gt;
== Step-by-Step Instructions ==&lt;br /&gt;
The basic idea is to build a rock floor ''plank'' over a deep pit or magma vent (or even just lava) held up by a support and accessed by a bridge.  &lt;br /&gt;
# Build the support on the edge of the pit, chasm, or magma vent (or whatever)&lt;br /&gt;
# Build a retractable bridge to it (not over-top of it, just to it) from solid ground one z-level above the pit&lt;br /&gt;
# Build a lever at a safe location and link it to the bridge&lt;br /&gt;
# Build a long floor tile plank starting from the top of the support over the pit using the bridge for access&lt;br /&gt;
# Build another lever at the end of the ''plank'' and link it to both the bridge and the support&lt;br /&gt;
# Set the workshop profile for the lever to the noble you would like to be rid of&lt;br /&gt;
# Pull the lever&lt;br /&gt;
&lt;br /&gt;
The lever will retract the bridge and blow the support at the same time leaving your block floor with nothing to hold it up and thus it will collapse with your trapped noble upon it.  Although the plank, support and lever will be destroyed, you may be able to recover the mechanisms from the lost lever (I did).&lt;br /&gt;
&lt;br /&gt;
Obviously you can hold off on the '''last two steps''' until your ready and that's the beauty of this trap: it's ready when you need it, and only takes a minute.&lt;br /&gt;
&lt;br /&gt;
== Rebuilding the Trap ==&lt;br /&gt;
To rebuild the trap, replace the support and extend the bridge using the remaining lever.  Then follow from '''step 4'''.&lt;br /&gt;
&lt;br /&gt;
== In Closing ==&lt;br /&gt;
It's really quite ironic to watch the noble pull the lever and note how he can ''&amp;quot;lose his footing for making poor choices&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
''Now where did I put that crystal glass aquarium...''&lt;/div&gt;</summary>
		<author><name>Gamli</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Walk_the_Plank&amp;diff=45565</id>
		<title>40d:Walk the Plank</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Walk_the_Plank&amp;diff=45565"/>
		<updated>2008-11-02T14:04:53Z</updated>

		<summary type="html">&lt;p&gt;Gamli: /* Step-by-Step Instructions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Basic Idea ==&lt;br /&gt;
&lt;br /&gt;
If your insolent Duke likes to have every one of your (already scarce) glassmakers struck down because of the typical ''violation of production order'', then this suicide technique might be a good choice.  In my case all my fortress guards were all legendary wrestlers whom think a simple beating involves a Vulcan death grip.  The only drawback is that this trap doesn't reset, in otherwords, you will have to re-build it after use.&lt;br /&gt;
&lt;br /&gt;
== Step-by-Step Instructions ==&lt;br /&gt;
The basic idea is to build a rock floor ''plank'' over a deep pit or magma vent (or even just lava) held up by a support and accessed by a bridge.  &lt;br /&gt;
# Build the support on the edge of the pit, chasm, or magma vent (or whatever)&lt;br /&gt;
# Build a retractable bridge to it (not over-top of it, just to it) from solid ground one z-level above the pit&lt;br /&gt;
# Build a lever at a safe location and link it to the bridge&lt;br /&gt;
# Build a long floor tile plank starting from the top of the support over the pit using the bridge for access&lt;br /&gt;
# Build another lever at the end of the ''plank'' and link it to both the bridge and the support&lt;br /&gt;
# Set the workshop profile for the lever to the noble you would like to be rid of&lt;br /&gt;
# Pull the lever&lt;br /&gt;
&lt;br /&gt;
The lever will retract the bridge and blow the support at the same time leaving your block floor with nothing to hold it up and thus it will collapse with your trapped noble upon it.  Although the plank, support and lever will be destroyed, you may be able to recover the mechanisms from the lost lever (I did).&lt;br /&gt;
&lt;br /&gt;
Obviously you can hold off on the '''last two steps''' until your ready and that's the beauty of this trap: it's ready when you need it, and only takes a minute.&lt;br /&gt;
&lt;br /&gt;
== Rebuilding the Trap ==&lt;br /&gt;
To rebuild the trap, replace the support and extend the bridge using the remaining lever.  Then follow from '''step 4'''.&lt;br /&gt;
&lt;br /&gt;
== In Closing ==&lt;br /&gt;
It's really quite ironic to watch the noble pull the lever and note how he can ''&amp;quot;lose his footing for making bad choices&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
''Now where did I put that crystal glass aquarium...''&lt;/div&gt;</summary>
		<author><name>Gamli</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Walk_the_Plank&amp;diff=45563</id>
		<title>40d:Walk the Plank</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Walk_the_Plank&amp;diff=45563"/>
		<updated>2008-10-31T09:32:37Z</updated>

		<summary type="html">&lt;p&gt;Gamli: /* Rebuilding the Trap */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Basic Idea ==&lt;br /&gt;
&lt;br /&gt;
If your insolent Duke likes to have every one of your (already scarce) glassmakers struck down because of the typical ''violation of production order'', then this suicide technique might be a good choice.  In my case all my fortress guards were all legendary wrestlers whom think a simple beating involves a Vulcan death grip.  The only drawback is that this trap doesn't reset, in otherwords, you will have to re-build it after use.&lt;br /&gt;
&lt;br /&gt;
== Step-by-Step Instructions ==&lt;br /&gt;
The basic idea is to build a rock floor ''plank'' over a deep pit or magma vent (or even just lava) held up by a support and accessed by a bridge.  &lt;br /&gt;
# Build the support on the edge of the pit, chasm, or magma vent (or whatever)&lt;br /&gt;
# Build a retractable bridge to it from solid ground one z-level above the pit&lt;br /&gt;
# Build a lever at a safe location and link it to the bridge&lt;br /&gt;
# Build a long floor tile plank starting from the top of the support over the pit using the bridge for access&lt;br /&gt;
# Build another lever at the end of the ''plank'' and link it to both the bridge and the support&lt;br /&gt;
# Set the workshop profile for the lever to the noble you would like to be rid of&lt;br /&gt;
# Pull the lever&lt;br /&gt;
&lt;br /&gt;
The lever will retract the bridge and blow the support at the same time leaving your block floor with nothing to hold it up and thus it will collapse with your trapped noble upon it.  Although the plank, support and lever will be destroyed, you may be able to recover the mechanisms from the lost lever (I did).&lt;br /&gt;
&lt;br /&gt;
Obviously you can hold off on the '''last two steps''' until your ready and that's the beauty of this trap: it's ready when you need it, and only takes a minute.&lt;br /&gt;
&lt;br /&gt;
== Rebuilding the Trap ==&lt;br /&gt;
To rebuild the trap, replace the support and extend the bridge using the remaining lever.  Then follow from '''step 4'''.&lt;br /&gt;
&lt;br /&gt;
== In Closing ==&lt;br /&gt;
It's really quite ironic to watch the noble pull the lever and note how he can ''&amp;quot;loose his footing for making bad choices&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
''Now where did I put that crystal glass aquarium...''&lt;/div&gt;</summary>
		<author><name>Gamli</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Walk_the_Plank&amp;diff=45562</id>
		<title>40d:Walk the Plank</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Walk_the_Plank&amp;diff=45562"/>
		<updated>2008-10-31T09:31:44Z</updated>

		<summary type="html">&lt;p&gt;Gamli: /* In Closing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Basic Idea ==&lt;br /&gt;
&lt;br /&gt;
If your insolent Duke likes to have every one of your (already scarce) glassmakers struck down because of the typical ''violation of production order'', then this suicide technique might be a good choice.  In my case all my fortress guards were all legendary wrestlers whom think a simple beating involves a Vulcan death grip.  The only drawback is that this trap doesn't reset, in otherwords, you will have to re-build it after use.&lt;br /&gt;
&lt;br /&gt;
== Step-by-Step Instructions ==&lt;br /&gt;
The basic idea is to build a rock floor ''plank'' over a deep pit or magma vent (or even just lava) held up by a support and accessed by a bridge.  &lt;br /&gt;
# Build the support on the edge of the pit, chasm, or magma vent (or whatever)&lt;br /&gt;
# Build a retractable bridge to it from solid ground one z-level above the pit&lt;br /&gt;
# Build a lever at a safe location and link it to the bridge&lt;br /&gt;
# Build a long floor tile plank starting from the top of the support over the pit using the bridge for access&lt;br /&gt;
# Build another lever at the end of the ''plank'' and link it to both the bridge and the support&lt;br /&gt;
# Set the workshop profile for the lever to the noble you would like to be rid of&lt;br /&gt;
# Pull the lever&lt;br /&gt;
&lt;br /&gt;
The lever will retract the bridge and blow the support at the same time leaving your block floor with nothing to hold it up and thus it will collapse with your trapped noble upon it.  Although the plank, support and lever will be destroyed, you may be able to recover the mechanisms from the lost lever (I did).&lt;br /&gt;
&lt;br /&gt;
Obviously you can hold off on the '''last two steps''' until your ready and that's the beauty of this trap: it's ready when you need it, and only takes a minute.&lt;br /&gt;
&lt;br /&gt;
== Rebuilding the Trap ==&lt;br /&gt;
To rebuild the trap, extend the bridge again using the remaining lever and then follow from '''step 4'''.&lt;br /&gt;
&lt;br /&gt;
== In Closing ==&lt;br /&gt;
It's really quite ironic to watch the noble pull the lever and note how he can ''&amp;quot;loose his footing for making bad choices&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
''Now where did I put that crystal glass aquarium...''&lt;/div&gt;</summary>
		<author><name>Gamli</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Walk_the_Plank&amp;diff=45561</id>
		<title>40d:Walk the Plank</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Walk_the_Plank&amp;diff=45561"/>
		<updated>2008-10-31T09:30:12Z</updated>

		<summary type="html">&lt;p&gt;Gamli: Alternative suicide trap for nobles&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Basic Idea ==&lt;br /&gt;
&lt;br /&gt;
If your insolent Duke likes to have every one of your (already scarce) glassmakers struck down because of the typical ''violation of production order'', then this suicide technique might be a good choice.  In my case all my fortress guards were all legendary wrestlers whom think a simple beating involves a Vulcan death grip.  The only drawback is that this trap doesn't reset, in otherwords, you will have to re-build it after use.&lt;br /&gt;
&lt;br /&gt;
== Step-by-Step Instructions ==&lt;br /&gt;
The basic idea is to build a rock floor ''plank'' over a deep pit or magma vent (or even just lava) held up by a support and accessed by a bridge.  &lt;br /&gt;
# Build the support on the edge of the pit, chasm, or magma vent (or whatever)&lt;br /&gt;
# Build a retractable bridge to it from solid ground one z-level above the pit&lt;br /&gt;
# Build a lever at a safe location and link it to the bridge&lt;br /&gt;
# Build a long floor tile plank starting from the top of the support over the pit using the bridge for access&lt;br /&gt;
# Build another lever at the end of the ''plank'' and link it to both the bridge and the support&lt;br /&gt;
# Set the workshop profile for the lever to the noble you would like to be rid of&lt;br /&gt;
# Pull the lever&lt;br /&gt;
&lt;br /&gt;
The lever will retract the bridge and blow the support at the same time leaving your block floor with nothing to hold it up and thus it will collapse with your trapped noble upon it.  Although the plank, support and lever will be destroyed, you may be able to recover the mechanisms from the lost lever (I did).&lt;br /&gt;
&lt;br /&gt;
Obviously you can hold off on the '''last two steps''' until your ready and that's the beauty of this trap: it's ready when you need it, and only takes a minute.&lt;br /&gt;
&lt;br /&gt;
== Rebuilding the Trap ==&lt;br /&gt;
To rebuild the trap, extend the bridge again using the remaining lever and then follow from '''step 4'''.&lt;br /&gt;
&lt;br /&gt;
== In Closing ==&lt;br /&gt;
It's really quite ironic to watch the noble pull the lever and note how he can ''&amp;quot;really loose his footing for making bad choices&amp;quot;'' (such as having your beloved glassmakers beaten to a pulp! ''now where did I put that crystal glass aquarium...'').&lt;/div&gt;</summary>
		<author><name>Gamli</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Dragon&amp;diff=20577</id>
		<title>40d:Dragon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Dragon&amp;diff=20577"/>
		<updated>2008-10-26T16:26:38Z</updated>

		<summary type="html">&lt;p&gt;Gamli: /* Dealing with Dragons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Dragon|symbol=D|color=rgb(0, 128, 0)|&lt;br /&gt;
bones=20|chunks=20|meat=20|fat=10|skulls=1|skin=Yes|&lt;br /&gt;
biome=&lt;br /&gt;
* Any land&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Dragons''' are ferocious predatory [[:Category:Megabeasts|megabeasts]] which are extremely hostile, larger than elephants, and quite resistant to damage. In addition to bite and claw attacks, they can breathe [[fire]] over a considerable area, which can cause things such as grass, equipment and people to ignite. This fire is apparently magical in nature, and can hurt many creatures who are otherwise comfortable in the fire.&lt;br /&gt;
&lt;br /&gt;
When a dragon enters your area, the game will announce its presence and its name.  It will then attempt to eat you.  Quickly.&lt;br /&gt;
&lt;br /&gt;
==Dealing with Dragons==&lt;br /&gt;
&lt;br /&gt;
Despite all its advantages, it is possible for relatively small groups of [[dwarves]] (even as few as 8) to take down dragons, especially if there are high proportions of relatively well trained [[marksdwarf|marksdwarves]] available.&lt;br /&gt;
&lt;br /&gt;
Additionally, dragons can be caught in [[traps]] and then tamed or sold to traders. This is probably the safest way to manage this creature.  (Note: When transferring a Dragon cage to a trade depot the dragon, like all [[captured creatures]], may escape, wreaking havoc on all your dwarves who are bringing other trade items.)&lt;br /&gt;
&lt;br /&gt;
While the dragon itself is usually fairly easy to deal with, if you are not quick in doing so, it will likely set a large number of objects (and dwarves) on fire.  Given that dwarven AI doesn't understand being on fire very well, this can quickly lead to dwarves inadvertantly spreading the fire throughout your fortress.  Be sure to quickly forbid burning objects that dwarves might want to pick up, and also draft burning dwarves so you can order them to take a bath before spreading the burning horror around.&lt;br /&gt;
&lt;br /&gt;
Timing can make the difference between black and white.  One strategy is to pile a large squad of melee dwarves and marksdwarves on the dragon while its crossing a bridge / floor-path over a river.  If you're lucky, the barrage of bolts will send the dragon falling off of the bridge stunned and you can have your way with it.  This is possible to pull-off without a single casualty (war dogs being an exception).&lt;br /&gt;
&lt;br /&gt;
==Dragon Irregularities, Bugs, and Planned Features==&lt;br /&gt;
&lt;br /&gt;
Note that, as of the current version, Dragons cannot actually fly, which contributes towards the ease of killing them.  Certain dev_notes indicate that in eventual future releases, dragons will not only be able to fly, but will use their flight to a terrifying level of efficiency, strafing your troops with fire from above, as well as picking them up and dropping them from a great height.  Unfortunately (fortunately?) these enhancements may not show up in the game for many months.&lt;br /&gt;
&lt;br /&gt;
Dragons are apparently immune to dragonfire, but not immune to any other kind of fire.  Unfortunately, the dragon AI (like the dwarf AI) seems to believe that it is in fact immune to all fire, and so they will gleefully go swimming in lava-- and hence get burned to a crisp.  Their dragonfire can also ignite many objects on the ground, and if the dragon then walks over these objects, they will sometimes ignite themselves in the process.  These factors are all likely bugs, and are liable to be fixed at some time in the future.&lt;br /&gt;
&lt;br /&gt;
==Taming dragons with a dungeon master==&lt;br /&gt;
Dragons which have tasted dwarven blood can not be tamed, otherwise, beware that dragonfire does not discriminate between dwarves and goblins&lt;br /&gt;
{{Game_Data|[CREATURE:DRAGON]&lt;br /&gt;
	[NAME:dragon:dragons:draconic]&lt;br /&gt;
	[TILE:'D'][COLOR:2:0:0]&lt;br /&gt;
	[MODVALUE:50]&lt;br /&gt;
	[DRAGONFIREBREATH][FIREIMMUNE_SUPER]&lt;br /&gt;
	[FANCIFUL]&lt;br /&gt;
	[MEGABEAST]&lt;br /&gt;
	[GENPOWER:5]&lt;br /&gt;
	[FREQUENCY:5]&lt;br /&gt;
	[PETVALUE:10000]&lt;br /&gt;
	[GRASSTRAMPLE:50]&lt;br /&gt;
	[BONECARN][PET_EXOTIC]&lt;br /&gt;
	[BUILDINGDESTROYER:2]&lt;br /&gt;
	[NOFEAR]&lt;br /&gt;
	[LIKES_FIGHTING]&lt;br /&gt;
	[PREFSTRING:terrible majesty]&lt;br /&gt;
	[BODY:QUADRUPED:TAIL:2EYES:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH]&lt;br /&gt;
	[BODYGLOSS:CLAW_FOOT]&lt;br /&gt;
	[SIZE:20]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
	[FAT:10]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[BIOME_ANY_LAND]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
	[HOMEOTHERM:10040]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Megabeasts]]&lt;/div&gt;</summary>
		<author><name>Gamli</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Windmill&amp;diff=2508</id>
		<title>40d:Windmill</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Windmill&amp;diff=2508"/>
		<updated>2008-10-26T14:29:56Z</updated>

		<summary type="html">&lt;p&gt;Gamli: /* Windmill tower */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Machine_component|name=Windmill|key=m&lt;br /&gt;
|construction=&lt;br /&gt;
* 4 [[Wood]]&lt;br /&gt;
|construction_job=&lt;br /&gt;
# [[Architecture]]&lt;br /&gt;
# [[Carpentry]]&lt;br /&gt;
|power=Generates 40, 20, or 0 power, depending on wind level&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A '''windmill''' is a [[machine component]] that provides [[power]] via wind on the surface of a fortress map.  The power produced by each windmill depends on your fortress location.&lt;br /&gt;
&lt;br /&gt;
== When it works ==&lt;br /&gt;
&lt;br /&gt;
A windmill generates power under the following conditions:&lt;br /&gt;
# Its center tile is outside.&lt;br /&gt;
# The map has wind.&lt;br /&gt;
#* Some maps have strong wind (40 power per windmill), some have weak wind (20 power), and some have no wind at all.&lt;br /&gt;
# It is not connected to frozen machinery, such as a screw pump or water wheel in ice.&lt;br /&gt;
&lt;br /&gt;
When all of these conditions are met, the windmill will produce power at its center square and transmit it downwards.&lt;br /&gt;
&lt;br /&gt;
== Construction ==&lt;br /&gt;
&lt;br /&gt;
To place a windmill, it must either be supported by machinery from below or on a stable foundation (floor). In either case, the build site must be reachable, either from one of the tiles the windmill is being built on or from adjacent surrounding tiles.&lt;br /&gt;
&lt;br /&gt;
=== Variants ===&lt;br /&gt;
&lt;br /&gt;
==== Standard windmill ====&lt;br /&gt;
# Build the windmill.&lt;br /&gt;
# Excavate a path under it to the center of its base, 1 [[z-level]] down.&lt;br /&gt;
# Add a vertical [[axle]], [[gear assembly]] or machine there, which will have power. A floor between the windmill and this is fine.&lt;br /&gt;
&lt;br /&gt;
==== Windmill tower ====&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;windmill tower&amp;quot; option is useful if you can't dig below your windmill (if, for example, there is a room or underground river there).&lt;br /&gt;
&lt;br /&gt;
# Build a 3&amp;amp;times;3 platform (or 8-tile ring) out of floors one level above the ground floor.&lt;br /&gt;
# Leave the center tile as ''open space'' (i.e. don't build a floor tile on it)&lt;br /&gt;
# Directly beneath the open space, on the ground floor, build a gear assembly.&lt;br /&gt;
# Build the windmill on top of the platform.&lt;br /&gt;
# Connect this assembly to horizontal axles, and power your machines.&lt;br /&gt;
# If desired, remove excess floors/stairs.&lt;br /&gt;
&lt;br /&gt;
'''NOTE:''' The game will not let you build over an open space unless there's a machine or gear assembly underneath it on the floor below.&lt;br /&gt;
&lt;br /&gt;
==== Sunken windmill ====&lt;br /&gt;
&lt;br /&gt;
You can build windmills underground if the central square in the windmill is &amp;quot;outside&amp;quot; (channel the roof away above it).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Windmill farm ====&lt;br /&gt;
Several windmills can be linked together via gear assemblies and axles.  The first windmill needs a gear assembly beneath it.  After that, each windmill will require one gear assembly beneath it and two axles to connect to the next windmill.  All windmills produce normal power for the map, but remember that gears and axles will use power produced by the windmills, meaning you'll lose moderate amounts of power connecting your farm together.&lt;br /&gt;
&lt;br /&gt;
==== Hanging windmill ====&lt;br /&gt;
# Build building you want powered and up stairs with one tile between them.&lt;br /&gt;
# Build down stairs above the up stairs.&lt;br /&gt;
# Build windmill directly over building that needs or transfers power.&lt;br /&gt;
# (optional) remove the stairs.&lt;br /&gt;
This option has one main weakness: It can't be used to power gear assemblies that are linked to levers/pressure plates, because as soon as the assembly turns off it stops supporting the windmill which falls down.&lt;br /&gt;
&lt;br /&gt;
== Using the power ==&lt;br /&gt;
&lt;br /&gt;
Getting power out of a hanging windmill is straightforward. As long as the machinery it's hanging on is a vertical axle, gear assembly, or screw pump, it will be powered.&lt;br /&gt;
&lt;br /&gt;
Windmills with stable foundations are harder. A vertical axle or gear assembly beneath the center tile should always be powered, but the actual behavior seems buggy or non-intuitive; if it doesn't work, try re-building the machinery below the windmill.&lt;br /&gt;
&lt;br /&gt;
== Construction Examples ==&lt;br /&gt;
&lt;br /&gt;
See [[Machinery/Examples]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Machine components]]&lt;/div&gt;</summary>
		<author><name>Gamli</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Bauxite&amp;diff=17330</id>
		<title>40d:Bauxite</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Bauxite&amp;diff=17330"/>
		<updated>2008-10-25T06:28:57Z</updated>

		<summary type="html">&lt;p&gt;Gamli: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stone|name=Bauxite|tile=+|color=#800&lt;br /&gt;
|location =&lt;br /&gt;
* [[Sedimentary layer]]s&lt;br /&gt;
* Found as large clusters&lt;br /&gt;
|properties =&lt;br /&gt;
* [[Magma proof]]&lt;br /&gt;
* [[Material value]] 1}}&lt;br /&gt;
Bauxite is the only [[stone]], apart from [[Raw_adamantine|adamantine]], which is suitable for the construction of  [[mechanism|mechanisms]] to be used in [[floodgates]] which will come into contact with [[magma]]. Unfortunately bauxite can be found only in sedimentary areas, which are rare around volcanoes.  However, you can trade for ''Bauxite stones'' with the Dwarven caravans.  They're not expensive, and you should get enough to make a few bauxite mechanisms (just make sure their wagons make it to your trade depot alive and in one piece of course).&lt;br /&gt;
&lt;br /&gt;
Bauxite is the only stone that contains [[Gem#Precious|rubies]] or [[Gem#Precious|sapphires]], found as small clusters.&lt;br /&gt;
&lt;br /&gt;
While Bauxite is an [[aluminum]] ore, the technology to extract aluminum from it does not exist in the game setting.&lt;br /&gt;
&lt;br /&gt;
[[Category:Stone]]&lt;br /&gt;
[[Category:Sedimentary Stone Layers]]&lt;/div&gt;</summary>
		<author><name>Gamli</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Bauxite&amp;diff=17329</id>
		<title>40d:Bauxite</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Bauxite&amp;diff=17329"/>
		<updated>2008-10-25T06:23:21Z</updated>

		<summary type="html">&lt;p&gt;Gamli: How to trade for bauxite stone&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stone|name=Bauxite|tile=+|color=#800&lt;br /&gt;
|location =&lt;br /&gt;
* [[Sedimentary layer]]s&lt;br /&gt;
* Found as large clusters&lt;br /&gt;
|properties =&lt;br /&gt;
* [[Magma proof]]&lt;br /&gt;
* [[Material value]] 1}}&lt;br /&gt;
Bauxite is the only [[stone]], apart from [[Raw_adamantine|adamantine]], which is suitable for the construction of  [[mechanism|mechanisms]] to be used in [[floodgates]] which will come into contact with [[magma]]. Unfortunately bauxite can be found only in sedimentary areas, which are rare around volcanoes.  However, you can trade for ''Bauxite stones'' with the Dwarven caravans.  You should get enough to make a few bauxite mechanisms (just make sure their wagons make it to your trade depot alive and in one piece of course).&lt;br /&gt;
&lt;br /&gt;
Bauxite is the only stone that contains [[Gem#Precious|rubies]] or [[Gem#Precious|sapphires]], found as small clusters.&lt;br /&gt;
&lt;br /&gt;
While Bauxite is an [[aluminum]] ore, the technology to extract aluminum from it does not exist in the game setting.&lt;br /&gt;
&lt;br /&gt;
[[Category:Stone]]&lt;br /&gt;
[[Category:Sedimentary Stone Layers]]&lt;/div&gt;</summary>
		<author><name>Gamli</name></author>
	</entry>
</feed>