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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=GreyMario</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=GreyMario"/>
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	<updated>2026-07-02T06:34:34Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File_talk:Oceanside-202-05.jpg&amp;diff=55527</id>
		<title>File talk:Oceanside-202-05.jpg</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File_talk:Oceanside-202-05.jpg&amp;diff=55527"/>
		<updated>2009-10-20T05:16:06Z</updated>

		<summary type="html">&lt;p&gt;GreyMario: Created page with 'OH GOD JPEG. --~~~~'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;OH GOD JPEG. --[[User:GreyMario|GreyMaria]] 05:16, 20 October 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>GreyMario</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Catsplosion&amp;diff=45969</id>
		<title>40d Talk:Catsplosion</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Catsplosion&amp;diff=45969"/>
		<updated>2009-02-10T20:48:53Z</updated>

		<summary type="html">&lt;p&gt;GreyMario: /* Cat Farm */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Modding solution without unhappiness ==&lt;br /&gt;
If you remove the [VERMINHUNTER] tag from the raw file of the cat and then load your game, all of the cats who chose their owner (not ones who came with immigrants) will be owner free again and you can butcher them without causing unhappy thoughts.  They won't catch vermin anymore, but you can butcher as many as you like and then put the [VERMINHUNTER] tag back if you want to.  This has worked for me in the 40d version.&lt;br /&gt;
[[User:Bobokapi|Bobokapi]] 21:39, 12 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Sounds really useful. Add it to the article, but you might want to mention it's a bug (or more likely, because all cats are now re-created as a new type of creature w/o owners, or verminhunter has something to do with the &amp;quot;cats adopt dwarves&amp;quot; thing). &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Milskidasith|Milskidasith]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:::It does. Someone put VERMINHUNTER on their dogs and found that they adopted owners. Apparently, you need to be of an appropriately independent mindset to go off and hunt rats. -[[User:Fuzzy|Fuzzy]] 08:59, 13 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Cat Farm==&lt;br /&gt;
Why don't you try making a 'cat farm'? Dig a small pit (1 by 1 to 3 by 3) then dig a tunnel to the side. Build floodgates at the entrance, since the little buggers are able to get past tightly closed doors. The tunnel should lead to a room full of butcher's shops. Then designate the channel as a pit and dump all the cats in. Since its a small pit, the fps wouldn't reduce as much. The cats will breed, and breed, and breed. When you want to 'harvest' the cats get them ready to be slaughtered. Open the gate, then once the ones to be slaughtered are removed, close it. Enjoy the cat farm!--[[User:Stinhad Limarezum|Stinhad Limarezum]] 05:52, 10 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:They'll still pick owners down there. And then you can't slaughter them. --[[User:GreyMario|GreyMaria]] 15:48, 10 February 2009 (EST)&lt;/div&gt;</summary>
		<author><name>GreyMario</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Anvil&amp;diff=2094</id>
		<title>40d:Anvil</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Anvil&amp;diff=2094"/>
		<updated>2009-01-31T23:09:53Z</updated>

		<summary type="html">&lt;p&gt;GreyMario: funny&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Anvils are required to build a [[metalsmith's forge]]. They are a vital item if your fortress intends to do any metalworking whatsoever.&lt;br /&gt;
&lt;br /&gt;
Since the only way to &amp;lt;i&amp;gt;make&amp;lt;/i&amp;gt; an anvil is with a metalsmith's forge, your first anvil must be sourced from outside of your colony. Apart from that, anvils require three metal bars to be made. As this is an infinite loop, the origins of the first anvil are unknown.&lt;br /&gt;
&lt;br /&gt;
An anvil is included by default in starting equipment. If you choose not to bring an anvil, you are usually able to trade for one with the dwarven (autumn) and [[human]] [[caravan]] that often carry [[iron]] anvils at a cost of 1000☼, and [[steel]] anvils at a cost of 3000☼. If not, you may also request one from the [[dwarven liaison]] or human [[guild representative]], if you are willing to pay an increased price to guarantee that at least one anvil arrives in the second year/third year. Note that it is presently useless to request the more-expensive steel anvil as there is no difference in productivity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Acquiring an Anvil ==&lt;br /&gt;
&lt;br /&gt;
You may bring an anvil with you on embark, at the cost of 1000 points. However, some players choose to forego this and instead spend the points for other purposes. An anvil will usually be available for purchase from the dwarven caravan in the first autumn, but it is not guaranteed. An anvil from a caravan will cost 1000 if made of iron, or 3000 if made of steel.&lt;br /&gt;
&lt;br /&gt;
== Anvil Properties == &lt;br /&gt;
&lt;br /&gt;
Anvils may be made of [[iron]], [[steel]] or [[adamantine]].  (Dwarves in [[strange mood]]s can make anvils out of any metal.)  The material used does not seem to affect the performance of the forge. Neither does the anvil's quality, although anvils have a high base cost, so quality greatly increases their value. Smithing an anvil requires three bars of metal.&lt;br /&gt;
&lt;br /&gt;
Anvils are considered furniture and will be stored in a furniture [[stockpile]] if not utilized in a forge.&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Furniture]]&lt;/div&gt;</summary>
		<author><name>GreyMario</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Main_Page/archive2&amp;diff=614</id>
		<title>Talk:Main Page/archive2</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Main_Page/archive2&amp;diff=614"/>
		<updated>2009-01-31T23:07:27Z</updated>

		<summary type="html">&lt;p&gt;GreyMario: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The &amp;quot;Bedroom Design&amp;quot; page is broken ==&lt;br /&gt;
&lt;br /&gt;
When trying to load the page I get this error:&lt;br /&gt;
&lt;br /&gt;
Fatal error: Maximum execution time of 30 seconds exceeded in /home/virtual/site152/fst/var/www/html/dwarf/includes/Parser.php on line 2717&lt;br /&gt;
&lt;br /&gt;
It's been this way for a couple days at least. The rest of the wiki works fine. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Phillstac3|Phillstac3]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:The culprit was too much QD, which caused the page to load too slowly. The wiki gave up when it didnt load fast enough. I have the culprit for now, but I have idea for a more permanent solution. [[User:VengefulDonut|VengefulDonut]] 08:28, 15 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;new version&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
ShunterAlhena changed &amp;quot;new version&amp;quot; to &amp;quot;new (3D) version&amp;quot; to &amp;quot;3D version&amp;quot;.  I changed this to &amp;quot;Z-axis version&amp;quot;, to reduce newbie confusion (thinking there's a fully-3D graphical version could be disappointing) but now I'm starting to wonder if maybe &amp;quot;new version&amp;quot; would be best after all.  As far as I can tell, &amp;quot;new version&amp;quot; doesn't just mean all of the versions since the October 2007 release, but rather the ''latest'' version.&amp;lt;br&amp;gt;&lt;br /&gt;
That said, that's what I'll tweak it to. --[[User:JT|JT]] 19:47, 29 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:IMO if the phrase &amp;quot;new version&amp;quot; is being used to refer to the &amp;quot;Z-axis version&amp;quot; of the game, then it isn't really clear enough. With Toady's regular updates, talking just about &amp;quot;new versions&amp;quot; is a little too ambiguous. How about the phrases &amp;quot;multi-level version&amp;quot; or &amp;quot;multi-floor version&amp;quot;? Either of those would be clearer I think. &amp;quot;Z-axis version&amp;quot; is also good for me. (This is my first suggestion/edit on a Wiki, so I hope it turns out ok!) --[[User:Saiph|Saiph]] 07:59, 28 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:: You're correct about it being ambiguous. Your suggestion is ok (and welcome to the Wiki! :-)), but I don't think the notice box is still needed. Its purpose was to keep people from just copying over old material from the archived wiki to fill gaps in this one, but that's not really a danger anymore, so I just removed it and moved the release date down to the download link. &amp;amp;mdash; [[User:Alya|Alya]] 10:40, 28 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Offline Version? ==&lt;br /&gt;
&lt;br /&gt;
Is there an offline version of DwarfFortressWiki (ala [http://static.wikipedia.org/ Wikipedia])?  I'm going to be doing some traveling, and would like to use this resource when I don't have internet access :) --[[User:Sim9]], unsigned&lt;br /&gt;
&lt;br /&gt;
:I know that obtaining one is possible. --[[User:Savok|Savok]] 23:31, 6 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I was told that a torrent was circulating on 4chan and other places but I don't know anything else about it. --[[User:Senso|Senso]] 12:46, 7 June 2008 (EDT)&lt;br /&gt;
:Go to [[Special:Export]] then go to [[Special:Allpages]] in another window/tab. Make a copy of every article's name. Paste it into the export page and click export. Now its just a matter of finding a way to parse the xml file you get.&lt;br /&gt;
&lt;br /&gt;
:I now have an offline copy.  I can post it if anyone is interested in a copy :) --[[User:Sim9|Sim9]] 22:57, 8 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Just found this: [http://www.wikitaxi.org/delphi/doku.php/products/wikitaxi/index WikiTaxi]. It took me a while to find a suitable program for viewing Wiki XML dumps, so I thought I'd save some others the time. By 'suitable', I mean easy to use and without requiring a lot of extras before it will work (most I found require you to set up a server with a MySQL database and apache - I already meet those requirements on my desktop, but that almost defeats the purpose of downloading the wiki in the first place). This one however is completely portable - I can have it on external storage and use it on any computer I find myself needing to. --[[User:Tyranic-Moron|Tyranic-Moron]] 13:57, 15 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Coincidence? ==&lt;br /&gt;
&lt;br /&gt;
I got a quote that said:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;You have been processed! Go forth, now, and edit!&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
--Savok&amp;lt;br&amp;gt;&lt;br /&gt;
right after creating this account... Is this a coincidence or a command?&amp;lt;br&amp;gt;&lt;br /&gt;
--[[User:Peewee|Peewee]] 20:02, 31 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Coincidence. That's the end of a newbie-welcoming template that someone found funny enough to put in the [[Main Page/Quote|Quote list]], which delivers randomized quotes to the main page. --[[User:Savok|Savok]] 22:49, 31 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Both coincidence AND command. [[User:VengefulDonut|VengefulDonut]] 11:41, 1 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Russian Interwiki == &lt;br /&gt;
&lt;br /&gt;
I've made a deal with the admin of the Russian wiki, we can both link to each other. So if you know Russian, you're welcome to add links to the bottom of pages to their equivalent Russian pages.&lt;br /&gt;
For example, on the [[Carp]] page, I have added &amp;amp;#91;&amp;amp;#91;ru:Карп&amp;amp;#93;&amp;amp;#93; - so there is now a link to its Russian counterpart in the left-side navigation bar, under the &amp;quot;In other languages&amp;quot; header. --[[User:Senso|Senso]] 13:37, 2 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Looks like the other wiki may be down/broken. I don't have a suggested action though.  -- [[User:Vaevictus|Vaevictus]] 13:33, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I have made new russian wiki. URL: http://www.dfwk.ru. I do translation now. -- [[User:igoreklim|igoreklim]] 22:15, 13 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Many Laughs ==&lt;br /&gt;
&lt;br /&gt;
Congrats to whomever made the april's fool's day changes. [[User:Yvain|Yvain]] 04:34, 1 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Agreed. I didn't think of doing anything myself so kudos for going in. Nobody changes it for the whole day, I'll revert any reverts. :) --[[User:Senso|Senso]] 08:56, 1 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Navigation on bottom ==&lt;br /&gt;
&lt;br /&gt;
Since recently (2 or 3 days) the navigation and search box are at the very bottom of every page (opera user). Can someone please fix this? --[[User:Koltom|Koltom]] 07:38, 21 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It's at the bottom of the page for me too, and I'm using Firefox. [[User:Klada|Klada]] 11:43, 21 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Confirm this is happening for me as well, Firefox 2.0.0.12 ubuntu 7.04. --[[User:Nunix|Nunix]] 14:56, 21 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::For what it's worth, ditto, and FF 2.0.0.12 Windows XP Home Edition Version 2002 Service Pack 2. --[[User:Savok|Savok]] 15:07, 21 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Hah! Sorry, meant Senso. XD Good to have another confirmation regardless. Anyway, I went ahead and emailed him. It's weird how it just cropped up all of a sudden, hopefully something easily fixed. --[[User:Nunix|Nunix]] 02:00, 22 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It should be back to normal now, sorry for that. --[[User:Senso|Senso]] 11:54, 22 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::No worries, looks good here. Thanks! --[[User:Nunix|Nunix]] 17:54, 22 March 2008 (EDT)&lt;br /&gt;
::: *[[User:Koltom|Koltom]] jumps up and rejoices*&lt;br /&gt;
:::: &amp;quot;[[User:Koltom|Koltom]] was pleased to have a mandate deadline met lately.&amp;quot;?  --[[User:FunnyMan|FunnyMan]] 06:13, 27 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;American&amp;quot; English or Rest-Of-The-World English? ==&lt;br /&gt;
&lt;br /&gt;
Just a minor question, while spell-checking articles, I've encountered a few discrepancies between the two, but I usually see the &amp;quot;rest of the world English&amp;quot; more. So what's the official rule here, assuming we're going for a constant? --[[User:Snoob|Snoob]] 08:40, 7 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Haha. You don't sound biased at all ;). I figure we can go one of two routes. We can either claim that DF is an american topic, since it's being made in america by an american and the wiki is on an american domain&amp;amp;mdash;or we can say DF is an international topic since people from all over are funding Toady. If it's an international topic, we might as well follow the  [http://en.wikipedia.org/wiki/Wikipedia:Manual_of_Style#National_varieties_of_English wikipedia manual of style]. Wikipedia has no preference over the variant used, but there should be consistency in each article. The first user who makes an edit which disambiguates the variety being used in the article is considered the first major contributor and all subsequent edits to that article should use the same type of english. If in doubt, we have history pages. I think the reason you see british english more often in the wiki is because we've had a few editors who in their extreme modesty decided british english is superior and changed several of the american english articles over. I've noticed this happening on a few occasions. (please dont do that). [[User:VengefulDonut|VengefulDonut]] 09:53, 7 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::I second sticking with the Wikipedia's Manual of Style for language.  And as a note, there isn't a &amp;quot;Rest of the World English.&amp;quot;  In fact, the language is documented to vary [http://en.wikipedia.org/wiki/Regional_accents_of_English_speakers|as much as the countries that speak it].&lt;br /&gt;
::So, how does the Namibian English variant sound to everyone?  At least then most of us are at an equal starting point!  :P  --[[User:TarrVetus|TarrVetus]] 11:25, 7 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::I made a pretty bad assumption there, I suppose. I was trying to not sound biased, but I suppose I accidentally let it creep in somewhere. I'll just leave the variations to you guys and stick to cleaning up actual typos then. :P --[[User:Snoob|Snoob]] 11:37, 7 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::Hehe.  I can sympathize, Snoob.  I've had this debate with myself in the past, though it was from the other side.  --[[User:TarrVetus|TarrVetus]] 13:17, 7 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::This is a late reply, but I am an American in China. Here, English is classified either as American English or British English, and American English is widely preferred even though British English is taught to beginning students. I wouldn't say calling it &amp;quot;rest-of-the-world English&amp;quot; is very accurate. I would venture that many countries in Latin America also prefer American English, but what do it know.--[[User:RustyMcloon|Rusty Mcloon]] 01:16, 17 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Version updates ==&lt;br /&gt;
&lt;br /&gt;
There's a new version out today, so the version number and release date need changing. Unfortunately I have absolutely no idea how to do this as they appear to use some kind of function instead of being typed in. Somebody with the know-how fancy making the change? --[[User:TangoThree|TangoThree]] 10:04, 24 February 2008 (EST)&lt;br /&gt;
:[[Template:current/version]]&lt;br /&gt;
:[[Template:current/lastupdate]]&lt;br /&gt;
:[[User:VengefulDonut|VengefulDonut]] 10:15, 24 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Quote randomization ==&lt;br /&gt;
&lt;br /&gt;
VengefulDonut, if you want to randomize that for improved quality, you'll need to do it right: Many (most?) of the quotes in the quote archive are in an ARCHIVE: They are bad quotes never intended to be reused. Also, what do we do when we get new quotes? Do they get put in a database, not to be used till the RNG chooses? --[[User:Savok|Savok]] 20:11, 7 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:What would you like? [[User:VengefulDonut|VengefulDonut]] 20:36, 7 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::I suggest that one quote is permanant, and the other quote refresh everytime we visit the page. So far, I noticed that even if I refresh the page, the same quotes stay. --[[User:Eagle of Fire|Eagle of Fire]] 05:49, 8 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::A new quote on the left, and a randomized archive quote on the right? As for the refesh: the template checks the time. --[[User:Jackard|Jackard]] 06:35, 8 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::What is the tick? Every few minutes? --[[User:Eagle of Fire|Eagle of Fire]] 08:14, 8 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::The template checks the time, but the time doesn't update because the server caches the page. It gets a new one whenever the server refreshes it; you can force this by editing the page or by clicking the preview button. Also, I could make it so that one of the quote boxes picks from the newest x quotes. [[User:VengefulDonut|VengefulDonut]] 10:43, 8 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::Having a newer quote on the left and an archived one on the right sounds better than a permanent quote on either. PS. Might want to remove a few of them, like the 'palisade' quote. --[[User:Jackard|Jackard]] 11:47, 8 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::The goal of the quote archive was to archive every single quote which ever got to the main page. If you want to thin out only the best quotes, I suggest you use a separate database for that. Even then, how &amp;quot;good&amp;quot; is a quote is very open to interpretation and taste. If I had to remove all the quotes I find bad or unfunny myself, I'd probably remove 80% of the present quotes in the archive. --[[User:Eagle of Fire|Eagle of Fire]] 18:46, 8 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::::Ok. The right quotebox now chooses from the last 10 quotes instead of from among all of them. If anyone feels like they want to prune out or fiddle with quotes, go for it. I think what I've set up should be pretty straightforward, but if you have questions I'll be glad to answer them. [[User:VengefulDonut|VengefulDonut]] 20:11, 8 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::I added two new quotes (40, and 41), but only 40 is showing up at the moment, am I doing something wrong? --[[User:Markavian|Markavian]] 10:10, 10 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::You did it exactly right. The left quote box randomly chooses between all quotes. The right quote box randomly chooses between the 10 newest. It will come up eventually. [[User:VengefulDonut|VengefulDonut]] 10:17, 10 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::If possible can we implement a check to insure that the left quote and the right quote are not in fact the same quote? I suppose it wouldn't be a big deal with a small quote, however when it is large, such as the 7 line one I ran into today appearing in both boxes, it makes the page seem a bit crowded and symmetrical. --[[User:Elvang|Elvang]] 14:51, 10 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::We could do that, but the probability of identical quotes is &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;⁄&amp;lt;sub&amp;gt;totalquotenumber&amp;lt;/sub&amp;gt;, so I don't think it's really needed. --[[User:Savok|Savok]]&lt;br /&gt;
&lt;br /&gt;
:::::And yet it still manages to happen. like at the time of this edit. --[[User:Zeta|Zeta]] 12:30, 19 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Requesting installation of ParserFunctions extension ==&lt;br /&gt;
&lt;br /&gt;
It would be nice if the ParserFunctions[http://meta.wikimedia.org/wiki/Help:ParserFunctions] extension was installed (#if, #expr, etc).  It would be useful for having templates that exclude parts of it if no values are provided.  Note: I cannot find a place for requesting extensions --[[User:Aygar|Aygar]] 13:00, 21 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:ParserFunctions has been '''installed'''. I did a quick test and it works. Let me know if you run into problems. --[[User:Senso|Senso]] 11:54, 22 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Translation ==&lt;br /&gt;
&lt;br /&gt;
I've got requests for either having a German wiki or Namespace. I'd like to have everybody's opinion on this. If you people think that having German (and maybe other languages eventually) translations on the main wiki is going to be annoying, tell me. I can also setup a new wiki on a subdomain (de.dwarffortresswiki.net for example). How would it be best organized? Should I use [http://www.mediawiki.org/wiki/Template:Languages LanguageTemplates]? Is there a need for other additional languages? --[[User:Senso|Senso]] 09:31, 17 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Since Dwarf Fortress is only available in English, if you can play the game, you can also read the wiki. I really don't think a German (or any other language) wiki version is worth the effort.--[[User:Siliziumleben|Siliziumleben]] 14:22, 18 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::My oppinion also. This doesn't mean we should stop those enthusiam people though. --[[User:Eagle of Fire|Eagle of Fire]] 13:06, 17 January 2008 (EST)&lt;br /&gt;
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::There's a big difference between understanding a game interface and reading long and complex tutorials, descriptions, discussions etc. I know French people who play this game; they can understand the UI but they use the French wiki for reference. Also, if I decide to use a separate wiki/subdomain, this will be totally transparent to you. --[[User:Senso|Senso]] 16:40, 17 January 2008 (EST)&lt;br /&gt;
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:::My first language, the one I used since I'm born, is French. Yet, I way prefer this wiki over the french one. --[[User:Eagle of Fire|Eagle of Fire]] 10:06, 18 January 2008 (EST)&lt;br /&gt;
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::::I'm French too, you know. But when I offered to host a DF wiki, I didn't do it in French because I know English is widely used. But I'm still glad that someone else started a French wiki. --[[User:Senso|Senso]] 22:58, 20 January 2008 (EST)&lt;br /&gt;
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:::::I don't see what harm could come from hosting a German, Japanese, and Russian wiki. It's not like it will interfere with the English one. Also, as a student of languages, I would love to read equivalent articles in German and Japanese. --[[User:DDouble|DDouble]] 22:01, 17 February 2008 (EST)&lt;br /&gt;
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::::::I am german and while I can read english books like german ones, I have to agree that being able to use a UI and understanding the finer points in a tutorial etc. are two quite different things. I guess that if the bandwidth of the wiki is no burden on anyone, it could actually lead to an influx of new ideas and players, which is very important for a &amp;quot;community&amp;quot; game like DF. --[[User:Caiburn|Caiburn]] 20:44, 18 February 2008 (CET+1)&lt;br /&gt;
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Hello everyone!&amp;lt;br&amp;gt;&lt;br /&gt;
I'm from Austria speaking and reading English very well, why should we not translate this wiki? If we are enough fellows we could do a good job. So give us a chance ;)&amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Geri|Geri]]&amp;lt;/small&amp;gt;&lt;br /&gt;
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----&lt;br /&gt;
&lt;br /&gt;
Like [[User:Eagle of Fire|EoF]] implied, a translated wiki is simply not nearly as up to date as the main one. If it was, we would have to rely on an active community of those fluent in English and the language of the translated wiki to keep the wikis coordinated. For this reason, I do not believe that we can successfully create a DFwiki in a different language with the resources that we have at the moment. --[[User:Savok|Savok]] 11:21, 11 December 2008 (EST)&lt;br /&gt;
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== Version of MediaWiki? ==&lt;br /&gt;
&lt;br /&gt;
Sorry if this is completely the wrong place, but does anybody know which version of MediaWiki these pages uses?&lt;br /&gt;
Maybe that information could be included in the page About DwarfFortressWiki? --[[User:Gauteamus|Gauteamus]] 17:00, 17 December 2007 (EST)&lt;br /&gt;
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:I think I found out. This page: [[Special:Version]] says the version is 1.10.1, which should mean that limited #for-loops are supported. I will delete these comments soonishly, but will let them stay for a while incase someone has comments --[[User:Gauteamus|Gauteamus]] 17:28, 17 December 2007 (EST)&lt;br /&gt;
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== Combat Logs? ==&lt;br /&gt;
&lt;br /&gt;
What about a section where people could post cool combat logs from adventurer mode. This would different from the &amp;quot;Stories&amp;quot; section, which is more prose. (This is 'cause I'd like to post the log of a battle I had with a particularly clumsy Giant, who slammed into a wall allowing me to stab him in the back of the head for the eventual win. Its no dragon-slaying tale, but I still think its good.) --[[User:Wahnsinniger|Wahnsinniger]] 11:59, 2 December 2007 (EST)&lt;br /&gt;
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== Humor? / Link to quote archive? ==&lt;br /&gt;
&lt;br /&gt;
Any thoughts about possibly linking [[Main Page/Quote Archive]] page somewhere on the main page? Its an orphan at the moment and is pretty funny and relevant. [[User:Vanan|Vanan]] 15:19, 13 November 2007 (EST)&lt;br /&gt;
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I'd like to be able to see that happen.  New people coming here might get overwhelmed if we don't amuse them with some good humor here and there.--[[User:AlBorland|AlBorland]] 13:42, 20 November 2007 (EST)&lt;br /&gt;
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:I second that. This second is adorned with hanging rings of Goshenite and menaces with spikes of Goshenite. - [[User:Laugurinn|Laugurinn]] 22:57, 13 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Where does one stick new funny quotes? Namely, this:&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;quot;&amp;quot;Thikut Atheludib, Marksdwarf cancels shooting at Archery Range: Interrupted by Groundhog pup&amp;quot; - What brave soldiers I have&amp;quot; [[User:Juckto|Juckto]] 18:45, 10 December 2007 (EST)&lt;br /&gt;
:That's not exactly funny, but [[Main_Page/Quote]]. --[[User:GreyMario|GreyMario]] 00:43, 14 April 2008 (EDT)&lt;br /&gt;
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Just for the record, does anybody mind if I put a link to the [[Main Page/Quote Archive]] page on the front page? [[User:Shabang50|Shabang50]] 12:58, 30 September 2008 (EDT)&lt;br /&gt;
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:I say go for it. --[[User:Zeta|Zeta]] 22:27, 12 January 2009 (EST)&lt;br /&gt;
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== Demystify messages? ==&lt;br /&gt;
&lt;br /&gt;
Probably against the spirit of 'losing is fun', but how about a page that explains smoe of the more cryptic messages, such as; 'job item misplaced' and 'job item lost or destroyed'? [[User:Runspotrun|Runspotrun]] 16:43, 8 November 2007 (EST)&lt;br /&gt;
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Also, is there a suggestions pages? This probably isn't the best page to add ideas... [[User:Runspotrun|Runspotrun]] 16:44, 8 November 2007 (EST)&lt;br /&gt;
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== Importing old entries ==&lt;br /&gt;
&lt;br /&gt;
What's the stance on importing entries from the old wiki for stuff like general item stats? Most of them are still correct (or nearly so) and it would be nice not to have to switch between this and the old wiki any more. I can add a disclaimer to them stating I pulled them from the archives if that's appropriate. --[[User:Xazak|Xazak]] 15:07, 2 November 2007 (EDT)&lt;br /&gt;
:IMO (and I'm not admin or anything) it should be ok but only if you are 100% sure EVERYTHING is correct, and have verified it personally. I've edited at least one article someone copy-pasted with no changes that had old info in it so far and it makes me sad. --[[User:BurnedToast|BurnedToast]] 15:38, 2 November 2007 (EDT)&lt;br /&gt;
::Yes, I second this. Please be diligent if you are going to import old information. Even if you can't do it yourself, at least categorize it as needing verification so someone with the free time can. --[[User:EighenIndemnis|EighenIndemnis]] 15:37, 6 November 2007 (EST)&lt;br /&gt;
:You could use [[Template:Verify]] to indicate that something needs confirmation in the new version. --[[User:Senso|Senso]] 15:47, 6 November 2007 (EST)&lt;br /&gt;
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I have noticed an increase of pages in which only an old Wiki page is copied/pasted along with a warning that it was copied and thus may not be accurate. Is it just me or that's ''exactly'' what we didn't want to happen, and one of the reasons we started fresh with the new Wiki to begin with? --[[User:Eagle of Fire|Eagle of Fire]] 01:45, 9 November 2007 (EST)&lt;br /&gt;
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== Basic Format ==&lt;br /&gt;
&lt;br /&gt;
I think the [[Farming]] page is a good format for most of the key pages, perhaps the structure from the archive should be followed. --[[User:Infinity|Infinity]] 05:56, 31 October 2007 (EDT)&lt;br /&gt;
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:Agreed, I've tried to copy this style on several pages, e.g. [[Gear Assembly]]. --[[User:Markavian|Markavian]] 23:30, 31 October 2007 (EDT)&lt;br /&gt;
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I would like to add a request for a 'build tree' of sorts.  It would, for example, make figuring out how to get iron bars a whole lot less frustrating. --[[User:Dogcow|Dogcow]] 17:18, 1 November 2007 (EDT)&lt;br /&gt;
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:Hello, I've added a whole page on the various metals you can make now.  This is my first time editing a wiki so feel free to make corrections for me if you want, just leave me a message on the page letting me know where I went wrong.  Also, since some Alloys involve smelting 3 bars of metal now, I have included a new template called Alloy3 to display these.  I'm not sure on the colors though so have at it where I'm off :)  --[[User:Chthon|Chthon]] 11:33, 3 November 2007 (EDT)&lt;br /&gt;
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:Would like to second the build-tree suggestion.  New player here, and I use the wiki to reference items I require but do not know how to build.  I may be a bit slow, but it took me half a year to figure out I needed a Weaponsmith to make new Iron Picks.  The wiki page only mentions the Metalsmith's Forge, and it never occurred to me that Weaponsmiths use the same workshop, since a pick is physically both wood and iron.  Having a description that says exactly what is needed to create an item would be very useful for new players.  --[[User:T.D.|tuxdelux]] 15:15, 8 October 2008 (EDT)&lt;br /&gt;
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::A pick is actually all iron, at the moment, no wood to it. I expect that Toady will eventually get to redoing that whole system, but I doubt that he'll touch it until then. --[[User:Savok|Savok]] 11:21, 11 December 2008 (EST)&lt;br /&gt;
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== Change guide? ==&lt;br /&gt;
&lt;br /&gt;
Was just thinking, perhaps one of the links (or sections) on the main page should be a guide to the major changes between last version and this one.  Yes, a TON of stuff has changed, but a lot also has not, and a lot of the core concepts are the same... so I would imagine many of us who have played the previous version(s) would love a section where we can see a list of new basics we have to learn, along with links to those things' individual pages... like, z-axis (obviously), mechanisms, fluid dynamics, nobles, elevation/slope, farming... you get the idea.  --[[User:Cliffjeff|Cliffjeff]] 11:43, 30 October 2007 (EDT)&lt;br /&gt;
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:Yea, I'm thinking not. Isn't the whole point of DF finding things out on your own? &amp;quot;Losing is Fun&amp;quot; and all that. Ok, so if we summarized all the changes, and someone (like me) didn't want to know we could not just not look at it right? What can I say? I'M WEAK! If we summarize the changes I will CONSUME it! (I'm only here because I still have another 6 hours of work before I can go home and try it!)&lt;br /&gt;
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::Meanwhile, I'm lazy and stubborn and would love a consolidated list of only new things I need to know =p and I'm also trapped at work and unable to mess around in the game :( but if the whole point was finding out things on your own, why would we have a wiki? ;p --[[User:Cliffjeff|Cliffjeff]] 15:58, 30 October 2007 (EDT)&lt;br /&gt;
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:::I agree, I think the change guide is a good idea, and it would also help us direct our attention at the articles that are likely to need the most work. --[[User:Peristarkawan|Peristarkawan]] 16:01, 30 October 2007 (EDT)&lt;br /&gt;
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::::It ought not to be very hard to generate a basic change guide based on the official change notes, and then update it as the details are discovered.  --[[User:Bobson|Bobson]] 16:26, 30 October 2007 (EDT)&lt;br /&gt;
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:::A change guide 'page' might be useful pointing out major differences but I think the style of the wiki should be aimed at new users who know nothing of previous versions. I think we should not compare old/vs new as a rule, but if necessary we should include comparisons at the bottom of a page as apposed to the main article. That is how I am writing my edits. --[[User:Markavian|Markavian]] 23:26, 31 October 2007 (EDT)&lt;br /&gt;
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::The thing is, the whole idea of the wiki kind of goes against 'finding things out on your own'.  If you want to be completely surprised by a game, don't read a wiki specifically intended to reveal all the details about it...  sure, we do put warnings on the most spoily stuff, but at the end of the day this is a Wiki intended to document everything about Dwarf Fortress, so just about every page is going to be a spoiler to some degree. --[[User:Aquillion|Aquillion]] 03:12, 9 May 2008 (EDT)&lt;br /&gt;
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:To add my take on this subject... I think that this is a gigantic game, in some ways more complex then any of the Elder Scrolls game. I mean, in the ES games, you have weapons, armor and others... In this game you have an exceptionally large number of items of many different types and purposes... It's very difficult for newbies to fathom exactly what an item is used for. Without this Wiki, I think a lot of people would struggle with this game. [[User:AlexFili|AlexFili]] 05:59, 9 May 2008 (EDT)&lt;br /&gt;
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:Although this is a bit late, Toady does summarize version changes in a text file in the game's main folder. --[[User:Savok|Savok]] 11:21, 11 December 2008 (EST)&lt;br /&gt;
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== Possible bugs ==&lt;br /&gt;
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Hi, this is my first time writing to any wiki.&lt;br /&gt;
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I am writing about possible bugs. I have seen, that some sections of this wiki contain information about bugs. I think I have found one, but don't where to put it, or whether it is already here. I am also sorry, if this isn't the right place. If so, please delete this entry.&lt;br /&gt;
&lt;br /&gt;
Anyway, if your furniture stockpile isn't big enough, and you try to put furniture into a specific room,it is sometimes possible, that that furniture won't be put. Instead, it will be blinking forever. You can change it functioning (make bedroom, throne room...) but to be honest, I don't know if this item is actually there, or not.&lt;br /&gt;
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== alternate site???? ==&lt;br /&gt;
&lt;br /&gt;
there appears to be a very similar site at &lt;br /&gt;
http://dwarf.lendemaindeveille.com/index.php/Immigration&lt;br /&gt;
(not just that adress)&lt;br /&gt;
what is the diffrence???&lt;br /&gt;
&lt;br /&gt;
That's the address which was originally used for the site, before Senso registered a separate domain for it (dwarffortresswiki.net). Both domains are valid and point to the same content, so they're interchangeable. --[[User:Janus|Janus]] 20:59, 21 August 2008 (EDT)&lt;br /&gt;
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== Shutting down the archive ==&lt;br /&gt;
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In about two weeks, I will shutdown the read-only archive (http://archive.dwarffortresswiki.net) as I believe we've been using the current versions long enough. I'm also looking at ways to reduce the server load, disk space used and bandwidth consumed. So there. If articles were not ported to the current wiki, please do ASAP. If you have objections, please speak now. --[[User:Senso|Senso]] 12:33, 9 October 2008 (EDT)&lt;br /&gt;
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:Regarding outright deletion: I'd prefer you didn't.  Is there at least a way to preseve it in some downloadable format?  The old version of the game was interesting in its intrinsic danger, and besides that, I have a succession game using that version.  I think a downloadble, locally-running copy would be a good idea.--[[User:Dadamh|Dadamh]] 13:19, 11 October 2008 (EDT)&lt;br /&gt;
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::Mediawiki allows for database dumps to be made. Any chance you could do this? I am interested in this content. See http://www.mediawiki.org/wiki/Manual:Backing_up_a_wiki - you'd just follow the procedures for an xml dump and make the resulting files available for a limited time. [[User:Random832|Random832]] 17:14, 20 October 2008 (EDT)&lt;br /&gt;
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== PSA ==&lt;br /&gt;
&lt;br /&gt;
While the intention is great, the main page isn't the place to post it.&lt;br /&gt;
It should be added to the editing/creating dialog, probably so that it appears under any previews, and above the actual editing box. --[[User:N9103|Edward]] 16:53, 20 October 2008 (EDT)&lt;br /&gt;
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:Gladly - just tell me how to do it without the required permissions. --[[User:GreyMario|GreyMaria]] 19:50, 20 October 2008 (EDT)&lt;br /&gt;
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::It was my intention that you would bring it up to Senso to do it. --[[User:N9103|Edward]] 22:35, 20 October 2008 (EDT)&lt;br /&gt;
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:::Agreed, putting editing pet peeves at the top of the main page is overkill.  Ask Senso to make the changes Edward suggests.--[[User:Maximus|Maximus]] 01:34, 21 October 2008 (EDT)&lt;br /&gt;
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:Frankly, I think it's important enough, and unknown enough, that it should stay on the front page. -- [[User:RomeoFalling|RomeoFalling]] 20:58, 20 October 2008 (EDT)&lt;br /&gt;
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::If it does stay on the main page, professionalize it a bit more and remove the sigs. My vote's for taking it down anyways. I almost hit revert as a &amp;quot;knee-jerk response to vandalism&amp;quot;. The main page article is not a place to air your grievances about how people edit. --[[User:Rkyeun|Rkyeun]] 06:02, 21 October 2008 (EDT)&lt;br /&gt;
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:::If it could be moved to the Editing/Creating page, then I wouldn't object to moving it off the main page. But I'm on several wikis, and not one of them lists the sign-off info anywhere that's easy or intuitive to discover. [[User:RomeoFalling|RomeoFalling]] 20:06, 21 October 2008 (EDT)&lt;br /&gt;
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::::It can be, it just needs edit permissions on the host. While it looks a tad better now (thanks RF), it's still entirely out of place. --[[User:N9103|Edward]] 20:34, 21 October 2008 (EDT)&lt;br /&gt;
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::::This is a very jarring thing to see on the main page. It is completely out of place and affects the first impression people get when they see the wiki. It just makes us look bad. Put the issue on Senso's talk page and he is likely to add it to the editing dialog, but it should be taken down first. [[User:VengefulDonut|VengefulDonut]] 09:34, 22 October 2008 (EDT)&lt;br /&gt;
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::::I have removed the PSA under the premise that changes to the main page are wrong until proven right, rather than the other way around. We can return it after agreement has been reached regarding its presence. [[User:VengefulDonut|VengefulDonut]] 23:44, 22 October 2008 (EDT)&lt;br /&gt;
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:I'll mess with the code today and include such a warning directly on the Editing template. I'm also tired of people not using signatures. --[[User:Senso|Senso]] 15:59, 23 October 2008 (EDT)&lt;br /&gt;
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There may be a page in the MediaWiki namespace that can be used. [[Mediawiki:Edittools]] will add text _after_ the edit box; I don't know about before. I know Wikipedia has a feature for that but I think it's an extension. [[User:Random832|Random832]] 08:41, 28 October 2008 (EDT)&lt;br /&gt;
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Huh. after going through the source code I can now say there is NOT one - there's ones for all kinds of special cases (creating a page, recreating a deleted page, editing a protected page as an admin, editing a Mediawiki: page as an admin) but not one to just always show. Nevermind, then [[User:Random832|Random832]] 08:54, 28 October 2008 (EDT)&lt;br /&gt;
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:I don't even see a huge problem with people not signing their posts, anyway.  If a person only makes one or two posts, knowing their &amp;quot;name&amp;quot; isn't important.  People who intend to stick around should be [[template:newbie|clued in]].--[[User:Maximus|Maximus]] 15:39, 28 October 2008 (EDT)&lt;br /&gt;
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== Lets Download Dwarf Fortress! ==&lt;br /&gt;
&lt;br /&gt;
Well you can't, and that's the issue. Are there any plans on changing the main page's link to a mirror? Since this wiki comes in second on Google only to the official Bay 12 homepage, it'd make sense for there to be a working download for potential players. [[User:Raithah|Raithah]] 01:05, 24 October 2008 (EDT)&lt;br /&gt;
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: I added the links for mirrors 2-4 to the downtime notice.  &amp;quot;Mirror&amp;quot; 1 is B12G itself. - [[User:FunnyMan|FunnyMan]] 01:15, 24 October 2008 (EDT)&lt;br /&gt;
::Per my PM to FunnyMan, is there a mirror link available for the Mac version? These are just the Windows version. [[User:23skidoo|23skidoo]] 21:35, 25 October 2008 (EDT)&lt;br /&gt;
::Though for obvious reasons I am unable to vouch for it's integrity (ie. infected by virus, spyware, etc.), [http://mac.softpedia.com/get/Games/Dwarf-Fortress.shtml|Softpedia] has a mirror of the most recent version, OS X edition. [[User:Raithah|Raithah]] 00:33, 26 October 2008 (EDT)&lt;br /&gt;
:::The download link is just the Bay12 site again, which is down, however Funnyman has just added a Mac download mirror link to the main page. [[User:23skidoo|23skidoo]] 16:26, 26 October 2008 (EDT)&lt;br /&gt;
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== ETA? ==&lt;br /&gt;
&lt;br /&gt;
I miss Bay 12 Games! Does anyone have any idea when we should be getting it back? I just want to know if I should stop constantly clicking my bookmark and sit back and wait for a few weeks. --[[User:Zoodle|Zoodle]] 16:23, 26 October 2008 (EDT)&lt;br /&gt;
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: I think it's safe to say that since we can't make donations to Toady while the site's down, it'll be back up pretty soon. --[[User:Fossaman|Fossaman]] 13:58, 27 October 2008 (PDT)&lt;br /&gt;
::You can make donations: if you go to an archived version of the page, the paypal buttons still work since paypal didn't crash. According to Toady on at least two occasions, the site was supposed to be back up today (monday). But that doesn't seem to be happening. It should happen soon, though. --[[User:Penguinofhonor|Penguinofhonor]] 22:23, 27 October 2008 (EDT)&lt;br /&gt;
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::Looks like the main site just came back up. The forums are still not back up yet, though I imagine they will be within the next few hours. --[[User:Janus|Janus]] 08:32, 28 October 2008 (EDT)&lt;br /&gt;
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::You'll be pleased to know that the forums are now back up as well, and seem to be functioning normally. [[User:Ryo|Ryo]] 13:00, 29 October 2008 (EDT)&lt;br /&gt;
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::So Random### decided to say that the forums are '''not''' up. Last I checked, being able to reach the &amp;quot;you are banned&amp;quot; screen means the forums are back up. --[[User:GreyMario|GreyMaria]] 14:16, 29 October 2008 (EDT)&lt;br /&gt;
...huh? (way to insult me behind my back btw - if you have something to say, next time say it on [[user talk:random832|my talk page]]) - anyway, it was a DNS problem, and the page I did see was a PHP error message, NOT a forum software &amp;quot;you are banned&amp;quot; messages. [[User:Random832|Random832]] 16:35, 10 November 2008 (EST)&lt;br /&gt;
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== Forums? ==&lt;br /&gt;
&lt;br /&gt;
A short time ago but after the forums crashed I got a pair of PMs claiming to be from the bay12games forum.&lt;br /&gt;
&lt;br /&gt;
Are these forums up somewhere, or how would I explain those PMs? &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Sukasa|Sukasa]]&amp;lt;/small&amp;gt;&lt;br /&gt;
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:Last I checked, the b12g forums were actually back up and linked to from the bay12games site. &amp;lt;_&amp;lt; --[[User:GreyMario|GreyMaria]] 23:47, 20 November 2008 (EST)&lt;br /&gt;
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::Nope, when I go to /forum/ I just get a mostly-empty directory view --[[User:Sukasa|Sukasa]] 09:14, 21 November 2008 (EST)&lt;br /&gt;
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DNS problems. See instructions at http://www.dwarffortresswiki.net/index.php?title=Main_Page&amp;amp;oldid=34213 . [[User:Random832|Random832]] 11:57, 21 November 2008 (EST)&lt;br /&gt;
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:Not helpful- I've already flushed my DNS several times, used ''different'' DNS's, and tried that fix- I'm still getting the 'empty' forum folder.  And according to cmd&amp;gt;ping, the DNS addresses are already correct.&lt;br /&gt;
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::Strange. Try going specifically to http://www.bay12games.com/forum/index.php. --[[User:Janus|Janus]] 22:21, 21 November 2008 (EST)&lt;br /&gt;
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:::404, actually --[[User:Sukasa|Sukasa]] 01:03, 22 November 2008 (EST)&lt;br /&gt;
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::::OK then, what IP address is it indicating when you ping the server (which you mentioned above)? The new, current IP (which I double checked) for bay12games.com is 216.97.239.212. --[[User:Janus|Janus]] 03:59, 22 November 2008 (EST)&lt;br /&gt;
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::::That -is- the IP ._.  In fact, that`s been the IP for months.&lt;br /&gt;
::::That said, manually going to http://216.97.239.212/forum/ worked, but trying to click -anything- redirects me to a 404 on bay12games.com/forum/.  About the only other thing I can see is that I'm getting wwwRedirect in the GET string.&lt;br /&gt;
:::: Hm, found what may be the issue.  Despite having flushed/registered the DNS a week or so ago, my DNS records still have the wrong IP in for bay12games.  Confusing as all get-out, since /dwarves/dev_now.html works fine for me. {{unsigned|Sukasa}}&lt;br /&gt;
&lt;br /&gt;
:::::The ping command should resolve DNS entries exactly the same as your browser would, so that was why I was asking (i.e. &amp;quot;ping bay12games.com&amp;quot; should resolve to 216.97.239.212). Glad you've got it nailed down as a DNS issue though. --[[User:Janus|Janus]] 19:25, 22 November 2008 (EST)&lt;br /&gt;
:::::Uh, by the way: do you access the internet through a router? Sometimes they can muck things up, and in fact I've seen one cause problems by caching DNS entries. Fixing such a problem would vary from one router to the next, though. --[[User:Janus|Janus]] 19:34, 22 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::It's a Linksys Router, yes.  It's definitely not the router and instead my internal cache, since the problem persists even when I bring my laptop to work or to University. --[[User:Sukasa|Sukasa]] 23:53, 22 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::Firefox also maintains its own cache, IIRC. [[User:Random832|Random832]] 11:13, 24 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::Nah, I use Chrome.  Anyways, managed to fix it, thanks for the help --[[User:Sukasa|Sukasa]] 16:51, 25 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Notice box at the top of Main Page ==&lt;br /&gt;
&lt;br /&gt;
As we can see from the edit history, [[User:Alya|Alya]] states that &amp;quot;it was intended to ensure information from the old wiki didn't just get copied over; it isn't really needed anymore, especially that prominently.&amp;quot; [[User:N9103|Edward]] replies, &amp;quot;Versions still update regularly, and accuracy should always be a priority.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
Right under &amp;quot;Download Dwarf Fortress&amp;quot; is emblazoned the same text as the notice box except for a reminder to ensure that info is accurate for the ''latest'' version. I'm inclined to think that the sort that wouldn't do that won't be listening to the notice box any more than Rules [[DwarfFortressWiki:Community_Portal#F|F]], [[DwarfFortressWiki:Community_Portal#V|V]], and sometimes [[DwarfFortressWiki:Community_Portal#Y|Y]]. No, ''especially'' Y.&amp;lt;br&amp;gt;&lt;br /&gt;
Opinions?&amp;lt;br&amp;gt;&lt;br /&gt;
--[[User:Savok|Savok]],&amp;lt;br&amp;gt;&lt;br /&gt;
not wanting to start revert wars at 00:44, 30 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I think that's going to end up being true, what with the current state of the average human brain. Though I'm fresh out of suggestions, except giant red blinking text. --[[User:GreyMario|GreyMaria]] 01:13, 30 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I have to agree with Alya.  We barely have a problem with people adding inaccurate info of any kind, let alone outdated info.  It gets outdated on its own, and if we're lucky, we spot it and fix it.  We could toss the notice box altogether.--[[User:Maximus|Maximus]] 02:25, 30 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Consensus seems against me. Notice Removed. --[[User:N9103|Edward]] 05:21, 30 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Meeting Hall' page for general questions. ==&lt;br /&gt;
&lt;br /&gt;
Wowwiki (for Warcraft and related things) has a 'Village pump' page, that functions as kind of a general question area. Is there something like that here, or could there be? I've seen references to the forums, but the links don't seem to work, usually, at least for me. (I'm on a company network, which may be why.) --[[User:Azaram|Azaram]] 23:03, 9 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I'd say the forums really are the best place for that stuff.  It's a pity if you can't use 'em.  But feel free to ask questions on any talk page on the wiki, however; there are plenty of people who watch [[Special:Recentchanges]].--[[User:Maximus|Maximus]] 18:00, 10 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Since Toady fairly recently restructured the forums, some of the links to them are still broken. If you can't access [http://www.bay12games.com/forum/index.php the real forums], though, I can't help you.&lt;br /&gt;
::Like he said, most questions should be asked on the talk page of the appropriate subject, and we have enough people reading the changes in the wiki that you should be answered. --[[User:Savok|Savok]] 11:21, 11 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:This could be a good replacement for the currently (and for a good while now) unused [[Current_events]] page, perhaps changing it's title to something more appropriate, while maintaining it's presence as a 'Main Navigation Link'. That's my two dwarfbucks on ideas for a replacement for that page anyways. --[[User:N9103|Edward]] 00:18, 30 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::IMO, 95% of questions are asked on the appropriate talk page and 80% of the remaining could have been. I don't think that we need a &amp;quot;Gameplay Questions&amp;quot; area, since we've got a forum for that, like Maximus stated. --[[User:Savok|Savok]] 10:25, 31 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
☼ ☼!!!!! I personally think it needs a sandbox page, where new, or even experienced who wnat to try a new thing, users can test stuff and see how to do things like upload images, or what the many edit buttons do.--[[User:Destor|Destor]] 01:23, 30 December 2008 (EST)☼ ☼&lt;br /&gt;
&lt;br /&gt;
:Typically, any page under your username (like [[Special:Mypage/blah]]) is an appropriate sandbox page, for use when you need to disturb the wiki for more than a minute while getting some unusual formatting to work. When your code is normal, you can just use the preview button... --[[User:Savok|Savok]], a bit puzzled at 10:25, 31 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Latest Version ==&lt;br /&gt;
The latest version is 40d9. Is there a reason we're not linking to it yet? --[[User:RomeoFalling|RomeoFalling]] 17:55, 31 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:Cause it's a beta of a beta. AKA it's unstable and not even a real version yet, more of a subversion. If that. It's cloudware - it exists but it's not very stable. --[[User:GreyMario|GreyMaria]] 18:07, 31 January 2009 (EST)&lt;/div&gt;</summary>
		<author><name>GreyMario</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Cave-in&amp;diff=3899</id>
		<title>40d Talk:Cave-in</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Cave-in&amp;diff=3899"/>
		<updated>2009-01-31T17:37:38Z</updated>

		<summary type="html">&lt;p&gt;GreyMario: /* Cave-in vs. objects */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Is this still valid? I recall that only truly disconnected areas cave in these days...&lt;br /&gt;
&lt;br /&gt;
Yeah, this is what I've heard.  I'm digging out a bunch of greater than 7x7 rooms now so we'll find out shortly.&lt;br /&gt;
--[[User:Karlito|Karlito]] 00:26, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I've dug out some big rooms (10x10 I think is the biggest so far) and not had a cave-in for a season or so. I'm thinking it only does it on disconnects. makes it ALOT easier to plan your fort out. --[[User:BurnedToast|BurnedToast]] 00:33, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::No kidding.  What are the chances of accidentally completely disconnecting an area?  I think that Toady One is going to continue to tweak the cave-in circumstances, though, so some things that don't cave in now may in later versions. --[[User:Peristarkawan|Peristarkawan]] 12:56, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Sorry, but I don't understand what a disconnected area is.  Could you try to explain?  [[User:Sinoth|sinoth]] 12:50, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::A disconnected section doesn't connect to the rest of the map. As far as I know, that means it checks above, below, north, south, east, and west of a block of stone for connecting blocks, and continues checking through them to make sure the section isn't isolated. Toady mentioned something along the lines of it only checking for disconnects around the area you are mining. If the section is isolated, each block of the disconnected section will fall straight down. That's the general idea, I believe, and such disconnects are not easy to create. --[[User:Janus|Janus]] 13:12, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::I can easily see how to create an isolated support, but how would you create an isolated room? The dwarves would have to get there somehow... Also, wouldn't an isolated room (with nothing on any side of it, including above) be less likely to collapse because there's nothing nearby to collapse into it? --[[User:Bobson|Bobson]] 13:49, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::1. Build a box with constructed walls from the ground.&lt;br /&gt;
:::::2. Remove the construction connecting it to the ground.&lt;br /&gt;
:::::Also, an isolated room, would ''have'' to collapse, unless we've got anti-gravity-field-generators. --[[User:Savok|Savok]] 14:59, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I've mined out several levels underground.  Then I dug channels (carefully) around the edge of the top layer.  Once the last channel section was finished... bam! Cave-in.  Only, it didn't stop at the first level below.  It kept going to the last level dug out, taking with it all the loose debris.  If there are any BUILDINGS in the region that collapsed, they will break apart. --[[User:AzureLightning|AzureLightning]] 14:04, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Don't pay any attention to the information below this line! It is simply a placeholder!&amp;quot; - Why have it there if doesnt need to be? Take it away and re-add when something worthwhile is to be said. --[[User:Mizipzor|Mizipzor]] 17:51, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
When building my underground farms with light access I had a lot of collapses but once the room was finished they ceased. There 8 by 8 and three floors down with open air access. I think a collapse happens if you have a room greater the 7x7 horizontally and more than 3 vertically. From what I've observed it seems like it only checks for a collapse every time a square is dug. --[[User:Lucid|Lucid]] 20:57, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
I dug an open pit in a sandy grassland region. The pit was 4x6 and one level below the surface. And yet, somehow I had a cave-in. It was minor, and only knocked my miner out for a few ticks, but I'm still trying to figure out why an open-air pit would register a cave-in. (In addition, nothing actually changed as far as the pit topography.) --[[User:RedKing|RedKing]] 01:58, 4 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:If you dig all the way around the edge then that causes a cave in, i.e if you make a C shape and then dig out the remaining wall the center will fall down. This will destroy any buildings underneath.[[User:Jikor|Jikor]]&lt;br /&gt;
&lt;br /&gt;
== Avoiding ==&lt;br /&gt;
&lt;br /&gt;
I removed the 7x7 info until someone can verify that it's relevant in the new version. I'd also be interested to know when rockslides or shearing happens. --[[User:Turgid Bolk|Turgid Bolk]] 16:44, 13 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I can confirm that the 7x7 thing ISN'T valid as of 39e.  I've had a 10x20 room with two solid layers on top of it for years and it hasn't collapsed.  Only three walls, too. --[[User:CrazyEyes|CrazyEyes]] 11:00, 06 August 2008 (PST)&lt;br /&gt;
&lt;br /&gt;
== Cave-Ins In and ice... ==&lt;br /&gt;
&lt;br /&gt;
Cave ins aren't supposed to damage the floor below? Is this still valid? I found an occasion where they do.&lt;br /&gt;
&lt;br /&gt;
As sometimes happens, one pond froze over on my map. I dug down under the ice, and removed the support from under an island in the centre of the pond. I also dug a room (crypt) under the pond.&lt;br /&gt;
&lt;br /&gt;
When the ice melted come spring, the 'ground' on the surface of the pond lasted a few seconds before realising it should collapse, and when it DID collapse it punched a hole into the room BELOW the pond. I know the hole was punched there becase next winter the ice froze down to the room below ONLY in the tils right below where the cave in occured, the rest staying distinctly wet.&lt;br /&gt;
&lt;br /&gt;
== Cave-ins and Ramps ==&lt;br /&gt;
&lt;br /&gt;
I was under the impression that ramping the floor will dodge any cave in or isolation concerns that occur  with channels, however, this is not the case, if a tile has water on it and is the last of adjacent tiles to be ramped there will be a cave-in.  Is this due to water having weight and a feature or a bug?&lt;br /&gt;
--[[User:Stalinbulldog|Stalinbulldog]] 11:56, 9 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Confirmed ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Any item caught under falling natural terrain is encased in stone and must be dug out destroyed completely.&amp;quot;&lt;br /&gt;
I saw this has a &amp;quot;Verify&amp;quot; next to it. I have a video that confirmed it(started a hermit challenge). Here is the link -&amp;gt;http://mkv25.net/dfma/movie-1001#lastComment --[[User:0todd0|0todd0]] 01:04, 23 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I honestly don't see how this verifies the statement. --[[User:N9103|Edward]] 00:31, 24 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::I've verified that falling floor tiles will cause damage to whatever they hit but they don't destroy items. Falling walls will completely obliterate anything beneath them, with the exception of constructed walls which work like floor tiles. I've also noticed dust pushes items as well as units. Note that I'm using version 40d9. --[[User:Xonara|Xonara]] 00:54, 24 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Cave-in vs. objects ==&lt;br /&gt;
&lt;br /&gt;
I'm pretty damn sure I've destroyed a unit of fire imp fat using a dropped (and constructed, no less) floor tile. 40d, too. --[[User:GreyMario|GreyMaria]] 19:21, 24 January 2009 (EST)&lt;br /&gt;
:IIRC the movie above shows some bituminous coal surviving some falling floor. I tested it with some kind of yellow stone and a mechanism and it didn't seem to destroy anything, just pushed the stuff around. Are you sure it didn't get pushed off a cliff or into some magma or something? I don't know :/ --[[User:Xonara|Xonara]] 04:32, 25 January 2009 (EST)&lt;br /&gt;
::It was nowhere near magma or cliff. --[[User:GreyMario|GreyMaria]] 12:37, 31 January 2009 (EST)&lt;/div&gt;</summary>
		<author><name>GreyMario</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Underground_river&amp;diff=30964</id>
		<title>40d:Underground river</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Underground_river&amp;diff=30964"/>
		<updated>2009-01-30T18:27:06Z</updated>

		<summary type="html">&lt;p&gt;GreyMario: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Underground rivers''' occur in almost every region with a [[mountain]] biome, similar to the appearance patters of [[adamantine]].&lt;br /&gt;
&lt;br /&gt;
In maps without any underground [[soil]] or aboveground herbs to harvest (so you can therefore get their seeds and begin farming aboveground) these can be a blessing, but on others it can be a hindrance.&lt;br /&gt;
&lt;br /&gt;
The underground river is commonly filled with aggressive creatures such as [[snakeman|snakemen]], [[olmman|olmmen]], [[giant olm|giant olms]] and [[cave crocodile]]s. These can interrupt the work of any [[dwarf]] within line of sight, and can thus be a real nuisance.&lt;br /&gt;
&lt;br /&gt;
The [[water]] sources for underground rivers are [[waterfall]] tiles.&lt;br /&gt;
&lt;br /&gt;
Underground rivers are 2 to 5 tiles wide and while they often flow in a straight line, they can twist and turn across the entire region tile they are in.&lt;br /&gt;
&lt;br /&gt;
[[Category:World]]&lt;/div&gt;</summary>
		<author><name>GreyMario</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Clothing_industry&amp;diff=45628</id>
		<title>40d:Clothing industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Clothing_industry&amp;diff=45628"/>
		<updated>2009-01-28T07:16:29Z</updated>

		<summary type="html">&lt;p&gt;GreyMario: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This article is a quick guide to running a self-sufficient '''clothing industry'''.&lt;br /&gt;
&lt;br /&gt;
First grow and harvest the plants, then process the plants to thread, next weave the thread into cloth, and finally turn the cloth into clothes.&lt;br /&gt;
&lt;br /&gt;
==Plants==&lt;br /&gt;
''Requires: A [[farm]], a [[farmer]], and the appropriate [[seeds]]''&lt;br /&gt;
&lt;br /&gt;
There are six [[crops]] that you can [[Farming|grow]] that are used in the clothing industry. Note that if you don't want to grow them you can [[Trading|trade]] for them or, if they are an above ground crop, you can [[herbalist|gather]] them.&lt;br /&gt;
&lt;br /&gt;
=====Under ground=====&lt;br /&gt;
*[[Pig tail]]s are used to make [[#Thread|thread]], and can be grown in Summer and Autumn.&lt;br /&gt;
*[[Dimple cup]]s are used to make [[#Dyeing|dye]], and can be grown all year round.&lt;br /&gt;
&lt;br /&gt;
=====Above ground=====&lt;br /&gt;
*[[Rope reed]] is used to make [[#Thread|thread]], and can be grown all year round.&lt;br /&gt;
*[[Hide root]], [[Sliver barb]] and [[Blade weed]] can be used to make [[#Dyeing|dye]], and can be grown all year round.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Thread==&lt;br /&gt;
''Requires: A [[farmer's workshop]], a [[thresher]], and the appropriate [[#plants|plant]]''&lt;br /&gt;
&lt;br /&gt;
Once you have harvested the plants you must process the pig tails and/or rope weed at the [[farmer's workshop]]. Alternatively you can [[trade]] for thread directly.&lt;br /&gt;
&lt;br /&gt;
In the farmer's workship there are several options for processing plants: either to [[bag]], [[barrel]], [[vial]], or normal. To create thread you want to select normal. The other options produce different products, such as [[#Dyeing|dye]] and [[flour]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Cloth==&lt;br /&gt;
''Requires: A [[loom]], a [[weaver]], and some [[#Thread|thread]]''&lt;br /&gt;
&lt;br /&gt;
By default any thread produced will be automatically woven at the loom. You may want to turn this off if you intend to [[#Dyeing|dye]] the thread.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Clothes==&lt;br /&gt;
''Requires: A [[clothier's shop]], a [[clothier]], and some [[#Cloth|cloth]]''&lt;br /&gt;
&lt;br /&gt;
Once the cloth is ready you can sew it into [[clothes]], either for [[trading]] or for your own [[dwarves]] to wear.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Dyeing==&lt;br /&gt;
Dyeing is very useful because it adds to the [[value]] of the finished clothes. You can dye either thread or cloth to increase its value. Cloth created from dyed thread cannot be dyed.&lt;br /&gt;
=====Creating dye=====&lt;br /&gt;
''Requires: A [[mill]] or [[quern]], a [[miller]], an empty [[bag]], and the appropriate [[#Plants|plant]]''&lt;br /&gt;
&lt;br /&gt;
Once you have harvested or bought the plants, you can mill them into dye.&lt;br /&gt;
&lt;br /&gt;
=====Using dye=====&lt;br /&gt;
''Requires: A [[dyer's shop]], a [[dyer]], and some dye''&lt;br /&gt;
&lt;br /&gt;
Having the dye, you can dip the clothes or thread into it to increase its value.&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
=====Required worker / labor=====&lt;br /&gt;
*[[Grower]] / Field working&lt;br /&gt;
*[[Thresher]] / Plant processor&lt;br /&gt;
*[[Weaver]] / Weaving&lt;br /&gt;
*[[Clothier]] / Clothes making&lt;br /&gt;
*[[Miller]] / [[Milling]]&lt;br /&gt;
*[[Dyer]] / Dyeing&lt;br /&gt;
&lt;br /&gt;
=====Required buildings=====&lt;br /&gt;
*[[Farm]]&lt;br /&gt;
*[[Farmer's workshop]]&lt;br /&gt;
*[[Loom]]&lt;br /&gt;
*[[Clothier's shop]]&lt;br /&gt;
*Either a [[Millstone]] or a [[Quern]]&lt;br /&gt;
**A Millstone requires a millstone item and a power connection. A Quern only requires a quern item.&lt;br /&gt;
*[[Dyer's shop]] which also requires&lt;br /&gt;
**[[Barrel]]&lt;br /&gt;
**[[Bucket]]&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Clothing]]&lt;br /&gt;
*[[Farming]]&lt;br /&gt;
*[[Industry]]&lt;br /&gt;
&lt;br /&gt;
{{Farming FAQ}}&lt;br /&gt;
{{Workshops FAQ}}&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Materials]]&lt;br /&gt;
[[Category:Industry]]&lt;/div&gt;</summary>
		<author><name>GreyMario</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Tree&amp;diff=21437</id>
		<title>40d:Tree</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Tree&amp;diff=21437"/>
		<updated>2009-01-27T17:56:36Z</updated>

		<summary type="html">&lt;p&gt;GreyMario: typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Across the [[world]], '''trees''' can found littering the landscape. They are a great renewable source of [[wood]], and there are many different varieties that grow in different [[biomes]]. While [[tower cap]]s grow indoors, every other variety occurs only outdoors.&lt;br /&gt;
&lt;br /&gt;
''Trees'' are a type of [[map tile]], not [[construction]]s, similar to solid [[rock]] or [[bush]]es. They must be designated for removal from the [[designations|{{Key|d}}esignations menu]] chop {{k|t}}rees, which will instruct [[dwarves]] with the [[woodcutter]] skill to grab an [[axe]] and begin chopping down the tree.&lt;br /&gt;
&lt;br /&gt;
Trees grow from saplings, which start growing randomly on tiles of a suitable biome. Saplings can be destroyed by heavy [[traffic]]. To grow from a sapling to a tree takes about a year and a half.&lt;br /&gt;
&lt;br /&gt;
Trees viewed from one tile above look like coloured [[stone]] [[block]]s floating in the air. Also, deciduous trees will change colour to red or yellow in [[autumn]], and lose their leaves in [[winter]]: {{tile|╞|#770}}.&lt;br /&gt;
&lt;br /&gt;
Trees also gain names near [[elf|elven]] settlements. Although it is unclear what effect this has on gameplay, if any at all.&lt;br /&gt;
&lt;br /&gt;
Trees ''will not'' as of yet be destroyed by [[magma]] or [[fire]] (nor will [[water]] damage them in any way).&lt;br /&gt;
Saplings can 'drown' in water and magma, though.&lt;br /&gt;
&lt;br /&gt;
== List of Trees ==&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style=&amp;quot;background:#ddd&amp;quot;&lt;br /&gt;
! Tree Name &lt;br /&gt;
! Habitat !! Tile !! Alignment !! Density !! Deciduous&lt;br /&gt;
|-&lt;br /&gt;
! id=&amp;quot;mangrove&amp;quot;|Mangrove&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Mangrove Swamp (Wet)&amp;lt;/span&amp;gt; || {{tile|♣|green|black}} || All || Default (500) || No&lt;br /&gt;
|-&lt;br /&gt;
! id=&amp;quot;saguaro&amp;quot;|Saguaro&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;Any Desert (Dry)&amp;lt;/span&amp;gt; || {{tile|╞|green|black}} || All || Default || No&lt;br /&gt;
|-&lt;br /&gt;
! id=&amp;quot;pine&amp;quot;|Pine&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Taiga Forest (Dry)&amp;lt;br&amp;gt;Temperate Conifer Forest&amp;lt;br&amp;gt;Tropical Conifer Forest&amp;lt;/span&amp;gt; || {{tile|↑|green|black}} || All || 560 || No&lt;br /&gt;
|-&lt;br /&gt;
! id=&amp;quot;cedar&amp;quot;|Cedar&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Temperate Conifer Forest (Dry)&amp;lt;br&amp;gt;Tropical Conifer Forest&amp;lt;/span&amp;gt; || {{tile|↨|green|black}} || All || 380 || No&lt;br /&gt;
|-&lt;br /&gt;
! id=&amp;quot;oak&amp;quot;|Oak&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Temperate Broadleaf Forest (Dry)&amp;lt;/span&amp;gt; || {{tile|♠|green|black}} || All || 700 || Yes&lt;br /&gt;
|-&lt;br /&gt;
! id=&amp;quot;mahogany&amp;quot;|Mahogany&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Tropical Forest (Dry)&amp;lt;/span&amp;gt; || {{tile|♠|green|black}} || All || 600 || No&lt;br /&gt;
|-&lt;br /&gt;
! id=&amp;quot;acacia&amp;quot;|Acacia&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Tropical Dry Broadleaf Forest (Dry)&amp;lt;br&amp;gt;Tropical Grassland&amp;lt;br&amp;gt;Tropical Savanna&amp;lt;br&amp;gt;Tropical Shrubland&amp;lt;/span&amp;gt; || {{tile|♣|green|black}} || All || Default || No&lt;br /&gt;
|-&lt;br /&gt;
! id=&amp;quot;kapok&amp;quot;|Kapok&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Tropical Moist Broadleaf Forest (Dry)&amp;lt;/span&amp;gt; || {{tile|Γ|green|black}} || All || Default || No&lt;br /&gt;
|-&lt;br /&gt;
! id=&amp;quot;maple&amp;quot;|Maple&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Temperate Broadleaf Forest (Dry)&amp;lt;br&amp;gt;Temperate Grassland&amp;lt;br&amp;gt;Temperate Savanna&amp;lt;br&amp;gt;Temperate Shrubland&amp;lt;/span&amp;gt; || {{tile|♣|green|black}} || All || 755 || Yes&lt;br /&gt;
|-&lt;br /&gt;
! id=&amp;quot;willow&amp;quot;|Willow&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Temperate (Wet)&amp;lt;br&amp;gt;Any Tropical Forest&amp;lt;br&amp;gt;Tropical Grassland&amp;lt;br&amp;gt;Tropical Savanna&amp;lt;br&amp;gt;Tropical Shrubland&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Tropical Freshwater Swamp&amp;lt;br&amp;gt;Tropical Saltwater Swamp&amp;lt;br&amp;gt;Tropical Freshwater Marsh&amp;lt;br&amp;gt;Tropical Saltwater Marsh&amp;lt;/span&amp;gt; || {{tile|⌠|green|black}} || All || 420 || No&lt;br /&gt;
|-&lt;br /&gt;
! id=&amp;quot;tower-cap&amp;quot;|[[Tower-cap]]&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:brown&amp;quot;&amp;gt;Subterranean Water (Wet)(Dry)&amp;lt;/span&amp;gt; || {{tile|♣|green|black}} || All || 600 || No&lt;br /&gt;
|-&lt;br /&gt;
! id=&amp;quot;glumprong&amp;quot;|Glumprong&lt;br /&gt;
| Not Freezing (Dry) || {{tile|┤|green|black}} || &amp;lt;span style=&amp;quot;color:purple&amp;quot;&amp;gt;Evil&amp;lt;/span&amp;gt; || 1200 || No&lt;br /&gt;
|-&lt;br /&gt;
! id=&amp;quot;feathertree&amp;quot;|Feather tree&lt;br /&gt;
| Not Freezing (Dry) || {{tile|♣|green|black}} || &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Good&amp;lt;/span&amp;gt; || 100 || No&lt;br /&gt;
|-&lt;br /&gt;
! id=&amp;quot;highwood&amp;quot;|Highwood&lt;br /&gt;
| Not Freezing (Dry) || {{tile|¶|green|black}} || &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Savage&amp;lt;/span&amp;gt; || 500 || No&lt;br /&gt;
|-&lt;br /&gt;
! id=&amp;quot;larch&amp;quot;|Larch&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Taiga Forest (Dry)&amp;lt;br&amp;gt;Temperate Conifer Forest&amp;lt;/span&amp;gt; || {{tile|↑|green|black}} || All || 590 || Yes&lt;br /&gt;
|-&lt;br /&gt;
! id=&amp;quot;chestnut&amp;quot;|Chestnut&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Temperate Broadleaf Forest (Dry)&amp;lt;/span&amp;gt; || {{tile|♠|green|black}} || All || 500 || Yes&lt;br /&gt;
|-&lt;br /&gt;
! id=&amp;quot;alder&amp;quot;|Alder&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Temperate Broadleaf Forest (Dry)&amp;lt;/span&amp;gt; || {{tile|♣|green|black}} || All || 410 || Yes&lt;br /&gt;
|-&lt;br /&gt;
! id=&amp;quot;birch&amp;quot;|Birch&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Temperate Broadleaf Forest (Dry)&amp;lt;/span&amp;gt; || {{tile|♣|green|black}} || All || 670 || Yes&lt;br /&gt;
|-&lt;br /&gt;
! id=&amp;quot;ashtree&amp;quot;|Ash&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Temperate Broadleaf Forest (Dry)&amp;lt;/span&amp;gt; || {{tile|♠|green|black}} || All || 620 || Yes&lt;br /&gt;
|-&lt;br /&gt;
! id=&amp;quot;candlenut&amp;quot;|Candlenut&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Tropical Forest (Dry)&amp;lt;/span&amp;gt; || {{tile|Γ|green|black}} || All || Default || No&lt;br /&gt;
|-&lt;br /&gt;
! id=&amp;quot;mangotree&amp;quot;|Mango tree&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Tropical Forest (Dry)&amp;lt;/span&amp;gt; || {{tile|Γ|green|black}} || All || Default || No&lt;br /&gt;
|-&lt;br /&gt;
! id=&amp;quot;rubbertree&amp;quot;|Rubber tree&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Tropical Moist Broadleaf Forest (Dry)&amp;lt;/span&amp;gt; || {{tile|Γ|green|black}} || All || Default || No&lt;br /&gt;
|-&lt;br /&gt;
! id=&amp;quot;cacaotree&amp;quot;|Cacao tree&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Tropical Moist Broadleaf Forest (Dry)&amp;lt;/span&amp;gt; || {{tile|Γ|green|black}} || All || Default || No&lt;br /&gt;
|-&lt;br /&gt;
! id=&amp;quot;palm&amp;quot;|Palm&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Tropical (Dry)&amp;lt;/span&amp;gt; || {{tile|Γ|green|black}} || All || Default || No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Map tiles]][[Category:Trees]]&lt;/div&gt;</summary>
		<author><name>GreyMario</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Cave-in&amp;diff=3897</id>
		<title>40d Talk:Cave-in</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Cave-in&amp;diff=3897"/>
		<updated>2009-01-25T00:21:27Z</updated>

		<summary type="html">&lt;p&gt;GreyMario: Cave-in vs. objects&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Is this still valid? I recall that only truly disconnected areas cave in these days...&lt;br /&gt;
&lt;br /&gt;
Yeah, this is what I've heard.  I'm digging out a bunch of greater than 7x7 rooms now so we'll find out shortly.&lt;br /&gt;
--[[User:Karlito|Karlito]] 00:26, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I've dug out some big rooms (10x10 I think is the biggest so far) and not had a cave-in for a season or so. I'm thinking it only does it on disconnects. makes it ALOT easier to plan your fort out. --[[User:BurnedToast|BurnedToast]] 00:33, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::No kidding.  What are the chances of accidentally completely disconnecting an area?  I think that Toady One is going to continue to tweak the cave-in circumstances, though, so some things that don't cave in now may in later versions. --[[User:Peristarkawan|Peristarkawan]] 12:56, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Sorry, but I don't understand what a disconnected area is.  Could you try to explain?  [[User:Sinoth|sinoth]] 12:50, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::A disconnected section doesn't connect to the rest of the map. As far as I know, that means it checks above, below, north, south, east, and west of a block of stone for connecting blocks, and continues checking through them to make sure the section isn't isolated. Toady mentioned something along the lines of it only checking for disconnects around the area you are mining. If the section is isolated, each block of the disconnected section will fall straight down. That's the general idea, I believe, and such disconnects are not easy to create. --[[User:Janus|Janus]] 13:12, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::I can easily see how to create an isolated support, but how would you create an isolated room? The dwarves would have to get there somehow... Also, wouldn't an isolated room (with nothing on any side of it, including above) be less likely to collapse because there's nothing nearby to collapse into it? --[[User:Bobson|Bobson]] 13:49, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::1. Build a box with constructed walls from the ground.&lt;br /&gt;
:::::2. Remove the construction connecting it to the ground.&lt;br /&gt;
:::::Also, an isolated room, would ''have'' to collapse, unless we've got anti-gravity-field-generators. --[[User:Savok|Savok]] 14:59, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I've mined out several levels underground.  Then I dug channels (carefully) around the edge of the top layer.  Once the last channel section was finished... bam! Cave-in.  Only, it didn't stop at the first level below.  It kept going to the last level dug out, taking with it all the loose debris.  If there are any BUILDINGS in the region that collapsed, they will break apart. --[[User:AzureLightning|AzureLightning]] 14:04, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Don't pay any attention to the information below this line! It is simply a placeholder!&amp;quot; - Why have it there if doesnt need to be? Take it away and re-add when something worthwhile is to be said. --[[User:Mizipzor|Mizipzor]] 17:51, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
When building my underground farms with light access I had a lot of collapses but once the room was finished they ceased. There 8 by 8 and three floors down with open air access. I think a collapse happens if you have a room greater the 7x7 horizontally and more than 3 vertically. From what I've observed it seems like it only checks for a collapse every time a square is dug. --[[User:Lucid|Lucid]] 20:57, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
I dug an open pit in a sandy grassland region. The pit was 4x6 and one level below the surface. And yet, somehow I had a cave-in. It was minor, and only knocked my miner out for a few ticks, but I'm still trying to figure out why an open-air pit would register a cave-in. (In addition, nothing actually changed as far as the pit topography.) --[[User:RedKing|RedKing]] 01:58, 4 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:If you dig all the way around the edge then that causes a cave in, i.e if you make a C shape and then dig out the remaining wall the center will fall down. This will destroy any buildings underneath.[[User:Jikor|Jikor]]&lt;br /&gt;
&lt;br /&gt;
== Avoiding ==&lt;br /&gt;
&lt;br /&gt;
I removed the 7x7 info until someone can verify that it's relevant in the new version. I'd also be interested to know when rockslides or shearing happens. --[[User:Turgid Bolk|Turgid Bolk]] 16:44, 13 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I can confirm that the 7x7 thing ISN'T valid as of 39e.  I've had a 10x20 room with two solid layers on top of it for years and it hasn't collapsed.  Only three walls, too. --[[User:CrazyEyes|CrazyEyes]] 11:00, 06 August 2008 (PST)&lt;br /&gt;
&lt;br /&gt;
== Cave-Ins In and ice... ==&lt;br /&gt;
&lt;br /&gt;
Cave ins aren't supposed to damage the floor below? Is this still valid? I found an occasion where they do.&lt;br /&gt;
&lt;br /&gt;
As sometimes happens, one pond froze over on my map. I dug down under the ice, and removed the support from under an island in the centre of the pond. I also dug a room (crypt) under the pond.&lt;br /&gt;
&lt;br /&gt;
When the ice melted come spring, the 'ground' on the surface of the pond lasted a few seconds before realising it should collapse, and when it DID collapse it punched a hole into the room BELOW the pond. I know the hole was punched there becase next winter the ice froze down to the room below ONLY in the tils right below where the cave in occured, the rest staying distinctly wet.&lt;br /&gt;
&lt;br /&gt;
== Cave-ins and Ramps ==&lt;br /&gt;
&lt;br /&gt;
I was under the impression that ramping the floor will dodge any cave in or isolation concerns that occur  with channels, however, this is not the case, if a tile has water on it and is the last of adjacent tiles to be ramped there will be a cave-in.  Is this due to water having weight and a feature or a bug?&lt;br /&gt;
--[[User:Stalinbulldog|Stalinbulldog]] 11:56, 9 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Confirmed ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Any item caught under falling natural terrain is encased in stone and must be dug out destroyed completely.&amp;quot;&lt;br /&gt;
I saw this has a &amp;quot;Verify&amp;quot; next to it. I have a video that confirmed it(started a hermit challenge). Here is the link -&amp;gt;http://mkv25.net/dfma/movie-1001#lastComment --[[User:0todd0|0todd0]] 01:04, 23 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I honestly don't see how this verifies the statement. --[[User:N9103|Edward]] 00:31, 24 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::I've verified that falling floor tiles will cause damage to whatever they hit but they don't destroy items. Falling walls will completely obliterate anything beneath them, with the exception of constructed walls which work like floor tiles. I've also noticed dust pushes items as well as units. Note that I'm using version 40d9. --[[User:Xonara|Xonara]] 00:54, 24 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Cave-in vs. objects ==&lt;br /&gt;
&lt;br /&gt;
I'm pretty damn sure I've destroyed a unit of fire imp fat using a dropped (and constructed, no less) floor tile. 40d, too. --[[User:GreyMario|GreyMaria]] 19:21, 24 January 2009 (EST)&lt;/div&gt;</summary>
		<author><name>GreyMario</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:IRC&amp;diff=47083</id>
		<title>Talk:IRC</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:IRC&amp;diff=47083"/>
		<updated>2009-01-22T18:47:48Z</updated>

		<summary type="html">&lt;p&gt;GreyMario: New page: Useless page. Would have done much better as a small notice within the links section. --~~~~&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Useless page. Would have done much better as a small notice within the links section. --[[User:GreyMario|GreyMaria]] 13:47, 22 January 2009 (EST)&lt;/div&gt;</summary>
		<author><name>GreyMario</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Main_Page/Quote&amp;diff=36668</id>
		<title>Main Page/Quote</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Main_Page/Quote&amp;diff=36668"/>
		<updated>2009-01-21T01:24:11Z</updated>

		<summary type="html">&lt;p&gt;GreyMario: l2/edit quote page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Choose|c={{#if: {{{1|}}}|{{rand|57}}|{{#expr: ({{rand2|10}}+47)}} }}&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 cateogory 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;What constitutes &amp;quot;sunday best&amp;quot; for dwarves?  Is that when they actually wipe some of the blood and vomit off their clothes? --Kuli&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;Worst animal rights defense: &amp;quot;I had to [http://www.mkv25.net/dfma/movie-355-bodypartexplosion kill off most of my animals] because my FPS was suffering.&amp;quot; --steb&lt;br /&gt;
|&amp;lt;!--57--&amp;gt;Nothing a magma bath won't fix. Magma: nature's fix it all --Luke_Prowler&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>GreyMario</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Quickstart_guide&amp;diff=46376</id>
		<title>40d Talk:Quickstart guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Quickstart_guide&amp;diff=46376"/>
		<updated>2009-01-20T02:35:32Z</updated>

		<summary type="html">&lt;p&gt;GreyMario: /* savegame seems to be bugged */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;So, this page is kinda pointless as it stands. It doesn't really provide anything that isn't on the far superior [[Your first fortress]] guide, yet we still link to it from the front page.&amp;lt;br&amp;gt;&lt;br /&gt;
I'm thinking of taking it in a different direction entirely and providing a ready-made save, maybe one month in, to use as a tutorial. This gets new players past the fiddly min-maxing of the embark screen and provides the essentials, so they can get right to work learning the interface. --[[User:Walliard|Walliard]] 21:14, 10 December 2008 (EST)&lt;br /&gt;
:That's a good idea, but ... are you thinking of doing it, or doing it? Cause if you don't I will. On that note, does anyone have any suggestions for what to put in the saved game? My thoughts:&lt;br /&gt;
:*Bedrooms complete&lt;br /&gt;
:*Dining hall setup&lt;br /&gt;
:*All dwarves idle in meeting hall&lt;br /&gt;
:**Miners just about to dig out a new passage&lt;br /&gt;
:**Other dwarves about to bring food to a new stockpile&lt;br /&gt;
:*???&lt;br /&gt;
:*Profit&lt;br /&gt;
:--[[User:Juckto|Juckto]] 20:41, 11 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Catsplosion advisable? ==&lt;br /&gt;
&lt;br /&gt;
Why are we giving the absolute and utter newbies the seeds of a catsplosion with no cages etc to let them solve the problem?  By the time they learn what to do about it, they might already be too late to stop it, and flaming out of the -quickstart tutorial- of a game is possibly one of the most depressing things a newbie can do.  I strongly suggest upping a save without two cats. --[[User:LucienSadi|LucienSadi]] 02:56, 14 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I could do that, but sticking it in a cage instead would be a lot simpler for me. Would that be sufficient? --[[User:Juckto|Juckto]] 03:52, 14 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Sure, just tag on a warning as well (if you haven't done so already) --[[User:LucienSadi|LucienSadi]] 07:07, 16 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Images ==&lt;br /&gt;
&lt;br /&gt;
They aren't ''worse'' than ugly, but they ''are'' ugly (and large). If there's ever any chance to redo the images, we've got to make sure they follow {{rule|I}}, which means that they should be the unstretched, unblurred default tileset, and that they should be .pngs.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::...I'm pretty sure that's the standard 800x600 tileset.  It looks neither stretched nor blurred to me.  They should be made .pngs, but that didn't sound like your only problem.  --[[User:Squirrelloid|Squirrelloid]] 14:39, 16 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::I think &amp;quot;standard tileset&amp;quot; may need clarifying. See [[DwarfFortressWiki_talk:Community_Portal#I]].&lt;br /&gt;
:::Examples of images:&lt;br /&gt;
:::*[[:Image:Tunnel_in_local_view.png]]&lt;br /&gt;
:::**is blurred&lt;br /&gt;
:::**uses the default/standard tileset&lt;br /&gt;
:::**is not stretched&lt;br /&gt;
:::**is a .png&lt;br /&gt;
:::*[[:Image:Qs02.JPG]]&lt;br /&gt;
:::**is not blurred&lt;br /&gt;
:::**uses the default/standard tileset&lt;br /&gt;
:::**is stretched&lt;br /&gt;
:::**is not a .png&lt;br /&gt;
:::*[[:Image:Human_roads.png]]&lt;br /&gt;
:::**is blurred&lt;br /&gt;
:::**does not use the default/standard tileset&lt;br /&gt;
:::**is stretched&lt;br /&gt;
:::**is a .png&lt;br /&gt;
:::Note that the default &amp;quot;800x600&amp;quot; tileset under the default settings is stretched by 2x vertically if you don't alter grid size/use blackspace.&lt;br /&gt;
:::Sorry for the long list. --[[User:Savok|Savok]] 17:11, 16 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Since blackspace is set to NO by default, I think that makes 'stretched' the default for the 800x600 tileset, or rather, I would consider it 'stretched' to have something other than a 2:1 h:w ratio with the 800x600 tileset because that's different than what the game does by default and so is stretched relative to the default settings.  I will agree that non-default tilesets are bad, and that blurriness is bad, but we should show people what they would expect to see in the game if they don't touch the .ini file.  --[[User:Squirrelloid|Squirrelloid]] 17:34, 16 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Squirreloid is correct, I took the screenshots in full-screen &amp;quot;stretched&amp;quot; mode because I thought that that is what a new player would be seeing. -- [[User:Juckto|juckto]] 18:20, 16 December 2008 (EST)~&lt;br /&gt;
&lt;br /&gt;
My general stance on images in general is that they be:&lt;br /&gt;
* Understandable to whomever views them -- this means standard tileset in most cases, though a custom symbol here and there is okay as long as it isn't important to the actual thing being illustrated.  It also means standard color set, generally.  I have my doubts about stretched/resized fonts being hard to understand unless they are outright distorted.&lt;br /&gt;
* As small, byte-wise, as possible.  Ideally, this means well-compressed 256-color pngs, and not double-sized (something I have been guilty of) or the like.  However, as long as you upload in some lossless format (png or gif), others can optimize the actual file.&lt;br /&gt;
--[[User:Maximus|Maximus]] 16:09, 17 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==and init.txt==&lt;br /&gt;
Also, it may help to include the init folder as well. --[[User:Savok|Savok]] 10:36, 16 December 2008 (EST)&lt;br /&gt;
:What does adding the init folder achieve? --[[User:Juckto|juckto]] 14:42, 16 December 2008 (EST)&lt;br /&gt;
::Adding the init folder would help if you've changed init settings. You don't talk about that in the article, and boy can init settings be important. --[[User:Savok|Savok]] 17:11, 16 December 2008 (EST)&lt;br /&gt;
:::Yes I have changed my init settings, but I don't see how any of the changes I've made would make any real difference to a new player playing this quickstart game. -- [[User:Juckto|juckto]] 18:20, 16 December 2008 (EST)~&lt;br /&gt;
&lt;br /&gt;
== savegame seems to be bugged ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Missing Creature Body Definition: CAT_MOUTH&lt;br /&gt;
&lt;br /&gt;
get spouted on me every time I try to load the savegame.&lt;br /&gt;
&lt;br /&gt;
on 28.181.40d and a recently installed DF&amp;lt;/blockquote&amp;gt; &amp;lt;small&amp;gt;The above unsigned comment was added by [[User:Loatroll|Loatroll]].&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is because the dumbass who made the savegame didn't use the default raws like they were supposed to. I've removed the link. --[[User:GreyMario|GreyMaria]] 13:37, 19 January 2009 (EST)&lt;br /&gt;
:rather, the guy used what looks like a bugfixed raw (based off the fact that it's a modified cat mouth - which was probably added for the sake of avoiding the &amp;quot;cat cancels show item to owner - too injured&amp;quot; messages. Toady One probably has this fixed on his end.) the person is probably NOT a dumbass, it's just that the default raws are buggy with respect to cats, and just about everyone that reports that bug gets redirected to the sticky on the forums. --[[User:Zeta|Zeta]] 19:06, 19 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::But using savegames that use modified raws is against common sense, especially in a newbie guide. --[[User:GreyMario|GreyMaria]] 21:35, 19 January 2009 (EST)&lt;/div&gt;</summary>
		<author><name>GreyMario</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Quickstart_guide&amp;diff=11355</id>
		<title>40d:Quickstart guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Quickstart_guide&amp;diff=11355"/>
		<updated>2009-01-19T18:41:02Z</updated>

		<summary type="html">&lt;p&gt;GreyMario: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This guide is intended to be used in conjunction with a save file which was originally available for download, but removed from this page as it did not use the default [[raw file]]s. By downloading it and unzipping it to your Dwarf Fortress directory you will be able to jump straight into a game where the first few hurdles have been overcome - a world has been generated, a location for the fort been selected, the starting skills and items have been bought, and the basic components of the fort completed.&lt;br /&gt;
&lt;br /&gt;
{{Colored Notice Box|#AA0|I've removed the link to the download for the save file because it didn't use the default raws (it defined CAT_MOUTH to fix &amp;quot;[[Cat cancels Store Item in Stockpile: Too injured]]&amp;quot;). On a side note, this guide seems a bit overly complicated. Maybe someone should clean it up. --[[User:GreyMario|GreyMaria]] 13:41, 19 January 2009 (EST)}}&lt;br /&gt;
&lt;br /&gt;
This guide aims to explain what the graphics represent, how the menu and interface system works, and guide you through ordering your dwarves to perform a few simple tasks.&lt;br /&gt;
&lt;br /&gt;
This guide and associated save file was created using version '''v0.28.181.40d'''.&lt;br /&gt;
&lt;br /&gt;
==What you will see when you load the game==&lt;br /&gt;
[[Image:Qs01.JPG]]&lt;br /&gt;
&lt;br /&gt;
The game will begin paused (don't unpause yet), centred on the [[meeting hall]] where all 7 of your starting [[dwarves]] are currently relaxing. The screen is divided into three sections. On the left is the active window, this is where you will see dwarves move around and where you issue orders. In the middle is the menu window. On the right is the fort view which gives you an overall view of the level (it's effectively a zoomed-out version of the active window.&lt;br /&gt;
&lt;br /&gt;
You can rearrange this screen by pressing {{k|Tab}}. Press it a few times to enlarge the active window to maximum so we can have a look around.&lt;br /&gt;
&lt;br /&gt;
[[Image:Qs02.JPG]]&lt;br /&gt;
&lt;br /&gt;
Now we can see what is on the right of our meeting hall - it's unexplored underground space, shown by the large black area with scattered grey percentage signs and commas. The brown line is where I've ordered the miners to dig a new, explatory passage which I hope will find some minerals, gems or such. We'll cover how to order miners [[#Designation menu|below]].&lt;br /&gt;
&lt;br /&gt;
By using the numpad keys you can move the active screen around and explore. What you will discover is compiled below, with key points highlighted.&lt;br /&gt;
&lt;br /&gt;
[[Image:Qs03.jpg]]&lt;br /&gt;
&lt;br /&gt;
The grey line that run roughly down the centre of the image is the side of the mountain, you can see I've carved the fort straight into the side of it. On the lower left is a greenish area with a few blue patches. This is a mixture of grass, bushes, trees, and water. As opposed to the grey tiles in the centre which represent bare rock.&lt;br /&gt;
&lt;br /&gt;
On the top left you will notice a lot of small dots and a blue haze. This is empty space. For you see although Dwarf Fortress may appear to be a 2D game it is in fact 3D. You are currently looking at the birds eye perspective of one [[z-level]]. If you were to move the active window down one level the empty space would become ground and the ground would become unexplored underground space. You can move the screen up and down by pressing {{k|&amp;lt;}} and {{k|&amp;gt;}} respectively (don't forget to hold on {{k|Shift}}!).&lt;br /&gt;
&lt;br /&gt;
That's enough looking around, it's time to ...&lt;br /&gt;
&lt;br /&gt;
==Meet your dwarves==&lt;br /&gt;
====Dwarves====&lt;br /&gt;
You currently have 7 dwarves and I've set up their skills and even given them nicknames to help you keep them sorted.&lt;br /&gt;
*'''Sue''' is a [[miner]]. Because mining is an important task I've disabled all her other labors so all she will do is mine - if you don't have any mining work designated for her to do she will return to the meeting hall.&lt;br /&gt;
*'''Mary''' is a miner exactly the same as Sue.&lt;br /&gt;
*'''Jane''' is a [[woodworker]]. She carries a [[battleaxe]] she uses to chop down [[tree]]s and can then carve them into usable products at the [[carpenter's workshop]]. She also has a few skill points in [[Axedwarf]], just in case you need to [[draft]] her into the [[military]].&lt;br /&gt;
*'''Juliet''' is a stoneworker. She has several skill points in [[mason]]ry so she can carve rock thrones, tables, doors and other such things. She also has a few skill points in [[mechanic]]s so she can build rock [[mechanism]]s, which are required to create [[trap]]s and some [[machine]]s.&lt;br /&gt;
*'''Rachel''' is a craftdwarf. She has plenty of points in [[stone crafter|stone crafting]] so she can make trade goods before the Autumn [[caravan]] arrives. She also has a few points in [[bone carving]] so could make bone or shell armour from any creatures you kill.&lt;br /&gt;
*'''Jack''' (yay a male at last!) is a [[fisherdwarf]]. He will spend most of his time at ponds or creeks catching [[fish]]/[[turtle]] and leaving them on the shore to [[rot]].&lt;br /&gt;
*'''Robert''' is a [[farmer]]. He can plant [[seed]]s at the farm and [[brew]] the mature plants into [[alcohol]] or [[cook]] them into [[food]].&lt;br /&gt;
====Creatures====&lt;br /&gt;
You also have:&lt;br /&gt;
*2 [[cat]]s, which will hunt [[vermin]] for you. The female cat has been caged (for now) to prevent a [[catsplosion]].&lt;br /&gt;
*2 [[dog]]s, which will hang around in the meeting hall most of the time. They will attack [[invader|intruders]] if they get close, or can be [[kennel|trained]], or [[assign animal|leashed up]] to guard the entrance.&lt;br /&gt;
*A [[horse]] and a [[mule]]. If you get a male horse you can start breeding horses for [[meat]] and [[leather]], however mules never breed.&lt;br /&gt;
&lt;br /&gt;
====Items====&lt;br /&gt;
Most of your supplies are still in the [[wagon]]. You have:&lt;br /&gt;
*Plenty of food and alcohol.&lt;br /&gt;
*An [[anvil]].&lt;br /&gt;
*A few [[seed]]s.&lt;br /&gt;
&lt;br /&gt;
==Unpause the game==&lt;br /&gt;
[[Image:Qs04.JPG|right]]&lt;br /&gt;
That's enough introductions, time to get the game going. Once you unpause you will notice the dwarves scatter. Before saving the game I created a food [[stockpile]] in the pantry, most of the dwarves have gone to haul the food from the wagon to inside. Whereas Jack is going to fish, and the miners will begin mining.&lt;br /&gt;
&lt;br /&gt;
There are, however, several things I left unfinished for you to practice on. So let's hit {{K|Tab}} to bring the menu window back. I'll be referring to it from now on, and generally it's easier to play with it there constantly.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Set tasks in workshops==&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline; float:right; align:center;&amp;quot;&amp;gt;&amp;lt;gallery widths=&amp;quot;200px&amp;quot; heights=&amp;quot;80px&amp;quot; perrow=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
Image:Qs05.JPG|Fig 5: Selecting the craftshop&lt;br /&gt;
Image:Qs06.JPG|Fig 6: Setting the tasks&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
We've got a craftdwarf's workshop all setup and ready to go but currently there are no work tasks there and Rachel is just going to ignore it. We want to use the &amp;lt;tt&amp;gt;Set Building Tasks/Preferences&amp;lt;/tt&amp;gt; menu, {{k|q}}. Once you hit {{k|q}} a yellow cursor will appear, simply move it around until you have the craft workshop selected.&lt;br /&gt;
&lt;br /&gt;
Now the menu window displays the options for that building. Each different kind of building will have a different set of options. We want to {{k|a}}dd a new task. We are presented with a list of tasks (Figure 6A) to choose from. Our miners have left plenty of rock lying around, so let's select that, {{k|g}}.&lt;br /&gt;
&lt;br /&gt;
We get yet another list of tasks (Figure 6B). Select rock crafts by pressing {{k|Enter}} and it will return to the first menu which will now have one task listed (Figure 6C). We may as well add the other three kinds of rock goods, and then set them to repeat by pressing {{k|r}} (figure 6D). &lt;br /&gt;
&lt;br /&gt;
If a task is set to repeat then once it's completed it returns to the end of the task list, instead of being removed from the list. So now Rachel will sit in her shop constantly producing goods.&lt;br /&gt;
&lt;br /&gt;
There is one other step though: making sure she doesn't get distracted by other jobs.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
==Setting job preferences==&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline; float:right; align:center;&amp;quot;&amp;gt;&amp;lt;gallery widths=&amp;quot;200px&amp;quot; heights=&amp;quot;80px&amp;quot; perrow=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
Image:Qs07.JPG|Fig 7: Open the unit list&lt;br /&gt;
Image:Qs08.JPG|Fig 8: Zoom to Rachel&lt;br /&gt;
Image:Qs09.JPG|Fig 9: Go to her preferences sub-menu and disable all the hauling tasks&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
By setting your dwarves to only perform one or two different labors you can ensure they spend all their time completing that job instead of running all round the fortress like headless chickens, trying to do everything at once.&lt;br /&gt;
&lt;br /&gt;
First you need to find the dwarf in question. Now you can either use the &amp;lt;tt&amp;gt;{{k|v}}iew units&amp;lt;/tt&amp;gt; option and hunt around the map until you locate the dwarf, or you can do it the smart way. Open up the &amp;lt;tt&amp;gt;{{k|u}}nit list&amp;lt;/tt&amp;gt; and you'll get a screen like figure 7.&lt;br /&gt;
&lt;br /&gt;
Now scroll down to the dwarf you want and press &amp;lt;tt&amp;gt;Zoom {{k|c}}reature&amp;lt;/tt&amp;gt;. This will centre the screen on the unit and open the &amp;lt;tt&amp;gt;{{k|v}}iew units&amp;lt;/tt&amp;gt; mode. So you'll see figure 8.&lt;br /&gt;
&lt;br /&gt;
From here we can get a lot of information on the dwarf. At the moment we're looking at {{k|g}}eneral, but there is also {{k|i}}nventory, {{k|p}}references, and {{k|w}}ounds. Go to {{k|p}}references and you will get a new menu with new options, as shown in figure 9A. If you press {{k|l}}abor then you will see a list of all possible tasks that a dwarf can perform. The first page of this list is shown in figure 9B. Scroll down until you find the &amp;quot;Hauling&amp;quot; tasks on the 4th page (figure 9C) and press {{k|Enter}} to turn each one off and it should end up looking like figure 9D.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Using the job manager==&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline; float:right; align:center;&amp;quot;&amp;gt;&amp;lt;gallery widths=&amp;quot;200px&amp;quot; heights=&amp;quot;80px&amp;quot; perrow=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
Image:Qs10.JPG|Fig 10: Open the job list&lt;br /&gt;
Image:Qs11.JPG|Fig 11: Open the job manager and select &amp;lt;tt&amp;gt;New order&amp;lt;/tt&amp;gt;&lt;br /&gt;
Image:Qs12.JPG|Fig 12: The job orders list&lt;br /&gt;
Image:Qs13.JPG|Fig 13: The job manager with one job displayed&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
I've already created a stockpile next to the craft shop for the finished goods to be put in. There is one flaw at the moment though - each good takes up an entire tile! What we want to do is create some wooden [[bin]]s to store the items in, this has the added advantage that when the merchants arrive you only need to haul a few bins to the depot to trade the contents, instead of hauling each item individually.&lt;br /&gt;
&lt;br /&gt;
Anyway, open the &amp;lt;tt&amp;gt;{{k|j}}ob list&amp;lt;/tt&amp;gt; and you will see figure 10.&lt;br /&gt;
&lt;br /&gt;
This details all the jobs currently underway and who is doing them. We're not too concerned with this information though, what we want is to get at the sub-menu &amp;lt;tt&amp;gt;job {{k|m}}anager&amp;lt;/tt&amp;gt;, which you can see at the bottom of the image. Open that up and you will see figure 11, a blank screen! &lt;br /&gt;
&lt;br /&gt;
Not surprising, as we haven't used it yet to allocated jobs. Press {{k|q}} to start a new job and you will get a list of &amp;lt;u&amp;gt;all&amp;lt;/u&amp;gt; possible jobs that can happen in a fort (figure 12). There are a ''lot''.&lt;br /&gt;
&lt;br /&gt;
Luckily we can search for what we want, so type in &amp;lt;tt&amp;gt;wood bin&amp;lt;/tt&amp;gt; and select it. It will ask you how many, 5 sound like a good number to me. After that it will return to the original job manager, except now it will have one new job as shown in figure 13.&lt;br /&gt;
&lt;br /&gt;
The job manager automatically generates the job in the appropriate workshops. We have one carpenters workshop so it will generate 5 &amp;quot;produce wooden bin&amp;quot; orders. If we had 5 carpenters workshops it would produce one in each shop. Note that we don't currently have 5 logs available so soon Jane will start canceling tasks as quickly as the job manager creates them. You will need to designate more trees to be cut down (explained [[#Designation menu|below]]).&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Defining rooms==&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline; float:right; align:center;&amp;quot;&amp;gt;&amp;lt;gallery widths=&amp;quot;200px&amp;quot; heights=&amp;quot;80px&amp;quot; perrow=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
Image:Qs14.JPG|Fig 14: Select a dining table and make it a room&lt;br /&gt;
Image:Qs15.JPG|Fig 15: Size the room&lt;br /&gt;
Image:Qs16.JPG|Fig 16: The dining table now forms the centre of a room, and the menu now displays the room options&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Sometimes it isn't enough to place furniture to make it usable, but you also need to define a room from it. Bedrooms, tombs, meeting halls, and plenty more have to be created this way. In our fortress our [[dining room]] has plenty of tables and chairs for eating, but isn't actually a dining room yet.&lt;br /&gt;
&lt;br /&gt;
Open up the &amp;lt;tt&amp;gt;Set Building Tasks/Preferences&amp;lt;/tt&amp;gt; menu, {{k|q}}, again and move the cursor to one of the tables in the dining room (figure 14). It doesn't matter which one.&lt;br /&gt;
&lt;br /&gt;
You will notice that this building has quite a different menu to the craft shop we looked at earlier. Press {{k|r}} to make this table into a room, then use the {{k|+}} {{k|-}} keys to get it to the maximum size (figure 15).&lt;br /&gt;
&lt;br /&gt;
Press {{k|Enter}} to accept and it will return to the building menu, which now has new options because it is a room instead of a table (figure 16). Since we want this to be a public dining hall we don't need to change any of these options, so you can press {{k|Space}} to finish.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Using farms==&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline; float:right; align:center;&amp;quot;&amp;gt;&amp;lt;gallery widths=&amp;quot;200px&amp;quot; heights=&amp;quot;80px&amp;quot; perrow=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
Image:Qs17.JPG|Fig 17: Two farms below the main fort&lt;br /&gt;
Image:Qs18.JPG|Fig 18: Select a farm and decide which crops to grow.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
If you used the {{k|&amp;gt;}} to explore the [[z-level]] below the main fort you may have discovered this little room just below the pantry (figure 17).&lt;br /&gt;
&lt;br /&gt;
This is two farms built in the arable sand layer, but no seeds have been planted yet. Once again use &amp;lt;tt&amp;gt;Set Building Tasks/Preferences&amp;lt;/tt&amp;gt; menu, {{k|q}}, to get to the farm options (figre 18). &lt;br /&gt;
&lt;br /&gt;
You will see a list of 4 different crops. At the moment we only have seeds for [[plump helmet]]s and [[sweet pod]]s. So choose which you want to plant in each farm. '''But!''' note that there are 4 different [[season]]s. The current menu is only displaying spring] so press {{k|b}} {{k|c}} {{k|d}} to get to summer, autumn and winter respectively and choose which crop to plant in each season.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Designation menu==&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline; float:right; align:center;&amp;quot;&amp;gt;&amp;lt;gallery widths=&amp;quot;200px&amp;quot; heights=&amp;quot;80px&amp;quot; perrow=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
Image:Qs19.JPG|Fig 19: The designation menu&lt;br /&gt;
Image:Qs20.JPG|Fig 20: Select &amp;lt;tt&amp;gt;Mine&amp;lt;/tt&amp;gt; and set the first point on the exposed wall&lt;br /&gt;
Image:Qs21.JPG|Fig 21: Set the second point somewhere in the unmined space&lt;br /&gt;
Image:Qs22.JPG|Fig 22: Select &amp;lt;tt&amp;gt;Up staircase&amp;lt;/tt&amp;gt; and place it&lt;br /&gt;
Image:Qs23.JPG|Fig 23: Move up one z-level and place a &amp;lt;tt&amp;gt;Down staircase&amp;lt;/tt&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The designation menu is one of the most important in the game. It allows you to mine out new areas of your fort, chop down trees, gather plants, etc. We want to define a new shaft for our idle miner, so select {{k|d}}ig (figure 19).&lt;br /&gt;
&lt;br /&gt;
Now scroll the cursor to where you want to begin the shaft and press enter. Obviously we want to start it at a wall the miner can reach! (Figure 20)&lt;br /&gt;
&lt;br /&gt;
Then scroll to where you want it to finish and press enter again. A brown line will appear like in figure 21.&lt;br /&gt;
&lt;br /&gt;
Note that you can designate entire rectangles to be mined, not just a single line like I did. Now let's create a [[staircase]] to access the next level. First designate an up-stair on the current level (figure 22).&lt;br /&gt;
&lt;br /&gt;
And now the tricky bit - move up one level and designate a down staircase ''directly above it'' (figure 23).&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Creating workshops==&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline; float:right; align:center;&amp;quot;&amp;gt;&amp;lt;gallery widths=&amp;quot;200px&amp;quot; heights=&amp;quot;80px&amp;quot; perrow=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
Image:Qs24.JPG|Fig 24: Rotting turtles surrond a pond&lt;br /&gt;
Image:Qs25.JPG|Fig 25: The &amp;lt;tt&amp;gt;Site building&amp;lt;/tt&amp;gt; menu and workshop sub-menu&lt;br /&gt;
Image:Qs26.JPG|Fig 26: Placing the fishery&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Jack has been busy catching turtle, unfortunately he's been too busy to clean and gut them, so they've been rotting on the pond side (figure 24). &lt;br /&gt;
&lt;br /&gt;
We want to build a [[fishery]] nearby to fix this problem. First open the &amp;lt;tt&amp;gt;Site a {{k|b}}uilding&amp;lt;/tt&amp;gt; menu and you will see a list of all possible buildings (figure 25A). Scroll down until you reach {{k|w}}orkshops, select that and you will get a sub-menu of all the workshops (figure 25B).&lt;br /&gt;
&lt;br /&gt;
Once you select fishery a 3x3 block will pop up on the active window, representing how big the workshop is and where you want to build it. At the moment there is a tree in the way (figure 26), so move around until you find some clear ground close to the pond.&lt;br /&gt;
&lt;br /&gt;
Once you have placed it you will be asked which materials you want to construct it out of. At this stage it doesn't really matter, but I suggest Andesite since it's closest (excluding the wood logs).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
But this isn't enough. For one of your dwarves to actually construct the workshop ''they need to have the labor enabled that relates to that building'' ... and at the moment no one has [[fish cleaner]] nor [[fish dissector]] enabled. You need to select another dwarf and change his labors to include [[fish cleaner|fish cleaning]], as explained [[#Setting job preferences|above]]. Preferably not Jack (since the Fishing task takes precedence over almost all other tasks) nor any other dwarf that is busy with important tasks.&lt;br /&gt;
&lt;br /&gt;
Once the fishery is complete you will need to set the task &amp;lt;tt&amp;gt;{{k|p}}rocess raw fish&amp;lt;/tt&amp;gt; at the workshop, and set it to repeat. Pretty soon you'll be churning out a good supply of meat to feed your fort. Also, since Jack is catching [[turtle]] you will also get a nice little supply of [[shell]]s that Rachel can then craft into goods.&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Conclusion==&lt;br /&gt;
Well, that's most of the basics covered. Next up I suggest you dig out an area near the pantry and build a [[still]] and a [[kitchen]] so you can begin brewing alcohol and cooking food (although plenty of food can be eaten raw). When the trade caravan arrives you will want to consult the [[trading]] page to learn how to trade with them. &lt;br /&gt;
&lt;br /&gt;
I hope you have fun exploring the area, building some proper defences to hold off [[invader]]s, and dealing with an expanding [[population]] and the greater problems that they bring.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>GreyMario</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Quickstart_guide&amp;diff=46373</id>
		<title>40d Talk:Quickstart guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Quickstart_guide&amp;diff=46373"/>
		<updated>2009-01-19T18:37:05Z</updated>

		<summary type="html">&lt;p&gt;GreyMario: /* savegame seems to be bugged */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;So, this page is kinda pointless as it stands. It doesn't really provide anything that isn't on the far superior [[Your first fortress]] guide, yet we still link to it from the front page.&amp;lt;br&amp;gt;&lt;br /&gt;
I'm thinking of taking it in a different direction entirely and providing a ready-made save, maybe one month in, to use as a tutorial. This gets new players past the fiddly min-maxing of the embark screen and provides the essentials, so they can get right to work learning the interface. --[[User:Walliard|Walliard]] 21:14, 10 December 2008 (EST)&lt;br /&gt;
:That's a good idea, but ... are you thinking of doing it, or doing it? Cause if you don't I will. On that note, does anyone have any suggestions for what to put in the saved game? My thoughts:&lt;br /&gt;
:*Bedrooms complete&lt;br /&gt;
:*Dining hall setup&lt;br /&gt;
:*All dwarves idle in meeting hall&lt;br /&gt;
:**Miners just about to dig out a new passage&lt;br /&gt;
:**Other dwarves about to bring food to a new stockpile&lt;br /&gt;
:*???&lt;br /&gt;
:*Profit&lt;br /&gt;
:--[[User:Juckto|Juckto]] 20:41, 11 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Catsplosion advisable? ==&lt;br /&gt;
&lt;br /&gt;
Why are we giving the absolute and utter newbies the seeds of a catsplosion with no cages etc to let them solve the problem?  By the time they learn what to do about it, they might already be too late to stop it, and flaming out of the -quickstart tutorial- of a game is possibly one of the most depressing things a newbie can do.  I strongly suggest upping a save without two cats. --[[User:LucienSadi|LucienSadi]] 02:56, 14 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I could do that, but sticking it in a cage instead would be a lot simpler for me. Would that be sufficient? --[[User:Juckto|Juckto]] 03:52, 14 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Sure, just tag on a warning as well (if you haven't done so already) --[[User:LucienSadi|LucienSadi]] 07:07, 16 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Images ==&lt;br /&gt;
&lt;br /&gt;
They aren't ''worse'' than ugly, but they ''are'' ugly (and large). If there's ever any chance to redo the images, we've got to make sure they follow {{rule|I}}, which means that they should be the unstretched, unblurred default tileset, and that they should be .pngs.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::...I'm pretty sure that's the standard 800x600 tileset.  It looks neither stretched nor blurred to me.  They should be made .pngs, but that didn't sound like your only problem.  --[[User:Squirrelloid|Squirrelloid]] 14:39, 16 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::I think &amp;quot;standard tileset&amp;quot; may need clarifying. See [[DwarfFortressWiki_talk:Community_Portal#I]].&lt;br /&gt;
:::Examples of images:&lt;br /&gt;
:::*[[:Image:Tunnel_in_local_view.png]]&lt;br /&gt;
:::**is blurred&lt;br /&gt;
:::**uses the default/standard tileset&lt;br /&gt;
:::**is not stretched&lt;br /&gt;
:::**is a .png&lt;br /&gt;
:::*[[:Image:Qs02.JPG]]&lt;br /&gt;
:::**is not blurred&lt;br /&gt;
:::**uses the default/standard tileset&lt;br /&gt;
:::**is stretched&lt;br /&gt;
:::**is not a .png&lt;br /&gt;
:::*[[:Image:Human_roads.png]]&lt;br /&gt;
:::**is blurred&lt;br /&gt;
:::**does not use the default/standard tileset&lt;br /&gt;
:::**is stretched&lt;br /&gt;
:::**is a .png&lt;br /&gt;
:::Note that the default &amp;quot;800x600&amp;quot; tileset under the default settings is stretched by 2x vertically if you don't alter grid size/use blackspace.&lt;br /&gt;
:::Sorry for the long list. --[[User:Savok|Savok]] 17:11, 16 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Since blackspace is set to NO by default, I think that makes 'stretched' the default for the 800x600 tileset, or rather, I would consider it 'stretched' to have something other than a 2:1 h:w ratio with the 800x600 tileset because that's different than what the game does by default and so is stretched relative to the default settings.  I will agree that non-default tilesets are bad, and that blurriness is bad, but we should show people what they would expect to see in the game if they don't touch the .ini file.  --[[User:Squirrelloid|Squirrelloid]] 17:34, 16 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Squirreloid is correct, I took the screenshots in full-screen &amp;quot;stretched&amp;quot; mode because I thought that that is what a new player would be seeing. -- [[User:Juckto|juckto]] 18:20, 16 December 2008 (EST)~&lt;br /&gt;
&lt;br /&gt;
My general stance on images in general is that they be:&lt;br /&gt;
* Understandable to whomever views them -- this means standard tileset in most cases, though a custom symbol here and there is okay as long as it isn't important to the actual thing being illustrated.  It also means standard color set, generally.  I have my doubts about stretched/resized fonts being hard to understand unless they are outright distorted.&lt;br /&gt;
* As small, byte-wise, as possible.  Ideally, this means well-compressed 256-color pngs, and not double-sized (something I have been guilty of) or the like.  However, as long as you upload in some lossless format (png or gif), others can optimize the actual file.&lt;br /&gt;
--[[User:Maximus|Maximus]] 16:09, 17 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==and init.txt==&lt;br /&gt;
Also, it may help to include the init folder as well. --[[User:Savok|Savok]] 10:36, 16 December 2008 (EST)&lt;br /&gt;
:What does adding the init folder achieve? --[[User:Juckto|juckto]] 14:42, 16 December 2008 (EST)&lt;br /&gt;
::Adding the init folder would help if you've changed init settings. You don't talk about that in the article, and boy can init settings be important. --[[User:Savok|Savok]] 17:11, 16 December 2008 (EST)&lt;br /&gt;
:::Yes I have changed my init settings, but I don't see how any of the changes I've made would make any real difference to a new player playing this quickstart game. -- [[User:Juckto|juckto]] 18:20, 16 December 2008 (EST)~&lt;br /&gt;
&lt;br /&gt;
== savegame seems to be bugged ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Missing Creature Body Definition: CAT_MOUTH&lt;br /&gt;
&lt;br /&gt;
get spouted on me every time I try to load the savegame.&lt;br /&gt;
&lt;br /&gt;
on 28.181.40d and a recently installed DF&amp;lt;/blockquote&amp;gt; &amp;lt;small&amp;gt;The above unsigned comment was added by [[User:Loatroll|Loatroll]].&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is because the dumbass who made the savegame didn't use the default raws like they were supposed to. I've removed the link. --[[User:GreyMario|GreyMaria]] 13:37, 19 January 2009 (EST)&lt;/div&gt;</summary>
		<author><name>GreyMario</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Starting_location&amp;diff=12936</id>
		<title>40d Talk:Starting location</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Starting_location&amp;diff=12936"/>
		<updated>2009-01-18T00:34:22Z</updated>

		<summary type="html">&lt;p&gt;GreyMario: /* &amp;quot;Invaluable&amp;quot; vs. &amp;quot;Unnecessary&amp;quot; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Trees do not only grow on the lowest Z-Level. I have trees growing on multiple Z-Levels. --[[User:Tracker|Tracker]] 02:46, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Hmm.  Maybe only up to a certain height?  My first map--while initially pretty decent (sand, water, trees, rock, variety of minerals) had trees only in the most lower left hand corner (one screen's worth), which also happened to be the lowest surface level I had.  But you are right, my current fort (nice entrance, there was a pocket by a river tributary that I turned into my entrance gateway, but no sand) has trees on two levels, the lowest surface, and the second lowest.  Still, it's something to be aware of.&lt;br /&gt;
--[[User:Draco18s|Draco18s]] 03:26, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Absolutely - that's why I changed it to say &amp;quot;lower&amp;quot; instead of lowest. --[[User:Tracker|Tracker]] 03:35, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
So I noticed. :)&lt;br /&gt;
--[[User:Draco18s|Draco18s]] 03:26, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Towns ==&lt;br /&gt;
&lt;br /&gt;
Any benefit of building in towns? Other than mining under the elves and dropping them into pits? --[[User:Ikkonoishi|Ikkonoishi]] 19:35, 3 November 2007 (EDT)&lt;br /&gt;
:Yes there is. Humans are more than happy to share their stuff with you, and won't be at all upset if you rob them blind it seems. --[[User:Ikkonoishi|Ikkonoishi]] 22:11, 3 November 2007 (EDT)&lt;br /&gt;
::Think this'll ever get changed? Seems kind of unrealistic to me...--[[User:Tarsier|Tarsier]] 19:56, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Mountain tiles guarantee certain features. ==&lt;br /&gt;
&lt;br /&gt;
As per my addition, for each mountain square in the 2nd zoom view, you're guaranteed pits, a chasm, and an underground river. I have confirmed this myself using the reveal tool, and Today has confirmed at least part of it: http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001176 - [[User:Kjoery|Kjoery]] 16:49, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Confirmed this too.--[[User:Richards|Richards]] 03:20, 21 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Towns Revert ==&lt;br /&gt;
&lt;br /&gt;
Any reason why that edit was unacceptable to you Savok? I'm not going to revert, but I would like an explanation. --[[User:Ikkonoishi|Ikkonoishi]] 12:06, 12 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Errors in PNG? ==&lt;br /&gt;
&lt;br /&gt;
Contrary to the text in the attached PNG, I've had fortresses with pockets of sand sufficient for glassworking even when sand doesn't show up in the embark screen. [[User:Kidinnu|Kidinnu]] 09:25, 28 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Yes, all maps I've ever had have had at least a few squares of sand. Is it guaranteed? --[[User:Penguinofhonor|Penguinofhonor]] 22:18, 30 November 2007 (EST)&lt;br /&gt;
:I have never seen any pockets of sand. --[[User:Strangething|Strangething]] 16:27, 11 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Another error is that magma and volcanoes now appear on the map [[User:MikeWulf|MikeWulf]] 23:41, 6 March 2008 (EST)&lt;br /&gt;
:Note that underground magma is hidden. Only lava on the surface is shown on the map --[[User:Strangething|Strangething]] 16:27, 11 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Layers ==&lt;br /&gt;
&lt;br /&gt;
The paragraph about layers is not explicit enough for newbies. For instance, 'igneous intrusive' never shows up on the embark screen. What I would like to see is something like&lt;br /&gt;
* red sand - useful for glass making&lt;br /&gt;
* gabbro - in this layer you may find chalk, a flux&lt;br /&gt;
* felsite - in this layer you may find copper ore&lt;br /&gt;
etc. (Caveat: the data I gave as example is most likely false and/or incomplete).&lt;br /&gt;
&lt;br /&gt;
This way, by comparing the embark screen to this page, the reader would immediately find out what (s)he may find in the site.&lt;br /&gt;
--[[User:Aykavil|Aykavil]] 09:51, 10 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I added a link to [[stone layers]]. There's a lot more in-depth info there. --[[User:Strangething|Strangething]] 16:32, 11 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Fun starting locations ==&lt;br /&gt;
&lt;br /&gt;
A starting location that looks pretty good from the readouts can turn out to be as boring as hell once you arrive at it. Are there any tips for finding ''interesting'' locations? --[[User:Theory|Theory]] 16:46, 10 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Define &amp;quot;interesting&amp;quot;? Anything with a [[chasm]] or in a [[terrifying]] biome could be 'interesting', I'm sure! Personally I often like completely flat land, so I can make the area interesting with my own constructions! That said, I'm considering next building a settlement on the side/s of a steep canyon or river valley! --[[User:Raumkraut|Raumkraut]] 17:51, 10 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Magma ==&lt;br /&gt;
&lt;br /&gt;
Regarding finding Magma, this page reads: &amp;quot;look for darker igneous rocks like basalt, obsidian, gabbro&amp;quot; -- is this accurate?  Basalt and obsidian are igneous extrusive, while gabbro is igneous intrusive.  Only the igneous extrusive page calls out that magma is commonly found there. --[[User:Sev|Sev]] 20:41, 13 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Mode:Civilisation==&lt;br /&gt;
I just noticed, when starting a new fort and choosing which dwarf civ I was from, a symbol I hadn't seen before. Normally dwarve homelands are just blue omegas, this time I saw an omega and also 2 blue {{Tile|î|#ff0|#000}}s. Anyone else seen this/know if this has any significance? --[[User:Juckto|Juckto]] 05:25, 20 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I've had this happen to human civs and one dwarf civ- it means they somehow acquired forest sites during worldgen. [[User:Random832|Random832]] 08:42, 20 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::The flipside of humans conquering forest retreats and building towns on them is that you can end up with elves living with them who wear metal armour. I had an 'elven diplomat' show up to discuss human diplomacy, and many 'human' merchants and guards were also elves. That could get scary in the event of a siege! --[[User:Navian|Navian]] 09:41, 20 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Not five minutes ago I had a goblin ambush that was mostly made up of Elves. They all had goblin-esque second names, so presumably they were kidnap-ees, although it seems that you can have large families of elves/humans/whatever who are all descended from kidnapped children and now happily evil.--[[User:Quil|Quil]] 14:32, 20 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Elevation changes and inaccessibility ==&lt;br /&gt;
&lt;br /&gt;
I have my doubts about this being true.  I'm on a huge mountain map and the wagons have traveled over its peak without a care, since they can go up ramps without a problem.  I believe trees and boulders are what causes problems, not elevation.--[[User:Maximus|Maximus]] 17:25, 10 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Hmm, ok. I've just cured some accessibility problems on a fairly mountainous map myself, and it seems the problems were right outside my fortress. There's an elevation change only 3-4 squares below (i.e. to the south of) my entrance ramp, and when I used the &amp;quot;upward ramp&amp;quot; designation on the area, my Dwarves dug away at the 3x5 area I'd marked, and -hey presto- the next caravan could suddenly get the big wagons into my trade depot (the smaller ones could get there fine anyway). I admit I was felling trees in the area as well, for timber, but I'd been doing this for the past two game years and it didn't seem to make any difference to accessibility. Ah well, maybe some more testing is required! [[User:Saiph|Saiph]] 21:01, 10 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Invaluable&amp;quot; vs. &amp;quot;Unnecessary&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
Okay, rather than a revert war, could we have opinions on which form of the sentence (if either) is a problem?&lt;br /&gt;
&lt;br /&gt;
I for one certainly did not misunderstand the original form as trying to say that magma was worthless, and I would be likely to interpret the current form as trying to say that magma is unnecessary.&lt;br /&gt;
&lt;br /&gt;
If enough other people do/did see the original form as being misleading (i.e. were misled by it), then I will withdraw my objections, but I do very much think that the original form is both the more correct and the less subject to misinterpretation. It would be possible to rephrase further to avoid the &amp;quot;misinterpretable&amp;quot; part (e.g. change &amp;quot;it&amp;quot; to either &amp;quot;that&amp;quot; or &amp;quot;doing so&amp;quot;), but I think the end result would not be as good as the original form before this change was made. --[[User:The Wanderer|The Wanderer]] 16:03, 17 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;invaluable&amp;quot; according to [http://www.merriam-webster.com/dictionary/invaluable Merriam-Webster]:  &amp;quot;valuable beyond estimation, priceless &amp;lt;providing invaluable assistance&amp;gt;&amp;quot;&amp;lt;br&amp;gt;I say you're wrong. --[[User:GreyMario|GreyMaria]] 16:15, 17 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::Yes, I know it means that. That's exactly my point; magma is invaluable, not unnecessary.&lt;br /&gt;
::The original form said that magma is invaluable, meaning &amp;quot;valuable beyond estimation&amp;quot; exactly as you say. The currenf form says that magma is unnecessary. The people who edited it into the current form apparently didn't mean it to say that, but that's what it says; the antecedent for the &amp;quot;it&amp;quot; in that part of the sentence is the magma, not the burning of charcoal.&lt;br /&gt;
::I could go into considerably more detail if you want, analyzing possible alternate forms of the sentence and alternate interpretations of those forms, but I hope it wouldn't be necessary... --[[User:The Wanderer|The Wanderer]] 17:01, 17 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:::My interpretation was that the convenience of magma made wood-burning for charcoal unnecessary.  Unnecessary is being applied to the main subject of the sentence (charcoal).  Talking about wood-burning under magma though is a bit confusing.  &amp;quot;Magma is invaluable for fueling your smithies, making it unnecessary to burn wood for charcoal fuel.&amp;quot;  A bit wordier but a bit clearer?  And this way we get to use both &amp;quot;invaluable&amp;quot; AND &amp;quot;unnecessary&amp;quot;! --[[User:Torasin|Torasin]] 17:28, 17 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::::That would work in theory, but it's not necessarily the best way of phrasing it in that context. Still, I don't think I'd object to it; I still don't think there was anything wrong with the original form (my primary evidence for that, aside from grammar, being the fact that I was not even slightly confused by it), but the form you suggest would be better than the IMO misleading current form. --[[User:The Wanderer|The Wanderer]] 18:36, 17 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Yeah, the antecedent for &amp;quot;it&amp;quot; is &amp;quot;the burning of charcoal&amp;quot;. Fuck you too, English Language. --[[User:GreyMario|GreyMaria]] 19:34, 17 January 2009 (EST)&lt;/div&gt;</summary>
		<author><name>GreyMario</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Starting_location&amp;diff=12932</id>
		<title>40d Talk:Starting location</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Starting_location&amp;diff=12932"/>
		<updated>2009-01-17T21:15:44Z</updated>

		<summary type="html">&lt;p&gt;GreyMario: uh no&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Trees do not only grow on the lowest Z-Level. I have trees growing on multiple Z-Levels. --[[User:Tracker|Tracker]] 02:46, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Hmm.  Maybe only up to a certain height?  My first map--while initially pretty decent (sand, water, trees, rock, variety of minerals) had trees only in the most lower left hand corner (one screen's worth), which also happened to be the lowest surface level I had.  But you are right, my current fort (nice entrance, there was a pocket by a river tributary that I turned into my entrance gateway, but no sand) has trees on two levels, the lowest surface, and the second lowest.  Still, it's something to be aware of.&lt;br /&gt;
--[[User:Draco18s|Draco18s]] 03:26, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Absolutely - that's why I changed it to say &amp;quot;lower&amp;quot; instead of lowest. --[[User:Tracker|Tracker]] 03:35, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
So I noticed. :)&lt;br /&gt;
--[[User:Draco18s|Draco18s]] 03:26, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Towns ==&lt;br /&gt;
&lt;br /&gt;
Any benefit of building in towns? Other than mining under the elves and dropping them into pits? --[[User:Ikkonoishi|Ikkonoishi]] 19:35, 3 November 2007 (EDT)&lt;br /&gt;
:Yes there is. Humans are more than happy to share their stuff with you, and won't be at all upset if you rob them blind it seems. --[[User:Ikkonoishi|Ikkonoishi]] 22:11, 3 November 2007 (EDT)&lt;br /&gt;
::Think this'll ever get changed? Seems kind of unrealistic to me...--[[User:Tarsier|Tarsier]] 19:56, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Mountain tiles guarantee certain features. ==&lt;br /&gt;
&lt;br /&gt;
As per my addition, for each mountain square in the 2nd zoom view, you're guaranteed pits, a chasm, and an underground river. I have confirmed this myself using the reveal tool, and Today has confirmed at least part of it: http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001176 - [[User:Kjoery|Kjoery]] 16:49, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Confirmed this too.--[[User:Richards|Richards]] 03:20, 21 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Towns Revert ==&lt;br /&gt;
&lt;br /&gt;
Any reason why that edit was unacceptable to you Savok? I'm not going to revert, but I would like an explanation. --[[User:Ikkonoishi|Ikkonoishi]] 12:06, 12 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Errors in PNG? ==&lt;br /&gt;
&lt;br /&gt;
Contrary to the text in the attached PNG, I've had fortresses with pockets of sand sufficient for glassworking even when sand doesn't show up in the embark screen. [[User:Kidinnu|Kidinnu]] 09:25, 28 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Yes, all maps I've ever had have had at least a few squares of sand. Is it guaranteed? --[[User:Penguinofhonor|Penguinofhonor]] 22:18, 30 November 2007 (EST)&lt;br /&gt;
:I have never seen any pockets of sand. --[[User:Strangething|Strangething]] 16:27, 11 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Another error is that magma and volcanoes now appear on the map [[User:MikeWulf|MikeWulf]] 23:41, 6 March 2008 (EST)&lt;br /&gt;
:Note that underground magma is hidden. Only lava on the surface is shown on the map --[[User:Strangething|Strangething]] 16:27, 11 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Layers ==&lt;br /&gt;
&lt;br /&gt;
The paragraph about layers is not explicit enough for newbies. For instance, 'igneous intrusive' never shows up on the embark screen. What I would like to see is something like&lt;br /&gt;
* red sand - useful for glass making&lt;br /&gt;
* gabbro - in this layer you may find chalk, a flux&lt;br /&gt;
* felsite - in this layer you may find copper ore&lt;br /&gt;
etc. (Caveat: the data I gave as example is most likely false and/or incomplete).&lt;br /&gt;
&lt;br /&gt;
This way, by comparing the embark screen to this page, the reader would immediately find out what (s)he may find in the site.&lt;br /&gt;
--[[User:Aykavil|Aykavil]] 09:51, 10 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I added a link to [[stone layers]]. There's a lot more in-depth info there. --[[User:Strangething|Strangething]] 16:32, 11 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Fun starting locations ==&lt;br /&gt;
&lt;br /&gt;
A starting location that looks pretty good from the readouts can turn out to be as boring as hell once you arrive at it. Are there any tips for finding ''interesting'' locations? --[[User:Theory|Theory]] 16:46, 10 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Define &amp;quot;interesting&amp;quot;? Anything with a [[chasm]] or in a [[terrifying]] biome could be 'interesting', I'm sure! Personally I often like completely flat land, so I can make the area interesting with my own constructions! That said, I'm considering next building a settlement on the side/s of a steep canyon or river valley! --[[User:Raumkraut|Raumkraut]] 17:51, 10 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Magma ==&lt;br /&gt;
&lt;br /&gt;
Regarding finding Magma, this page reads: &amp;quot;look for darker igneous rocks like basalt, obsidian, gabbro&amp;quot; -- is this accurate?  Basalt and obsidian are igneous extrusive, while gabbro is igneous intrusive.  Only the igneous extrusive page calls out that magma is commonly found there. --[[User:Sev|Sev]] 20:41, 13 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Mode:Civilisation==&lt;br /&gt;
I just noticed, when starting a new fort and choosing which dwarf civ I was from, a symbol I hadn't seen before. Normally dwarve homelands are just blue omegas, this time I saw an omega and also 2 blue {{Tile|î|#ff0|#000}}s. Anyone else seen this/know if this has any significance? --[[User:Juckto|Juckto]] 05:25, 20 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I've had this happen to human civs and one dwarf civ- it means they somehow acquired forest sites during worldgen. [[User:Random832|Random832]] 08:42, 20 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::The flipside of humans conquering forest retreats and building towns on them is that you can end up with elves living with them who wear metal armour. I had an 'elven diplomat' show up to discuss human diplomacy, and many 'human' merchants and guards were also elves. That could get scary in the event of a siege! --[[User:Navian|Navian]] 09:41, 20 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Not five minutes ago I had a goblin ambush that was mostly made up of Elves. They all had goblin-esque second names, so presumably they were kidnap-ees, although it seems that you can have large families of elves/humans/whatever who are all descended from kidnapped children and now happily evil.--[[User:Quil|Quil]] 14:32, 20 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Elevation changes and inaccessibility ==&lt;br /&gt;
&lt;br /&gt;
I have my doubts about this being true.  I'm on a huge mountain map and the wagons have traveled over its peak without a care, since they can go up ramps without a problem.  I believe trees and boulders are what causes problems, not elevation.--[[User:Maximus|Maximus]] 17:25, 10 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Hmm, ok. I've just cured some accessibility problems on a fairly mountainous map myself, and it seems the problems were right outside my fortress. There's an elevation change only 3-4 squares below (i.e. to the south of) my entrance ramp, and when I used the &amp;quot;upward ramp&amp;quot; designation on the area, my Dwarves dug away at the 3x5 area I'd marked, and -hey presto- the next caravan could suddenly get the big wagons into my trade depot (the smaller ones could get there fine anyway). I admit I was felling trees in the area as well, for timber, but I'd been doing this for the past two game years and it didn't seem to make any difference to accessibility. Ah well, maybe some more testing is required! [[User:Saiph|Saiph]] 21:01, 10 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Invaluable&amp;quot; vs. &amp;quot;Unnecessary&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
Okay, rather than a revert war, could we have opinions on which form of the sentence (if either) is a problem?&lt;br /&gt;
&lt;br /&gt;
I for one certainly did not misunderstand the original form as trying to say that magma was worthless, and I would be likely to interpret the current form as trying to say that magma is unnecessary.&lt;br /&gt;
&lt;br /&gt;
If enough other people do/did see the original form as being misleading (i.e. were misled by it), then I will withdraw my objections, but I do very much think that the original form is both the more correct and the less subject to misinterpretation. It would be possible to rephrase further to avoid the &amp;quot;misinterpretable&amp;quot; part (e.g. change &amp;quot;it&amp;quot; to either &amp;quot;that&amp;quot; or &amp;quot;doing so&amp;quot;), but I think the end result would not be as good as the original form before this change was made. --[[User:The Wanderer|The Wanderer]] 16:03, 17 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;invaluable&amp;quot; according to [http://www.merriam-webster.com/dictionary/invaluable Merriam-Webster]:  &amp;quot;valuable beyond estimation, priceless &amp;lt;providing invaluable assistance&amp;gt;&amp;quot;&amp;lt;br&amp;gt;I say you're wrong. --[[User:GreyMario|GreyMaria]] 16:15, 17 January 2009 (EST)&lt;/div&gt;</summary>
		<author><name>GreyMario</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Liaison&amp;diff=37835</id>
		<title>40d Talk:Liaison</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Liaison&amp;diff=37835"/>
		<updated>2009-01-17T04:50:08Z</updated>

		<summary type="html">&lt;p&gt;GreyMario: /* 404 meeting not found */ omg&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Any idea how to keep them from staying till they go insane. Every winter my dwarves live in fear of the bruce lee of liaisons going into a martial trance. &lt;br /&gt;
&lt;br /&gt;
At first I thought they'd stay if they didn't get to talk with my broker but having a meeting doesn't help get them out. --[[User:Lucid|Lucid]] 17:44, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Make sure you have your broker free long enough to make your demands and to views theirs, it take about 4 meetings between your broker and the liaison. At least that is how I get him to leave --[[User:Shades|Shades]] 18:08, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
so THAT'S how you do it, good thing I turned off my expo leader from hunting, the damned liason kept on scaring off the deer [the leader, and broker] was chasing :\&lt;br /&gt;
&lt;br /&gt;
== Broker, not Leader? ==&lt;br /&gt;
&lt;br /&gt;
So it's the broker, not the mayor, that meets with these guys?  That changes some things.  (I'm trying to keep the Liasons outside of my fortess so they don't know where the traps are, if they ever siege.)&lt;br /&gt;
&lt;br /&gt;
No, its the leader/mayor. --[[User:Koltom|Koltom]] 11:33, 20 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:i have my leader and broker separate(not by choice) in my current fort, and noticed that while the dwarf liaison meets with the leader, the human rep most definately meets with the broker, not the leader. --[[User:Chariot|Chariot]] 06:57, 9 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Ditto, my broker keeps meeting with the Liasons (all of them, i think, certainly the human one) despite not having been mayor for something like 5 years (military dwarves always seem to get elected mayor...).  In fact, I just annoyed a human liason because my broker (not mayor) entered a strange mood just as the liason entered my fortress (thus promptly leaving).&lt;br /&gt;
::Now, Diplomats meet with the highest ranking leading noble you have (mayor/baron+/etc...), and I don't know why Diplomat redirects to Liason as humans and elves occasionally send a diplomat to make demands or merely comment 'this is a nice place you've carved out for yourself'.&lt;br /&gt;
::--[[User:Squirrelloid|Squirrelloid]] 06:54, 17 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Ok, I changed this so that it correctly says the human liason meets with your broker.  I left the dwarven liason as Mayor but I'm not certain that's true - my one still existent game which is suitably set up to check this otherwise is now the mountainhome, so I'm unable to verify at present. --[[User:Squirrelloid|Squirrelloid]] 21:07, 17 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Anecdotal evidence of dwarven liason using Mayor/Exp Leader - I got an initial set of dwarves where they made someone expedition leader who didn't have the broker skills, so exp leader and broker were different dwarves.  Dwarven Liason met with Exp Leader. --[[User:Squirrelloid|Squirrelloid]] 15:55, 18 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== really set off traps? ==&lt;br /&gt;
I have both liaisons walk through a maze of traps every time they visit, never got hurt. Maybe a 38a/b/c bug? What kind of traps were they triggering?--[[User:Koltom|Koltom]] 23:56, 27 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I'm running DF 38a and every year when the caravans arrive I get a new human corpse to loot.  My liasons ''never'' make it past my traps (weapon[disc] and stonefall).  I wish they would, I'd like to adjust what they bring. [[User:Ripheus|Ripheus]] 21:00, 3 March 2008 (EST)&lt;br /&gt;
::well known bug for 38a, it was fixed in 38b -[[User:Chariot|Chariot]] 21:54, 3 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Mine just set off a Trap too. Died. Running verson 40c for mac. --[[User:OmegaX|OmegaX]] 09:19, 20 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Can't assign new leader; wiki article is incorrect ==&lt;br /&gt;
&lt;br /&gt;
Leaders are elected and can't be manually chosen. --[[User:GreyMario|GreyMario]] 23:34, 8 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
I may be remembering wrong, but I recall my liasons wanting to meet my Broker, who is manually chosen.  [[User:Ripheus|Ripheus]] 01:52, 9 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Diplomat ==&lt;br /&gt;
&lt;br /&gt;
I have an elven diplomat telling my duchess not to cut down more than 55 trees (and calling her short.. a member of Elves for the Ethical Treatment of Trees?). Is this kind of diplomat separate from the trade liaison? The page [[Diplomat]] redirects here.. [[User:Anydwarf|Anydwarf]] 13:18, 28 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Yes and no. We should maybe move this page to &amp;quot;diplomat&amp;quot; as both the human and dwarven one (and the elven one? never had one of those although im trying hard *grin*) are called diplomat in the unit list. On the other hand the elves never send a trade diplomat(?) so, yes he is somewhat different, but should be included then... --[[User:Koltom|Koltom]] 22:37, 28 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== weird trigger for liaison screens ==&lt;br /&gt;
it seems once the meeting has started the usual delay between the screens can be avoided by marking tiles for digging with the mouse - this will cause the screens to pop up during marking (just be careful with pressing space bar) --[[User:Koltom|Koltom]] 14:29, 29 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== odd behaviour out of season/character ==&lt;br /&gt;
My siege engineer has just spend a while wandering around my fortress with the job &amp;quot;Attend Meeting&amp;quot; even though a) he is not the broker or mayor, b) there are no merchants or liasons on the map. He would go to one place and just stand there doing nothing then walk to another place and repeat. This went on for a while then he just went back to normal. There were other jobs he could have been doing at the time. Most odd. Is this a bug should I report it? [[User:Yvain|Yvain]] 19:19, 29 March 2008 (EDT)&lt;br /&gt;
:To clear up a point of confusion the job &amp;quot;Conduct Meeting&amp;quot; is the job assigned to the Mayor,Broker, or Baron/Count. After dwarven economy is running a dwarf might get the job &amp;quot;Attend Meeting&amp;quot;.  That dwarf seeks a meeting with the Mayor.  If the Mayor is busy he will continue to follow the Mayor around until he is free.  The solution I found is to switch off the Mayor's labors so he's free to conduct the meeting.  The meeting is usually quick and then you'll get the other dwarf working again.--[[User:Angus|Angus]] 20:52, 29 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== verified some embarrassment factors ==&lt;br /&gt;
From dwarfort.exe &lt;br /&gt;
(Name) was embarrassed to have to conduct an official meeting in a dining room.&lt;br /&gt;
(Name) was very embarrassed to have to conduct an official meeting in a bedroom.&lt;br /&gt;
[[User:Yvain|Yvain]] 19:58, 29 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I would be happier if someone could verify that it is actually _used_ in game, but, well. You see, my palace office never triggered any thought. --[[User:Koltom|Koltom]] 21:13, 29 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Try giving them a dining room and no office, koltom. [[User:VengefulDonut|VengefulDonut]] 14:26, 30 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::I got these unhappy thoughts from meetings conducted in public dining halls that were also designated as meeting halls. (I do not know whether they also happen from nobles' personal dining rooms designated from private tables.) They seem to be very minor unhappy thoughts, so I'm not going out of my way to avoid such designations to keep my idlers from going to hang out by the wagon in the fortresses' early stages. --[[User:Brent Not Broken|Brent Not Broken]] 12:31, 17 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Liaisons, zoo material? ==&lt;br /&gt;
&lt;br /&gt;
I want to know whether or not to trap the liaisons before they leave and have them in cages. Should I do this or not?--[[User:CrazyMcfobo|CrazyMcfobo]] 19:17, 12 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:hm..&lt;br /&gt;
: *You can't trap them (unless you mean locking them in a room)&lt;br /&gt;
: *You can't assign them to cages&lt;br /&gt;
: If u don't let them leave they will go crazy and your requests for trade items will most likely be ignored&lt;br /&gt;
: why do you want to trap them? (okay, they are annoying, but also useful) --[[User:Koltom|Koltom]] 08:41, 17 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Human Diplomat==&lt;br /&gt;
Added information about the human diplomat, whom i've seen meeting with my Baron/Count/Duke often enough (4 different games, multiple times in each). They don't seem to do much at present - though I haven't tried to incur a human siege of my fortress to see if they sue for peace if you beat them.  I imagine they could theoretically make demands like the elven diplomat does, except they aren't picky about things like cutting down trees. --[[User:Squirrelloid|Squirrelloid]] 21:07, 17 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Meeting With Elves ==&lt;br /&gt;
&lt;br /&gt;
What happens if you choose different option instead of saying yes to whatever they say? The number of trees keep going lower...57....43...37...well they aren't the exact numbers but close to them. I might want to try to fight them once. I've got some ore to melt and I need a good amount of charcoal... They appear every year after cutting too much trees?--[[User:Seaneat|Seaneat]] 23:36, 9 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
New meeting with elves craziness - i've seriously cut down like 10 cacti total, and that was over 5 years ago.  Wood imports have been more than sufficient since then.  The elf diplomat shows up for the first time and tells me I've been disrespecting the trees.  Does the diplomat always say the same thing?  Because he's making no sense whatsoever.  In addition to their being absolutely no trees on my map (Yay Saguaros?), I haven't even chopped any in ages.  I've bought 20x the amount I ever chopped from the elven caravans.  How have I been disrespecting the 'trees'? --[[User:Squirrelloid|Squirrelloid]] 02:28, 9 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== liaison - dead and gone? (death of a salesman) ==&lt;br /&gt;
When in the first summer the dwarven caravan arrived with the outpost liaison at my latest fortress, the liason made it savely past the traps but seems to have died just in front of the depot - no blood to be seen, no message in the announcement, just as he had died a natural death.&lt;br /&gt;
Strange enough, but after I provided him a coffin, in the next year the dwarves came without another liaison. So I disposed the treacherous coffin and bones in my crush-o-mat. But that didn't have any effect either: There didn't come any liaison anymore.&lt;br /&gt;
In the first place I wonder why he died, and also why he isn't succeeded?!--[[User:Doub|Doub]]&lt;br /&gt;
&lt;br /&gt;
== Left Unhappily? ==&lt;br /&gt;
&lt;br /&gt;
I just got a message&lt;br /&gt;
&amp;quot;Diplomacy Stymied. A diplomat has left unhappy.&amp;quot;&lt;br /&gt;
The last part of the meeting never occured, and my mayor was unable to meet him, due to seige. Was the dwarven diplomat. --[[User:OmegaX|OmegaX]] 17:59, 16 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Person to meet set when liaison arrives? ==&lt;br /&gt;
&lt;br /&gt;
When the human liaison arrived this year, I had &amp;quot;Trader Joe&amp;quot; Stukosshed as my Broker. Shortly after, the goblins sieged and Joe got hit by a stray arrow while evacuating. His arm is mangled, so he's resting. I assigned a new broker, but it looks like the Human liaison is holding vigil beside Joe's bed, waiting for him to wake up to run the meeting. -[[User:Fuzzy|Fuzzy]] 16:32, 19 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Liaison dead??==&lt;br /&gt;
&lt;br /&gt;
The human guild representative was walking around my fort; he seemed all fine, did not set off any traps. Suddenly, a few (real-life) minutes later, I see a human corpse in my refuse stockpile. He also didn't even have a meeting (note: he died about 2 months after the caravan left). Should I expect a human siege?&lt;br /&gt;
&lt;br /&gt;
: Probably, yes. [[User:Timst|Timst]] 13:12, 30 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== 404 meeting not found ==&lt;br /&gt;
&lt;br /&gt;
Issue resolved. The problem was that my mayor wanted to update stockpile records instead of take the damn meeting. --[[User:GreyMario|GreyMaria]] 23:50, 16 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
==No Liaison?==&lt;br /&gt;
First year, rather rough terrain, dwarf caravan arrived just fine though but... no liaison?  At all? I kind of wanted to request bauxite... I guess I'm glad I brought some with me... Has anyone else had this happen?  What's going on? --[[User:Squirrelloid|Squirrelloid]] 14:15, 21 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Liaison dead?, help==&lt;br /&gt;
My liaison died to a goblin ambush a few years back on his way out.. midwinter. Do I never get a new one or the chance to request stuff again?--[[User:Cultiststeve|cultiststeve]] 11:00, 11 January 2009 (EST)&lt;/div&gt;</summary>
		<author><name>GreyMario</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:GreyMario&amp;diff=27414</id>
		<title>User:GreyMario</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:GreyMario&amp;diff=27414"/>
		<updated>2009-01-17T04:28:37Z</updated>

		<summary type="html">&lt;p&gt;GreyMario: /* Statistics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;GreyMario hates goblins and loves catgirls. He is also apparently very dyslexic.&lt;br /&gt;
&lt;br /&gt;
* View GreyMario's [[User:GreyMario/Various Constructions|various constructions]] (not updated in forever)&lt;br /&gt;
* Head for [http://www.mkv25.net/dfma/map-2545-thedippedballs The Dipped Balls] (dead fortress, due to a bug)&lt;br /&gt;
* Head for [http://www.mkv25.net/dfma/map-2570-thedullpointofboredom The Dull Point of Boredom]&lt;br /&gt;
&lt;br /&gt;
== !!Fire imp fat!! ==&lt;br /&gt;
Apparently fire imp fat never stops burning. Woo.&lt;br /&gt;
&lt;br /&gt;
== Unsigned ==&lt;br /&gt;
People don't understand that they need to sign their talk page comments. I hate those people.&lt;br /&gt;
&lt;br /&gt;
== Statistics ==&lt;br /&gt;
&amp;lt;tt&amp;gt;'''Mayors executed:''' 2&amp;lt;br&amp;gt;&lt;br /&gt;
'''Crazy convoluted plans completed:''' 0&amp;lt;br&amp;gt;&lt;br /&gt;
'''Tamed exotic pets:''' 0&amp;lt;br&amp;gt;&lt;br /&gt;
'''Artifacts by fort:'''&lt;br /&gt;
:'''Crystalclaws:''' 3&lt;br /&gt;
::*Gansitestil, Slimwhirled, a cave spider silk skirt&lt;br /&gt;
::*Tabarmamot, Faithfulplait, a Willow bow&lt;br /&gt;
::*Ilbådshetbêth Ninurbâsen, Guiletwinkled the Escorted Spray, a Iron grate&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Will test quick ideas easily accomplished ==&lt;br /&gt;
&lt;br /&gt;
If you've got a convoluted plan involving something silly like iron bridges, lava, and puddingstone mechanisms, let me know in the space provided below and I'll see if I can find an answer.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;width:512px;max-width:512px;&amp;quot; class=&amp;quot;unsortable&amp;quot;|Plan&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Submitter&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Tested&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Success&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
{{:User:GreyMario/Experiment table row|Can an easy-to-use table system for experiment ideas be constructed?|GreyMario|Yes|Yes|Note that this is probably not the best way to do it, but at least it helps to sort in case it becomes massively filled.}}&lt;br /&gt;
|} &amp;lt;!-- Make sure you use it like so: {{:User:GreyMario/Experiment table row|(plan)|(username (don't use a link))}} --&amp;gt;&lt;/div&gt;</summary>
		<author><name>GreyMario</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:GreyMario&amp;diff=27413</id>
		<title>User:GreyMario</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:GreyMario&amp;diff=27413"/>
		<updated>2009-01-17T04:24:56Z</updated>

		<summary type="html">&lt;p&gt;GreyMario: /* Statistics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;GreyMario hates goblins and loves catgirls. He is also apparently very dyslexic.&lt;br /&gt;
&lt;br /&gt;
* View GreyMario's [[User:GreyMario/Various Constructions|various constructions]] (not updated in forever)&lt;br /&gt;
* Head for [http://www.mkv25.net/dfma/map-2545-thedippedballs The Dipped Balls] (dead fortress, due to a bug)&lt;br /&gt;
* Head for [http://www.mkv25.net/dfma/map-2570-thedullpointofboredom The Dull Point of Boredom]&lt;br /&gt;
&lt;br /&gt;
== !!Fire imp fat!! ==&lt;br /&gt;
Apparently fire imp fat never stops burning. Woo.&lt;br /&gt;
&lt;br /&gt;
== Unsigned ==&lt;br /&gt;
People don't understand that they need to sign their talk page comments. I hate those people.&lt;br /&gt;
&lt;br /&gt;
== Statistics ==&lt;br /&gt;
&amp;lt;tt&amp;gt;'''Mayors executed:''' 2&amp;lt;br&amp;gt;&lt;br /&gt;
'''Crazy convoluted plans completed:''' 0&amp;lt;br&amp;gt;&lt;br /&gt;
'''Tamed exotic pets:''' 0&amp;lt;br&amp;gt;&lt;br /&gt;
'''Artifacts by fort:'''&lt;br /&gt;
:'''Ceretecamade:''' 3&lt;br /&gt;
::*Gansitestil, Slimwhirled, a cave spider silk skirt&lt;br /&gt;
::*Tabarmamot, Faithfulplait, a Willow bow&lt;br /&gt;
::*Ilbådshetbêth Ninurbâsen, Guiletwinkled the Escorted Spray, a Iron grate&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Will test quick ideas easily accomplished ==&lt;br /&gt;
&lt;br /&gt;
If you've got a convoluted plan involving something silly like iron bridges, lava, and puddingstone mechanisms, let me know in the space provided below and I'll see if I can find an answer.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;width:512px;max-width:512px;&amp;quot; class=&amp;quot;unsortable&amp;quot;|Plan&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Submitter&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Tested&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Success&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; class=&amp;quot;unsortable&amp;quot;|Notes&lt;br /&gt;
{{:User:GreyMario/Experiment table row|Can an easy-to-use table system for experiment ideas be constructed?|GreyMario|Yes|Yes|Note that this is probably not the best way to do it, but at least it helps to sort in case it becomes massively filled.}}&lt;br /&gt;
|} &amp;lt;!-- Make sure you use it like so: {{:User:GreyMario/Experiment table row|(plan)|(username (don't use a link))}} --&amp;gt;&lt;/div&gt;</summary>
		<author><name>GreyMario</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:GreyMario/Experiment_table_row&amp;diff=47004</id>
		<title>User:GreyMario/Experiment table row</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:GreyMario/Experiment_table_row&amp;diff=47004"/>
		<updated>2009-01-17T04:22:26Z</updated>

		<summary type="html">&lt;p&gt;GreyMario: New page: |- |style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{{1|}}} |style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|(ERROR)}}} |style=&amp;quot;border:1px #AAA solid;padding:0.2em...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{{1|}}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[User:{{{2|(error)}}}|{{{2|(ERROR)}}}]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{{3|No}}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{{4|N/A}}}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|{{{5|N/A}}}&lt;/div&gt;</summary>
		<author><name>GreyMario</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Bridge&amp;diff=38306</id>
		<title>40d Talk:Bridge</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Bridge&amp;diff=38306"/>
		<updated>2009-01-16T06:05:56Z</updated>

		<summary type="html">&lt;p&gt;GreyMario: /* Melty mechanisms... redux? */ game over&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Fluids vs bridges==&lt;br /&gt;
Does a raised bridge prevent the flow of fluids? Guess I'll experiment and see if I can answer my own question. [[User:Yvain|Yvain]] 21:21, 29 February 2008 (EST)&lt;br /&gt;
:Yes. [[User:VengefulDonut|VengefulDonut]] 04:55, 1 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==picture: south-raising drawbridge==&lt;br /&gt;
Here's a picture of a bridge that raises South, to clear up any confusion over which direction bridges raise. [[User:Basilisk|Basilisk]] 18:03, 27 March 2008 (EDT)&lt;br /&gt;
   {{qd|cols=8&lt;br /&gt;
   |╔|═|╗|{{qd/ch{{!}}≈{{!}}00F}}|{{qd/ch{{!}}≈{{!}}00F}}|{{qd/ch{{!}}≈{{!}}00F}}|{{qd/ch{{!}}≈{{!}}00F}}|{{qd/ch{{!}}≈{{!}}00F}}&lt;br /&gt;
   |║|+|║|{{qd/ch{{!}}≈{{!}}00F}}|{{qd/ch{{!}}≈{{!}}00F}}|{{qd/ch{{!}}≈{{!}}00F}}|{{qd/ch{{!}}≈{{!}}00F}}|{{qd/ch{{!}}≈{{!}}00F}}&lt;br /&gt;
   |║|+|║|{{qd/ch{{!}}≈{{!}}00F}}|{{qd/ch{{!}}≈{{!}}00F}}|{{qd/ch{{!}}≈{{!}}00F}}|{{qd/ch{{!}}≈{{!}}00F}}|{{qd/ch{{!}}≈{{!}}00F}}&lt;br /&gt;
   |║|+|║|{{qd/ch{{!}}≈{{!}}00F}}|{{qd/ch{{!}}≈{{!}}00F}}|{{qd/ch{{!}}≈{{!}}00F}}|{{qd/ch{{!}}≈{{!}}00F}}|{{qd/ch{{!}}≈{{!}}00F}}&lt;br /&gt;
   |╚|═|╝|.|╞|═|╡|.&lt;br /&gt;
   |.|.|.|.|.|.|.|.}}&lt;br /&gt;
&lt;br /&gt;
== Items... ==&lt;br /&gt;
&lt;br /&gt;
When a creature is crushed by a bridge, what happens to the items they had?--[[User:Lordmick134|Lordmick134]]&lt;br /&gt;
&lt;br /&gt;
:When the bridge lowers, it completely ans permanently destroys anything it crashes on. So, there will be absolutely nothing under bridge, when it raises back.--[[User:Dorten|Dorten]] 03:29, 4 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Not true! I had trapped a goblin inside a room with a bridge in it, and set the lever connected to the bridge to be repeatedly pulled. The goblin was stunned at most.--[[User:CrazyMcfobo|CrazyMcfobo]] 09:37, 16 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::The goblin was likely ''flung'' from the bridge after stepping onto the extended bridge which then raised with the goblin still on it.  Crushing is definitely an irrevocable and utter destruction. --[[User:JT|JT]] 16:30, 20 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Channeling ==&lt;br /&gt;
&lt;br /&gt;
Checked the [[channel]]ing article, nothing there, either.  I have a bridge that raises to the right to form a wall, part of my outer defensive perimeter.  I was digging a channel around the fortification wall and wanted to channel under the bridge.  I raised the bridge ... I cannot channel.  It never creates the flashy 'this is gonna be channeled' designation anywhere where the bridge could lay over.  I can channel any where else.  I can also remove the bridge, channel what I want, and replace the bridge just fine.  What gives?  Is this a known bug?  --[[User:Geofferic|Geofferic]] 02:35, 29 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:As far as I know you can't dig on constructions. When the bridge is raised it is still considered to be constructed there. (or something like that) I had the same problem with some retracting bridges. To fix it I just removed the bridges and dug the channels, and then rebuilt them. --[[User:Lotus|Lotus]] 10:13 (CST) June 11, 2008&lt;br /&gt;
&lt;br /&gt;
== Bridges as a temporary wall ==&lt;br /&gt;
&lt;br /&gt;
I want to build a wall by pulling a lever, to block off a tunnel three squares wide.&lt;br /&gt;
It is a mine tunnel with no channel above it.&lt;br /&gt;
&lt;br /&gt;
How long should the bridge be?&lt;br /&gt;
&lt;br /&gt;
It looks like this:&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: monospace; white-space: pre; line-height: 126.5%&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒ò▒▒▒&lt;br /&gt;
.........╥.........&lt;br /&gt;
.........║.........&lt;br /&gt;
.........╨.........&lt;br /&gt;
▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[User:GarrieIrons|GarrieIrons]] 05:12, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Well, you have to be careful. Don't forget, by raising a bridge, you can potentially obliterate your dwarves in the process. So try not to make it too wide. --[[User:AlexFili|AlexFili]] 05:41, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:My question is, if I make it too long will it smash into the roof or anything?[[User:GarrieIrons|GarrieIrons]] 06:09, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::As far as I know of, it won't smash into the roof. The only concern is that if the bridge is too long, a dwarf may get accidently crushed. --[[User:AlexFili|AlexFili]] 06:14, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Buildings that span multiple/variable z-levels are, at the current time, not possible. So, just build a 1x3 bridge, set it to raise west or east, and you have a wall! A toggleable wall! --[[User:Savok|Savok]] 09:09, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::I'd suggest doing a 2x bridge, as you'll have to track down the lever anytime you're curious as to whether the bridge is up or down, as a 1x or x1 bridge looks the same raised or lowered when raised on it's short axis. (e.g. the bridge above would look the same raised or lowered.) --[[User:N9103|Edward]] 09:59, 18 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Retractable/drawbridge ==&lt;br /&gt;
&lt;br /&gt;
How can you specify which type of bridge you want to build? --[[User:AlexFili|AlexFili]] 05:45, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:When you go to place a bridge, by default it retracts. If you press wadxs you change the direction it raises: w = north, a= west, d=east, x=south, s=retracts. I don't know how to set the direction it retracts though.[[User:GarrieIrons|GarrieIrons]] 06:12, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::So if it retracts, it creates an impassable wall? -[[User:AlexFili|AlexFili]] 06:15, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::No, it disappears. If it raises, it creates an impassable wall, whose direction is the same as the raise direction. Try it out.&lt;br /&gt;
:::And, Garrie, it isn't possible to set retract direction since there is no such thing. --[[User:Savok|Savok]] 09:09, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Well I guess it doesn't really matter which way it retracts... although if a bridge is built outward from a cliff running east-west out to the chasm which is to the north then obviously the bridge retracts back to the edge it is anchored at (it can hardly retract back into mid-air...).[[User:GarrieIrons|GarrieIrons]] 23:22, 6 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::Oh, really? --[[User:Savok|Savok]] 23:32, 6 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::::well I guess applying common sense to DF might not be the best idea... but common sense would [bold]suggest [/bold] the bridge retracts back to where it was built from.[[User:GarrieIrons|GarrieIrons]] 00:03, 7 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::::We don't use BBcode here. I don't think that even is BBcode, but it is in that style. To make '''bold text''', type &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;'''bold text'''&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;.&lt;br /&gt;
:::::::And you're right that applying common sense to DF doesn't work. Even the least of peasants can carry thousands of pounds pebbles in a backpack. --[[User:Savok|Savok]] 09:06, 7 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Bridge-on-bridge action ==&lt;br /&gt;
&lt;br /&gt;
I've just added a note about retractable bridges being able to be built using existing bridges as support. However I'm currently unable to test what happens when an intermediary bridge is retracted or raised (I have no stone for mechanisms!). I'm assuming that any bridges relying on the retracted/raised bridge for support will collapse, but it should be tested (and noted), if someone else has the time and inclination! [[User:Raumkraut|Raumkraut]] 12:04, 14 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I can confirm that when the first bridge is retracted the second one deconstructs. And also if you choose to do your testing using extreme cliffs and &amp;quot;accidently&amp;quot; make 6 of your 7 dwarves stand on the second bridge then they will die a horrible death after falling 18 stories. --[[User:Makuus|Makuus]] 16:54, 16 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::What if you raise both of the bridges at the same time? --[[User:AlexFili|AlexFili]] 05:48, 17 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::The same thing happens, the second bridge deconstructs again --[[User:Makuus|Makuus]] 13:48, 22 June 2008 (EDT)&lt;br /&gt;
::::I attempted this quite some time ago, I think. I had something like ten bridges in a row built off a cliff, and retracted them all at once with one lever. All but the first one (which was connected to the cliff) shattered into stones instantly. --[[User:SL|SL]] 10:29, 23 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== lockdown system ==&lt;br /&gt;
&lt;br /&gt;
in one of my old forts i had a setup so if the opponent got near my bridges a lever would be pulled and the opponents would fall into the lava with a godlike imp in it, it would use multiple bridges however and i would have to rebuild atleast 1, it was sort of like a tesselation of crosses&lt;br /&gt;
&lt;br /&gt;
== Flying Bridge ==&lt;br /&gt;
Build stairs up. Build stairs down atop it. Build a retracting bridge extending into open air from the downstairs. Link the retracting bridge to a lever. Pull the lever to retract the bridge. Deconstruct the down stairs. Deconstruct the up stairs. Pull the lever. Remove the lever. Bridge flies. [[User:Rkyeun|Rkyeun]] 11:38, 18 July 2008 (EDT)&lt;br /&gt;
:Shame this can't be used to build eg. twisty retractable catwalks due to the above confirmations in Bridge-on-bridge action. :/ --[[User:Heron|Heron]] 09:46, 23 July 2008 (EDT)&lt;br /&gt;
::You could probably get something similar by just having occasional pillars sticking up, constructed by building towers of stairs, building a wall adjacent, then deconstructing the stairs. If you have each bridge anchored to one pillar, you ought to be able to get many retractable bridges in a sequence. --[[User:AlexChurchill|AlexChurchill]] 12:08, 23 July 2008 (EDT)&lt;br /&gt;
:::More testing. Retracted bridges never deconstruct. Make a chain as long as you like by keeping them all retracted until scaffolding is removed. Un-retracting bridges never deconstuct nor cause deconstruction. To make a path of multiple flying bridges build a scaffold for the first bridge, retract it, deconstruct the scaffold, build the second scaffold, retract that bridge, deconstruct that scaffold, and so forth. You can then unretract all bridges in any order and they'll all stay up. Retracting them again in any order caused them to fall. [[User:Rkyeun|Rkyeun]] 09:00, 2 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Stockpiles under bridges ==&lt;br /&gt;
&lt;br /&gt;
I tried to make a refuse stockpile with a drawbridge over top, and I couldn't place the stockpile where the bridge would lower onto. Can anyone else confirm this for the new version? [[User:Falcondude|Falcondude]] 11:05, 31 July 2008 (EDT)&lt;br /&gt;
:Yeah, that won't work.  If you are trying to make a garbage compactor, make a ledge and designate a garbage dump with (i) that will drop the items where the bridge will close.[[User:Trevlyn13|Trevlyn13]]&lt;br /&gt;
&lt;br /&gt;
== Drawbridge vs colossus ==&lt;br /&gt;
&lt;br /&gt;
Yesterday a bronze colossus got trapped between my 2 moats, right under the drawbridge. It was too close to the catapults so that the operators wouldn't fire them, so I tried to crush it with the bridge.&lt;br /&gt;
My bridge broke instead.&lt;br /&gt;
(later I killed it by shooting hundreds of arrows)&lt;br /&gt;
If anyone could replicate this, and also experiment with other megabeasts....&lt;br /&gt;
(actually I made this account to tell people about this)&lt;br /&gt;
[[User:nautilusfossil|nautilusfossil]]&lt;br /&gt;
:As far as I know, Dwarven Atom Crushers™ break on megabeasts and demons. Cage Traps are the way to go for megabeasts, but demons are immune against them.&lt;br /&gt;
:I don't know about semi-megabeasts considering bridge-breaking. [[User:MC Dirty|MC Dirty]] 18:17, 19 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Dwarves negative thoughts regarding crushed friends ==&lt;br /&gt;
&lt;br /&gt;
Dwarves respond to friends or family members being crushed by a drawbridge as if they'd been killed &amp;amp; then not buried:  &amp;quot;He was forced to endure the decay of a sibling lately.  He lost a sibling to tragedy recently.&amp;quot;  (I'm certain this was due to the drawbridge, as all the siblings *except* the one that was crushed had these negative thoughts. Nobody else in the family had been killed by anything yet.) --[[User:Sev|Sev]] 14:49, 2 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Melty mechanisms... redux? ==&lt;br /&gt;
&lt;br /&gt;
Curiosity kills my dwarves - I'm not wasting the time to do this myself. Will mechanisms melt out of bridges that are submerged in magma? --[[User:GreyMario|GreyMaria]] 22:31, 28 September 2008 (EDT)&lt;br /&gt;
:I have no idea, this is a good question. While writing a reply of my thoughts I kept re-thinking some things. If Magma passes over the bridge I'm pretty certain that the mechanism will act like a flood gate's. It will not melt away as long as you don't raise the bridge. If you do raise the bridge, the mechanism will melt away and the bridge could do a number of things. Before I keep typing about what I think will/could happen, I'm just going to go ahead and pass on a wall of text. [[User:Dakira|Dakira]] 1844, 28 September 2008 (PST)&lt;br /&gt;
::But fluids cannot enter the tile of a raised bridge, whereas they can enter the tile of a lowered bridge. In this way, a raised bridge would be analogous to a _closed_ floodgate, and a lowered bridge to an _open_ one. [[User:Random832|Random832]] 21:51, 25 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
GO GO GADGET TEST MELTY MECHANISMS --[[User:GreyMario|GreyMaria]] 00:25, 16 January 2009 (EST)&lt;br /&gt;
:Nope, doesn't work. The mechanisms melted... and just when I was making to re-pull the lever, too. D: --[[User:GreyMario|GreyMaria]] 01:05, 16 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Bridges and wagons? ==&lt;br /&gt;
&lt;br /&gt;
Is is possible for wagons to drive over bridges? I would assume so, but I don't want to get hasty. --[[User:W-dueck|w-dueck]] 23:50, 3 December 2008 (EST)&lt;br /&gt;
:yes, anything can pass over them. [[User:Dangerous Beans|Dangerous Beans]] 00:29, 4 December 2008 (EST)&lt;br /&gt;
:: Okay, thanks. Now that the mean kobolds can't escape when they steal my stuff, I am free to bludgeon them with random objects! --[[User:W-dueck|w-dueck]] 18:39, 4 December 2008 (EST)&lt;br /&gt;
:::You have to spot them first, though.  Put war dogs on restraints in a recessed area that leads to the trade depot.--[[User:Maximus|Maximus]] 22:08, 4 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Indestructible Caravan ==&lt;br /&gt;
I needed to test out my whammer slammer bammer on &amp;lt;em&amp;gt;something&amp;lt;/em&amp;gt; but no goblins volunteered for so long I was forced to attack the dwarven caravan instead.  The mighty bridge swung down upon the lone wagon and was riven like a banana dipped in liquid nitrogen, leaving the wagon unscathed.  If we could breed and train war wagons we'd rule the world.  The 3-tile-wide parts of it anyway. --[[User:Corona688|Corona688]] 18:55, 9 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:But a single cave swallowman can scuttle an entire wagon in two milliseconds. Maybe wagons count as a megabeast? --[[User:GreyMario|GreyMaria]] 23:00, 9 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Megabeasts break bridges even without atomsmashing? ==&lt;br /&gt;
&lt;br /&gt;
Situation: I captured a Titan and pitted it onto a drawbridge from a platform a Z-level above.  The drawbridge is retractable and linked to a level.  Logically, pulling the level will make the drawbridge retract and the Titan will plummet to his death.&lt;br /&gt;
&lt;br /&gt;
But it didn't happen.  The bridge refuses to budge.  I haven't got a message about it whatsoever.&lt;br /&gt;
&lt;br /&gt;
Is it possible for a Titan to break ''any'' drawbridge operation whatsoever no matter the end result?&lt;br /&gt;
&lt;br /&gt;
--[[User:Shurikane|Shurikane]] 22:34, 6 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;s&amp;gt;Yes. A bridge is a non-construction building. Therefore entities with [BUILDINGDESTROYER] can nuke them.&amp;lt;/s&amp;gt; I doubt it. Did you find any mechanisms lying around, like next to the lever? --[[User:GreyMario|GreyMaria]] 00:02, 7 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::Nothing unusual to report.  As far as I see, everything should be functioning normally.  The Titan, by the way, does not move around.  He stays right where I dropped him...  --[[User:Shurikane|Shurikane]] 12:25, 7 January 2009 (EST)&lt;br /&gt;
::Update: here's what I found out.  A megabeast standing on a bridge will prevent said bridge from functioning.  In my case, this means a retracting bridge will refuse to retreact unless the megabeast steps off or dies.  --[[User:Shurikane|Shurikane]] 11:02, 10 January 2009 (EST)&lt;/div&gt;</summary>
		<author><name>GreyMario</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Bridge&amp;diff=38305</id>
		<title>40d Talk:Bridge</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Bridge&amp;diff=38305"/>
		<updated>2009-01-16T05:25:30Z</updated>

		<summary type="html">&lt;p&gt;GreyMario: /* Melty mechanisms... redux? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Fluids vs bridges==&lt;br /&gt;
Does a raised bridge prevent the flow of fluids? Guess I'll experiment and see if I can answer my own question. [[User:Yvain|Yvain]] 21:21, 29 February 2008 (EST)&lt;br /&gt;
:Yes. [[User:VengefulDonut|VengefulDonut]] 04:55, 1 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==picture: south-raising drawbridge==&lt;br /&gt;
Here's a picture of a bridge that raises South, to clear up any confusion over which direction bridges raise. [[User:Basilisk|Basilisk]] 18:03, 27 March 2008 (EDT)&lt;br /&gt;
   {{qd|cols=8&lt;br /&gt;
   |╔|═|╗|{{qd/ch{{!}}≈{{!}}00F}}|{{qd/ch{{!}}≈{{!}}00F}}|{{qd/ch{{!}}≈{{!}}00F}}|{{qd/ch{{!}}≈{{!}}00F}}|{{qd/ch{{!}}≈{{!}}00F}}&lt;br /&gt;
   |║|+|║|{{qd/ch{{!}}≈{{!}}00F}}|{{qd/ch{{!}}≈{{!}}00F}}|{{qd/ch{{!}}≈{{!}}00F}}|{{qd/ch{{!}}≈{{!}}00F}}|{{qd/ch{{!}}≈{{!}}00F}}&lt;br /&gt;
   |║|+|║|{{qd/ch{{!}}≈{{!}}00F}}|{{qd/ch{{!}}≈{{!}}00F}}|{{qd/ch{{!}}≈{{!}}00F}}|{{qd/ch{{!}}≈{{!}}00F}}|{{qd/ch{{!}}≈{{!}}00F}}&lt;br /&gt;
   |║|+|║|{{qd/ch{{!}}≈{{!}}00F}}|{{qd/ch{{!}}≈{{!}}00F}}|{{qd/ch{{!}}≈{{!}}00F}}|{{qd/ch{{!}}≈{{!}}00F}}|{{qd/ch{{!}}≈{{!}}00F}}&lt;br /&gt;
   |╚|═|╝|.|╞|═|╡|.&lt;br /&gt;
   |.|.|.|.|.|.|.|.}}&lt;br /&gt;
&lt;br /&gt;
== Items... ==&lt;br /&gt;
&lt;br /&gt;
When a creature is crushed by a bridge, what happens to the items they had?--[[User:Lordmick134|Lordmick134]]&lt;br /&gt;
&lt;br /&gt;
:When the bridge lowers, it completely ans permanently destroys anything it crashes on. So, there will be absolutely nothing under bridge, when it raises back.--[[User:Dorten|Dorten]] 03:29, 4 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Not true! I had trapped a goblin inside a room with a bridge in it, and set the lever connected to the bridge to be repeatedly pulled. The goblin was stunned at most.--[[User:CrazyMcfobo|CrazyMcfobo]] 09:37, 16 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::The goblin was likely ''flung'' from the bridge after stepping onto the extended bridge which then raised with the goblin still on it.  Crushing is definitely an irrevocable and utter destruction. --[[User:JT|JT]] 16:30, 20 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Channeling ==&lt;br /&gt;
&lt;br /&gt;
Checked the [[channel]]ing article, nothing there, either.  I have a bridge that raises to the right to form a wall, part of my outer defensive perimeter.  I was digging a channel around the fortification wall and wanted to channel under the bridge.  I raised the bridge ... I cannot channel.  It never creates the flashy 'this is gonna be channeled' designation anywhere where the bridge could lay over.  I can channel any where else.  I can also remove the bridge, channel what I want, and replace the bridge just fine.  What gives?  Is this a known bug?  --[[User:Geofferic|Geofferic]] 02:35, 29 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:As far as I know you can't dig on constructions. When the bridge is raised it is still considered to be constructed there. (or something like that) I had the same problem with some retracting bridges. To fix it I just removed the bridges and dug the channels, and then rebuilt them. --[[User:Lotus|Lotus]] 10:13 (CST) June 11, 2008&lt;br /&gt;
&lt;br /&gt;
== Bridges as a temporary wall ==&lt;br /&gt;
&lt;br /&gt;
I want to build a wall by pulling a lever, to block off a tunnel three squares wide.&lt;br /&gt;
It is a mine tunnel with no channel above it.&lt;br /&gt;
&lt;br /&gt;
How long should the bridge be?&lt;br /&gt;
&lt;br /&gt;
It looks like this:&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: monospace; white-space: pre; line-height: 126.5%&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒ò▒▒▒&lt;br /&gt;
.........╥.........&lt;br /&gt;
.........║.........&lt;br /&gt;
.........╨.........&lt;br /&gt;
▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[User:GarrieIrons|GarrieIrons]] 05:12, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Well, you have to be careful. Don't forget, by raising a bridge, you can potentially obliterate your dwarves in the process. So try not to make it too wide. --[[User:AlexFili|AlexFili]] 05:41, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:My question is, if I make it too long will it smash into the roof or anything?[[User:GarrieIrons|GarrieIrons]] 06:09, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::As far as I know of, it won't smash into the roof. The only concern is that if the bridge is too long, a dwarf may get accidently crushed. --[[User:AlexFili|AlexFili]] 06:14, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Buildings that span multiple/variable z-levels are, at the current time, not possible. So, just build a 1x3 bridge, set it to raise west or east, and you have a wall! A toggleable wall! --[[User:Savok|Savok]] 09:09, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::I'd suggest doing a 2x bridge, as you'll have to track down the lever anytime you're curious as to whether the bridge is up or down, as a 1x or x1 bridge looks the same raised or lowered when raised on it's short axis. (e.g. the bridge above would look the same raised or lowered.) --[[User:N9103|Edward]] 09:59, 18 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Retractable/drawbridge ==&lt;br /&gt;
&lt;br /&gt;
How can you specify which type of bridge you want to build? --[[User:AlexFili|AlexFili]] 05:45, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:When you go to place a bridge, by default it retracts. If you press wadxs you change the direction it raises: w = north, a= west, d=east, x=south, s=retracts. I don't know how to set the direction it retracts though.[[User:GarrieIrons|GarrieIrons]] 06:12, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::So if it retracts, it creates an impassable wall? -[[User:AlexFili|AlexFili]] 06:15, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::No, it disappears. If it raises, it creates an impassable wall, whose direction is the same as the raise direction. Try it out.&lt;br /&gt;
:::And, Garrie, it isn't possible to set retract direction since there is no such thing. --[[User:Savok|Savok]] 09:09, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Well I guess it doesn't really matter which way it retracts... although if a bridge is built outward from a cliff running east-west out to the chasm which is to the north then obviously the bridge retracts back to the edge it is anchored at (it can hardly retract back into mid-air...).[[User:GarrieIrons|GarrieIrons]] 23:22, 6 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::Oh, really? --[[User:Savok|Savok]] 23:32, 6 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::::well I guess applying common sense to DF might not be the best idea... but common sense would [bold]suggest [/bold] the bridge retracts back to where it was built from.[[User:GarrieIrons|GarrieIrons]] 00:03, 7 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::::We don't use BBcode here. I don't think that even is BBcode, but it is in that style. To make '''bold text''', type &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;'''bold text'''&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;.&lt;br /&gt;
:::::::And you're right that applying common sense to DF doesn't work. Even the least of peasants can carry thousands of pounds pebbles in a backpack. --[[User:Savok|Savok]] 09:06, 7 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Bridge-on-bridge action ==&lt;br /&gt;
&lt;br /&gt;
I've just added a note about retractable bridges being able to be built using existing bridges as support. However I'm currently unable to test what happens when an intermediary bridge is retracted or raised (I have no stone for mechanisms!). I'm assuming that any bridges relying on the retracted/raised bridge for support will collapse, but it should be tested (and noted), if someone else has the time and inclination! [[User:Raumkraut|Raumkraut]] 12:04, 14 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I can confirm that when the first bridge is retracted the second one deconstructs. And also if you choose to do your testing using extreme cliffs and &amp;quot;accidently&amp;quot; make 6 of your 7 dwarves stand on the second bridge then they will die a horrible death after falling 18 stories. --[[User:Makuus|Makuus]] 16:54, 16 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::What if you raise both of the bridges at the same time? --[[User:AlexFili|AlexFili]] 05:48, 17 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::The same thing happens, the second bridge deconstructs again --[[User:Makuus|Makuus]] 13:48, 22 June 2008 (EDT)&lt;br /&gt;
::::I attempted this quite some time ago, I think. I had something like ten bridges in a row built off a cliff, and retracted them all at once with one lever. All but the first one (which was connected to the cliff) shattered into stones instantly. --[[User:SL|SL]] 10:29, 23 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== lockdown system ==&lt;br /&gt;
&lt;br /&gt;
in one of my old forts i had a setup so if the opponent got near my bridges a lever would be pulled and the opponents would fall into the lava with a godlike imp in it, it would use multiple bridges however and i would have to rebuild atleast 1, it was sort of like a tesselation of crosses&lt;br /&gt;
&lt;br /&gt;
== Flying Bridge ==&lt;br /&gt;
Build stairs up. Build stairs down atop it. Build a retracting bridge extending into open air from the downstairs. Link the retracting bridge to a lever. Pull the lever to retract the bridge. Deconstruct the down stairs. Deconstruct the up stairs. Pull the lever. Remove the lever. Bridge flies. [[User:Rkyeun|Rkyeun]] 11:38, 18 July 2008 (EDT)&lt;br /&gt;
:Shame this can't be used to build eg. twisty retractable catwalks due to the above confirmations in Bridge-on-bridge action. :/ --[[User:Heron|Heron]] 09:46, 23 July 2008 (EDT)&lt;br /&gt;
::You could probably get something similar by just having occasional pillars sticking up, constructed by building towers of stairs, building a wall adjacent, then deconstructing the stairs. If you have each bridge anchored to one pillar, you ought to be able to get many retractable bridges in a sequence. --[[User:AlexChurchill|AlexChurchill]] 12:08, 23 July 2008 (EDT)&lt;br /&gt;
:::More testing. Retracted bridges never deconstruct. Make a chain as long as you like by keeping them all retracted until scaffolding is removed. Un-retracting bridges never deconstuct nor cause deconstruction. To make a path of multiple flying bridges build a scaffold for the first bridge, retract it, deconstruct the scaffold, build the second scaffold, retract that bridge, deconstruct that scaffold, and so forth. You can then unretract all bridges in any order and they'll all stay up. Retracting them again in any order caused them to fall. [[User:Rkyeun|Rkyeun]] 09:00, 2 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Stockpiles under bridges ==&lt;br /&gt;
&lt;br /&gt;
I tried to make a refuse stockpile with a drawbridge over top, and I couldn't place the stockpile where the bridge would lower onto. Can anyone else confirm this for the new version? [[User:Falcondude|Falcondude]] 11:05, 31 July 2008 (EDT)&lt;br /&gt;
:Yeah, that won't work.  If you are trying to make a garbage compactor, make a ledge and designate a garbage dump with (i) that will drop the items where the bridge will close.[[User:Trevlyn13|Trevlyn13]]&lt;br /&gt;
&lt;br /&gt;
== Drawbridge vs colossus ==&lt;br /&gt;
&lt;br /&gt;
Yesterday a bronze colossus got trapped between my 2 moats, right under the drawbridge. It was too close to the catapults so that the operators wouldn't fire them, so I tried to crush it with the bridge.&lt;br /&gt;
My bridge broke instead.&lt;br /&gt;
(later I killed it by shooting hundreds of arrows)&lt;br /&gt;
If anyone could replicate this, and also experiment with other megabeasts....&lt;br /&gt;
(actually I made this account to tell people about this)&lt;br /&gt;
[[User:nautilusfossil|nautilusfossil]]&lt;br /&gt;
:As far as I know, Dwarven Atom Crushers™ break on megabeasts and demons. Cage Traps are the way to go for megabeasts, but demons are immune against them.&lt;br /&gt;
:I don't know about semi-megabeasts considering bridge-breaking. [[User:MC Dirty|MC Dirty]] 18:17, 19 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Dwarves negative thoughts regarding crushed friends ==&lt;br /&gt;
&lt;br /&gt;
Dwarves respond to friends or family members being crushed by a drawbridge as if they'd been killed &amp;amp; then not buried:  &amp;quot;He was forced to endure the decay of a sibling lately.  He lost a sibling to tragedy recently.&amp;quot;  (I'm certain this was due to the drawbridge, as all the siblings *except* the one that was crushed had these negative thoughts. Nobody else in the family had been killed by anything yet.) --[[User:Sev|Sev]] 14:49, 2 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Melty mechanisms... redux? ==&lt;br /&gt;
&lt;br /&gt;
Curiosity kills my dwarves - I'm not wasting the time to do this myself. Will mechanisms melt out of bridges that are submerged in magma? --[[User:GreyMario|GreyMaria]] 22:31, 28 September 2008 (EDT)&lt;br /&gt;
:I have no idea, this is a good question. While writing a reply of my thoughts I kept re-thinking some things. If Magma passes over the bridge I'm pretty certain that the mechanism will act like a flood gate's. It will not melt away as long as you don't raise the bridge. If you do raise the bridge, the mechanism will melt away and the bridge could do a number of things. Before I keep typing about what I think will/could happen, I'm just going to go ahead and pass on a wall of text. [[User:Dakira|Dakira]] 1844, 28 September 2008 (PST)&lt;br /&gt;
::But fluids cannot enter the tile of a raised bridge, whereas they can enter the tile of a lowered bridge. In this way, a raised bridge would be analogous to a _closed_ floodgate, and a lowered bridge to an _open_ one. [[User:Random832|Random832]] 21:51, 25 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
GO GO GADGET TEST MELTY MECHANISMS --[[User:GreyMario|GreyMaria]] 00:25, 16 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Bridges and wagons? ==&lt;br /&gt;
&lt;br /&gt;
Is is possible for wagons to drive over bridges? I would assume so, but I don't want to get hasty. --[[User:W-dueck|w-dueck]] 23:50, 3 December 2008 (EST)&lt;br /&gt;
:yes, anything can pass over them. [[User:Dangerous Beans|Dangerous Beans]] 00:29, 4 December 2008 (EST)&lt;br /&gt;
:: Okay, thanks. Now that the mean kobolds can't escape when they steal my stuff, I am free to bludgeon them with random objects! --[[User:W-dueck|w-dueck]] 18:39, 4 December 2008 (EST)&lt;br /&gt;
:::You have to spot them first, though.  Put war dogs on restraints in a recessed area that leads to the trade depot.--[[User:Maximus|Maximus]] 22:08, 4 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Indestructible Caravan ==&lt;br /&gt;
I needed to test out my whammer slammer bammer on &amp;lt;em&amp;gt;something&amp;lt;/em&amp;gt; but no goblins volunteered for so long I was forced to attack the dwarven caravan instead.  The mighty bridge swung down upon the lone wagon and was riven like a banana dipped in liquid nitrogen, leaving the wagon unscathed.  If we could breed and train war wagons we'd rule the world.  The 3-tile-wide parts of it anyway. --[[User:Corona688|Corona688]] 18:55, 9 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:But a single cave swallowman can scuttle an entire wagon in two milliseconds. Maybe wagons count as a megabeast? --[[User:GreyMario|GreyMaria]] 23:00, 9 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Megabeasts break bridges even without atomsmashing? ==&lt;br /&gt;
&lt;br /&gt;
Situation: I captured a Titan and pitted it onto a drawbridge from a platform a Z-level above.  The drawbridge is retractable and linked to a level.  Logically, pulling the level will make the drawbridge retract and the Titan will plummet to his death.&lt;br /&gt;
&lt;br /&gt;
But it didn't happen.  The bridge refuses to budge.  I haven't got a message about it whatsoever.&lt;br /&gt;
&lt;br /&gt;
Is it possible for a Titan to break ''any'' drawbridge operation whatsoever no matter the end result?&lt;br /&gt;
&lt;br /&gt;
--[[User:Shurikane|Shurikane]] 22:34, 6 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;s&amp;gt;Yes. A bridge is a non-construction building. Therefore entities with [BUILDINGDESTROYER] can nuke them.&amp;lt;/s&amp;gt; I doubt it. Did you find any mechanisms lying around, like next to the lever? --[[User:GreyMario|GreyMaria]] 00:02, 7 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::Nothing unusual to report.  As far as I see, everything should be functioning normally.  The Titan, by the way, does not move around.  He stays right where I dropped him...  --[[User:Shurikane|Shurikane]] 12:25, 7 January 2009 (EST)&lt;br /&gt;
::Update: here's what I found out.  A megabeast standing on a bridge will prevent said bridge from functioning.  In my case, this means a retracting bridge will refuse to retreact unless the megabeast steps off or dies.  --[[User:Shurikane|Shurikane]] 11:02, 10 January 2009 (EST)&lt;/div&gt;</summary>
		<author><name>GreyMario</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template_talk:D_for_dwarf&amp;diff=44850</id>
		<title>Template talk:D for dwarf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template_talk:D_for_dwarf&amp;diff=44850"/>
		<updated>2009-01-15T15:17:27Z</updated>

		<summary type="html">&lt;p&gt;GreyMario: /* Need / Size */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== New image ==&lt;br /&gt;
&lt;br /&gt;
I uploaded another image for a sharper looking D in context of satire. Any suggestions are welcome. Here are the two images that could be used, one without the minus sign and the other with. The one with the minus sign I originally chose because of the idea that it was in context of satire, but some articles using this template are very well written without satire. So I'm opting for the original. Tell me what you think, and design one for the template if you'd like to. --[[User:Richards|Richards]] 10:23, 11 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[image:Letter-D.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[image:D-Letter-M.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Need / Size ==&lt;br /&gt;
&lt;br /&gt;
I'm starting to find this a bit patronising. Do we really need such a large warning that an article contains wit? Are we not capable of deducing that for ourselves? Now I'm all for funny and witty articles which liven the place up, but maybe just make the 'warnings' a little more subtle? &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Khimaera UK|Khimaera UK]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It's more of a template for editors rather than users. This way we can have serious pages in addition to silly ones. [[User:VengefulDonut|VengefulDonut]] 17:18, 14 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
: Fair, but the message at the top of every D rated page still rather dominates the article. I don't propose removing it entirely, but does anyone else think it could be at least a bit.. smaller? --[[User:Khimaera UK|JK]] 17:25, 14 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::It could be, by only being a sidebar of sorts, but that would probably negatively affect any article with a sidebar already that gets tagged with this, making it even more disruptive. It also &amp;quot;could&amp;quot; go at the bottom, but that would defeat the purpose, of ensuring people don't read the page literally.&lt;br /&gt;
::Something that the community could consider, that would probably be for the best in the end, is a separate namespace for humor articles. It's been suggested at some point, but the prevailing reason(s) it hasn't worked (IMO) is due to a lack of quantity to fill the space with. If we got every other mainspace article a humorous version, it would be pretty useful, and good for a little wiki-surfing when one feels like reading some game-related humor. As is, I think there are less than 2-3% of mainspace articles with '''D''' content, much less articles that actually have a humorous version separate from the main article. --[[User:N9103|Edward]] 23:19, 14 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:Just shrink it down to about 48 pixels high and shorten the info text. --[[User:GreyMario|GreyMaria]] 10:17, 15 January 2009 (EST)&lt;/div&gt;</summary>
		<author><name>GreyMario</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Dwarf_cancels_task:_Job_item_lost_or_destroyed&amp;diff=42158</id>
		<title>40d:Dwarf cancels task: Job item lost or destroyed</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Dwarf_cancels_task:_Job_item_lost_or_destroyed&amp;diff=42158"/>
		<updated>2009-01-14T15:00:46Z</updated>

		<summary type="html">&lt;p&gt;GreyMario: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;One cause of this error is when you deconstruct a building which had items inside it your dwarves were trying to haul, or it is otherwise on another place (water, magma, channel, etc everything that makes stuff move).&lt;br /&gt;
&lt;br /&gt;
This error also occurs during Render Fat jobs, frequently when the fat becomes rotten.&lt;br /&gt;
&lt;br /&gt;
{{Errors FAQ}}&lt;/div&gt;</summary>
		<author><name>GreyMario</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Carp&amp;diff=4997</id>
		<title>40d:Carp</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Carp&amp;diff=4997"/>
		<updated>2009-01-14T06:51:54Z</updated>

		<summary type="html">&lt;p&gt;GreyMario: makes no sense to have that D:&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
{{CreatureInfo|name=The Aquatic Doombringer&amp;lt;br&amp;gt;&amp;lt;font style=&amp;quot;font-weight: normal;&amp;quot;&amp;gt;otherwise known as&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt; Carp|symbol=&amp;amp;#x03b1;|color=rgb(0, 128, 128)|bones=3|fat=1|skin=1|skulls=1|chunks=3|meat=3|biome= * [[Temperate]] freshwater river&lt;br /&gt;
* Temperate freshwater lake&lt;br /&gt;
* [[Tropical]] freshwater [[river]]&lt;br /&gt;
* Tropical freshwater lake}}&lt;br /&gt;
&lt;br /&gt;
:'' &amp;quot;I think I made fish too hardcore&amp;quot; ''--[[Toady One]]&lt;br /&gt;
&lt;br /&gt;
These little monsters are challenging [[elephant]]s for the post of [[King of beasts|King of Beasts]], not only because they can drag a fully grown [[dwarf]] into the [[water]] and nibble him to death, but also because they can stare at your [[fisherdwarf]] and send them staggering back into a [[cliff]]. To make things worse, [[Ambusher|hunters]] will unload their whole [[quiver]]s on them, oblivious to nearby [[animal]]s walking on land. Carp will however die after the first winter if you are lucky enough to have a map which freezes. Alternatively, try draining all the [[river]]s and lakes to air-drown the fish (but be wary not to water-drown your [[dwarves]] in the process).&lt;br /&gt;
&lt;br /&gt;
== Explanation ==&lt;br /&gt;
The carp's status as a cold-blooded dwarf killer is no doubt due to the fact that [[Toady One]] simply used a default bite attack for the carp (as with most of the new beings in v0.27.169.33a).  The carp, half the size of a dwarf, has a bite attack which inflicts 1-6 damage points.  Compared to the strength of a dwarven punch (1-2 damage points), it is easy to see that it is simply an oversight and will be fixed some time in the future.&lt;br /&gt;
&lt;br /&gt;
The carp's propensity to attack [[creatures]] outside of its element and its ability to scare away dwarves it could never really reach is better classifiable as a bug. The same could be said about the hunters ability to target and attack them.&lt;br /&gt;
&lt;br /&gt;
Carp also used to gain attributes from skill increases. Previously, innate swimmers gained attributes as they gained swim skill. This has been changed, and innate swimmers no longer gain swimming skill (or stat increases).&lt;br /&gt;
&lt;br /&gt;
Additionally, dwarves who get attacked by carp tend to end up in the river, either from being pulled in, &amp;quot;dodging&amp;quot; into it, or trying to bull-rush the carp.&lt;br /&gt;
&lt;br /&gt;
== Advice ==&lt;br /&gt;
&lt;br /&gt;
If you are new to DF, then there is only one thing to do if you come across a river full of carp and you don't want your dwarves to die... Run. Run and never look back.&lt;br /&gt;
&lt;br /&gt;
Or if you are too tired to run after your looong journey you can use designations ({{k|d}}) then set traffic areas ({{k|o}}) to simply forbid your Dwarves going near the carp.  This works best on lakes and ponds with the nasty buggers in them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:FISH_CARP]&lt;br /&gt;
	[NAME:carp:carp:carp]&lt;br /&gt;
	[TILE:224][COLOR:3:0:0]&lt;br /&gt;
	[LARGE_ROAMING]&lt;br /&gt;
	[AQUATIC][UNDERSWIM][IMMOBILE_LAND]&lt;br /&gt;
	[MODVALUE:3]&lt;br /&gt;
	[GENPOWER:3]&lt;br /&gt;
	[PREFSTRING:protruding mouths]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[POPULATION_NUMBER:15:30]&lt;br /&gt;
	[CLUSTER_NUMBER:5:10]&lt;br /&gt;
	[BENIGN][MEANDERER][NATURAL]&lt;br /&gt;
	[PETVALUE:50]&lt;br /&gt;
	[BODY:BASIC_2PARTBODY:BASIC_HEAD:SIDE_FINS:DORSAL_FIN:TAIL:2EYES:HEART:GUTS:ORGANS:NECK:SPINE:BRAIN:MOUTH]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
	[ATTACK:SECOND:BYTOKEN:TAIL:slap:slaps:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
	[SIZE:3]&lt;br /&gt;
	[MAXAGE:20:30]&lt;br /&gt;
	[NO_DRINK]&lt;br /&gt;
	[CHILD:1][CHILDNAME:carp fry:carp fry]&lt;br /&gt;
	[FAT:1]&lt;br /&gt;
	[BIOME:RIVER_TEMPERATE_FRESHWATER]&lt;br /&gt;
	[BIOME:RIVER_TROPICAL_FRESHWATER]&lt;br /&gt;
	[BIOME:LAKE_TEMPERATE_FRESHWATER]&lt;br /&gt;
	[BIOME:LAKE_TROPICAL_FRESHWATER]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10067]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:500]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Animals]]&lt;br /&gt;
&lt;br /&gt;
[[ru:Карп]]&lt;/div&gt;</summary>
		<author><name>GreyMario</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:The_one_horned_menace&amp;diff=46976</id>
		<title>40d Talk:The one horned menace</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:The_one_horned_menace&amp;diff=46976"/>
		<updated>2009-01-14T06:50:39Z</updated>

		<summary type="html">&lt;p&gt;GreyMario: ....&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Is there ''really'' any reason for this page to exist? I mean who the heck referrs to it as &amp;quot;the one-horned menace&amp;quot; any more? --[[User:GreyMario|GreyMaria]] 01:50, 14 January 2009 (EST)&lt;/div&gt;</summary>
		<author><name>GreyMario</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Liaison&amp;diff=37834</id>
		<title>40d Talk:Liaison</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Liaison&amp;diff=37834"/>
		<updated>2009-01-11T18:31:59Z</updated>

		<summary type="html">&lt;p&gt;GreyMario: /* 404 meeting not found */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Any idea how to keep them from staying till they go insane. Every winter my dwarves live in fear of the bruce lee of liaisons going into a martial trance. &lt;br /&gt;
&lt;br /&gt;
At first I thought they'd stay if they didn't get to talk with my broker but having a meeting doesn't help get them out. --[[User:Lucid|Lucid]] 17:44, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Make sure you have your broker free long enough to make your demands and to views theirs, it take about 4 meetings between your broker and the liaison. At least that is how I get him to leave --[[User:Shades|Shades]] 18:08, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
so THAT'S how you do it, good thing I turned off my expo leader from hunting, the damned liason kept on scaring off the deer [the leader, and broker] was chasing :\&lt;br /&gt;
&lt;br /&gt;
== Broker, not Leader? ==&lt;br /&gt;
&lt;br /&gt;
So it's the broker, not the mayor, that meets with these guys?  That changes some things.  (I'm trying to keep the Liasons outside of my fortess so they don't know where the traps are, if they ever siege.)&lt;br /&gt;
&lt;br /&gt;
No, its the leader/mayor. --[[User:Koltom|Koltom]] 11:33, 20 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:i have my leader and broker separate(not by choice) in my current fort, and noticed that while the dwarf liaison meets with the leader, the human rep most definately meets with the broker, not the leader. --[[User:Chariot|Chariot]] 06:57, 9 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Ditto, my broker keeps meeting with the Liasons (all of them, i think, certainly the human one) despite not having been mayor for something like 5 years (military dwarves always seem to get elected mayor...).  In fact, I just annoyed a human liason because my broker (not mayor) entered a strange mood just as the liason entered my fortress (thus promptly leaving).&lt;br /&gt;
::Now, Diplomats meet with the highest ranking leading noble you have (mayor/baron+/etc...), and I don't know why Diplomat redirects to Liason as humans and elves occasionally send a diplomat to make demands or merely comment 'this is a nice place you've carved out for yourself'.&lt;br /&gt;
::--[[User:Squirrelloid|Squirrelloid]] 06:54, 17 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Ok, I changed this so that it correctly says the human liason meets with your broker.  I left the dwarven liason as Mayor but I'm not certain that's true - my one still existent game which is suitably set up to check this otherwise is now the mountainhome, so I'm unable to verify at present. --[[User:Squirrelloid|Squirrelloid]] 21:07, 17 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Anecdotal evidence of dwarven liason using Mayor/Exp Leader - I got an initial set of dwarves where they made someone expedition leader who didn't have the broker skills, so exp leader and broker were different dwarves.  Dwarven Liason met with Exp Leader. --[[User:Squirrelloid|Squirrelloid]] 15:55, 18 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== really set off traps? ==&lt;br /&gt;
I have both liaisons walk through a maze of traps every time they visit, never got hurt. Maybe a 38a/b/c bug? What kind of traps were they triggering?--[[User:Koltom|Koltom]] 23:56, 27 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I'm running DF 38a and every year when the caravans arrive I get a new human corpse to loot.  My liasons ''never'' make it past my traps (weapon[disc] and stonefall).  I wish they would, I'd like to adjust what they bring. [[User:Ripheus|Ripheus]] 21:00, 3 March 2008 (EST)&lt;br /&gt;
::well known bug for 38a, it was fixed in 38b -[[User:Chariot|Chariot]] 21:54, 3 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Mine just set off a Trap too. Died. Running verson 40c for mac. --[[User:OmegaX|OmegaX]] 09:19, 20 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Can't assign new leader; wiki article is incorrect ==&lt;br /&gt;
&lt;br /&gt;
Leaders are elected and can't be manually chosen. --[[User:GreyMario|GreyMario]] 23:34, 8 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
I may be remembering wrong, but I recall my liasons wanting to meet my Broker, who is manually chosen.  [[User:Ripheus|Ripheus]] 01:52, 9 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Diplomat ==&lt;br /&gt;
&lt;br /&gt;
I have an elven diplomat telling my duchess not to cut down more than 55 trees (and calling her short.. a member of Elves for the Ethical Treatment of Trees?). Is this kind of diplomat separate from the trade liaison? The page [[Diplomat]] redirects here.. [[User:Anydwarf|Anydwarf]] 13:18, 28 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Yes and no. We should maybe move this page to &amp;quot;diplomat&amp;quot; as both the human and dwarven one (and the elven one? never had one of those although im trying hard *grin*) are called diplomat in the unit list. On the other hand the elves never send a trade diplomat(?) so, yes he is somewhat different, but should be included then... --[[User:Koltom|Koltom]] 22:37, 28 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== weird trigger for liaison screens ==&lt;br /&gt;
it seems once the meeting has started the usual delay between the screens can be avoided by marking tiles for digging with the mouse - this will cause the screens to pop up during marking (just be careful with pressing space bar) --[[User:Koltom|Koltom]] 14:29, 29 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== odd behaviour out of season/character ==&lt;br /&gt;
My siege engineer has just spend a while wandering around my fortress with the job &amp;quot;Attend Meeting&amp;quot; even though a) he is not the broker or mayor, b) there are no merchants or liasons on the map. He would go to one place and just stand there doing nothing then walk to another place and repeat. This went on for a while then he just went back to normal. There were other jobs he could have been doing at the time. Most odd. Is this a bug should I report it? [[User:Yvain|Yvain]] 19:19, 29 March 2008 (EDT)&lt;br /&gt;
:To clear up a point of confusion the job &amp;quot;Conduct Meeting&amp;quot; is the job assigned to the Mayor,Broker, or Baron/Count. After dwarven economy is running a dwarf might get the job &amp;quot;Attend Meeting&amp;quot;.  That dwarf seeks a meeting with the Mayor.  If the Mayor is busy he will continue to follow the Mayor around until he is free.  The solution I found is to switch off the Mayor's labors so he's free to conduct the meeting.  The meeting is usually quick and then you'll get the other dwarf working again.--[[User:Angus|Angus]] 20:52, 29 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== verified some embarrassment factors ==&lt;br /&gt;
From dwarfort.exe &lt;br /&gt;
(Name) was embarrassed to have to conduct an official meeting in a dining room.&lt;br /&gt;
(Name) was very embarrassed to have to conduct an official meeting in a bedroom.&lt;br /&gt;
[[User:Yvain|Yvain]] 19:58, 29 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I would be happier if someone could verify that it is actually _used_ in game, but, well. You see, my palace office never triggered any thought. --[[User:Koltom|Koltom]] 21:13, 29 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Try giving them a dining room and no office, koltom. [[User:VengefulDonut|VengefulDonut]] 14:26, 30 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::I got these unhappy thoughts from meetings conducted in public dining halls that were also designated as meeting halls. (I do not know whether they also happen from nobles' personal dining rooms designated from private tables.) They seem to be very minor unhappy thoughts, so I'm not going out of my way to avoid such designations to keep my idlers from going to hang out by the wagon in the fortresses' early stages. --[[User:Brent Not Broken|Brent Not Broken]] 12:31, 17 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Liaisons, zoo material? ==&lt;br /&gt;
&lt;br /&gt;
I want to know whether or not to trap the liaisons before they leave and have them in cages. Should I do this or not?--[[User:CrazyMcfobo|CrazyMcfobo]] 19:17, 12 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:hm..&lt;br /&gt;
: *You can't trap them (unless you mean locking them in a room)&lt;br /&gt;
: *You can't assign them to cages&lt;br /&gt;
: If u don't let them leave they will go crazy and your requests for trade items will most likely be ignored&lt;br /&gt;
: why do you want to trap them? (okay, they are annoying, but also useful) --[[User:Koltom|Koltom]] 08:41, 17 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Human Diplomat==&lt;br /&gt;
Added information about the human diplomat, whom i've seen meeting with my Baron/Count/Duke often enough (4 different games, multiple times in each). They don't seem to do much at present - though I haven't tried to incur a human siege of my fortress to see if they sue for peace if you beat them.  I imagine they could theoretically make demands like the elven diplomat does, except they aren't picky about things like cutting down trees. --[[User:Squirrelloid|Squirrelloid]] 21:07, 17 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Meeting With Elves ==&lt;br /&gt;
&lt;br /&gt;
What happens if you choose different option instead of saying yes to whatever they say? The number of trees keep going lower...57....43...37...well they aren't the exact numbers but close to them. I might want to try to fight them once. I've got some ore to melt and I need a good amount of charcoal... They appear every year after cutting too much trees?--[[User:Seaneat|Seaneat]] 23:36, 9 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
New meeting with elves craziness - i've seriously cut down like 10 cacti total, and that was over 5 years ago.  Wood imports have been more than sufficient since then.  The elf diplomat shows up for the first time and tells me I've been disrespecting the trees.  Does the diplomat always say the same thing?  Because he's making no sense whatsoever.  In addition to their being absolutely no trees on my map (Yay Saguaros?), I haven't even chopped any in ages.  I've bought 20x the amount I ever chopped from the elven caravans.  How have I been disrespecting the 'trees'? --[[User:Squirrelloid|Squirrelloid]] 02:28, 9 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== liaison - dead and gone? (death of a salesman) ==&lt;br /&gt;
When in the first summer the dwarven caravan arrived with the outpost liaison at my latest fortress, the liason made it savely past the traps but seems to have died just in front of the depot - no blood to be seen, no message in the announcement, just as he had died a natural death.&lt;br /&gt;
Strange enough, but after I provided him a coffin, in the next year the dwarves came without another liaison. So I disposed the treacherous coffin and bones in my crush-o-mat. But that didn't have any effect either: There didn't come any liaison anymore.&lt;br /&gt;
In the first place I wonder why he died, and also why he isn't succeeded?!--[[User:Doub|Doub]]&lt;br /&gt;
&lt;br /&gt;
== Left Unhappily? ==&lt;br /&gt;
&lt;br /&gt;
I just got a message&lt;br /&gt;
&amp;quot;Diplomacy Stymied. A diplomat has left unhappy.&amp;quot;&lt;br /&gt;
The last part of the meeting never occured, and my mayor was unable to meet him, due to seige. Was the dwarven diplomat. --[[User:OmegaX|OmegaX]] 17:59, 16 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Person to meet set when liaison arrives? ==&lt;br /&gt;
&lt;br /&gt;
When the human liaison arrived this year, I had &amp;quot;Trader Joe&amp;quot; Stukosshed as my Broker. Shortly after, the goblins sieged and Joe got hit by a stray arrow while evacuating. His arm is mangled, so he's resting. I assigned a new broker, but it looks like the Human liaison is holding vigil beside Joe's bed, waiting for him to wake up to run the meeting. -[[User:Fuzzy|Fuzzy]] 16:32, 19 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Liaison dead??==&lt;br /&gt;
&lt;br /&gt;
The human guild representative was walking around my fort; he seemed all fine, did not set off any traps. Suddenly, a few (real-life) minutes later, I see a human corpse in my refuse stockpile. He also didn't even have a meeting (note: he died about 2 months after the caravan left). Should I expect a human siege?&lt;br /&gt;
&lt;br /&gt;
: Probably, yes. [[User:Timst|Timst]] 13:12, 30 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== 404 meeting not found ==&lt;br /&gt;
&lt;br /&gt;
I've got a Village Liaison hanging around near my mayor (who I really want to execute for mandating crystal glass items) and he refuses to take the meeting. Or, at least, I haven't seen any meeting from him yet. What do I need to do to get him to take the meeting? D: (Or should I just execute the bastard along with my mayor?) --[[User:GreyMario|GreyMaria]] 00:38, 19 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:First, the obvious: do you have all the mayor's [[labor]]s disabled?  Second: did the mayor change any time recently?  I recently had a problem with a guild representative not meeting with my broker... it seems the rep only wanted to meet with my &amp;quot;alternate&amp;quot; broker, whom I had used to trade with the caravan when the primary broker was off sleeping.--[[User:Maximus|Maximus]] 00:48, 19 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:: The Village Liaison is standing right next to my activated Mayor on the execution bridge. The Mayor has the Conduct Meeting task active but nothing's happening. --[[User:GreyMario|GreyMaria]] 00:49, 19 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::One other possibility: the mayor is waiting to conduct a meeting with a dwarf who wants to complain.  Also, try doing some mining designations with the mouse (hold down the button): for some reason this accelerates meetings-in-progress.--[[User:Maximus|Maximus]] 01:11, 19 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::Very unlikely, and attempted that already. I'm about ready to just dump both morons into my lava tube. --[[User:GreyMario|GreyMaria]] 22:38, 20 November 2008 (EST)&lt;br /&gt;
:::::Try giving the mayor an office, if he hasn't one already. --[[User:Juckto|Juckto]] 18:54, 22 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::::He already has one.  --[[User:GreyMario|GreyMaria]] 18:59, 22 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::::::What happens if you draft him, station him in his office, and lock the door?  I didn't have this exact problem but this method solved a similar one (my duke was stuck in a sock-storing loop of some sort, and he very reluctantly switched focus to the meeting, eventually, after I locked him and the liason in the duke's office.  It took awhile, though, and he complained bitterly about the inaccessible item, first.) --[[User:Sev|Sev]] 21:27, 22 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::::::That solution is contradictory to my current situation. --[[User:GreyMario|GreyMaria]] 22:23, 22 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::::::::If you mean, you want to execute the mayor without also killing the liason, I think you have to let him leave the execution-bridge in order to take the meeting in his office, first.  If you're trying to make him have the meeting on the bridge, would it help to unassign his office? --[[User:Sev|Sev]] 19:59, 12 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::::::::He '''refuses to go to the office'''. There is a clear path to the office. There is no obstruction. Everything is in working order except for the fact that the mayor refuses to go to his office OR take the meeting. --[[User:GreyMario|GreyMaria]] 13:31, 11 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
==No Liaison?==&lt;br /&gt;
First year, rather rough terrain, dwarf caravan arrived just fine though but... no liaison?  At all? I kind of wanted to request bauxite... I guess I'm glad I brought some with me... Has anyone else had this happen?  What's going on? --[[User:Squirrelloid|Squirrelloid]] 14:15, 21 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Liaison dead?, help==&lt;br /&gt;
My liaison died to a goblin ambush a few years back on his way out.. midwinter. Do I never get a new one or the chance to request stuff again?--[[User:Cultiststeve|cultiststeve]] 11:00, 11 January 2009 (EST)&lt;/div&gt;</summary>
		<author><name>GreyMario</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Refined_coal&amp;diff=28454</id>
		<title>40d Talk:Refined coal</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Refined_coal&amp;diff=28454"/>
		<updated>2009-01-11T07:31:59Z</updated>

		<summary type="html">&lt;p&gt;GreyMario: /* Coke/Charcoal constructions + Magma = Permanent fire? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Maybe the articles on charcoal and coke should be merged with this page on fuel since all three pages basically say the same thing. [[User:Bouchart|Bouchart]] 18:00, 22 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Starting things off ==&lt;br /&gt;
&lt;br /&gt;
Somehow this needs to be adjusted to show that to kick start your smelter you need some coal... or is there some other way of getting from bituminous coal to coke? fan I use some other furnace to get started? (I have plenty of wood, &amp;quot;rock&amp;quot; and bituminous coal but no &amp;quot;coal&amp;quot; or magma).[[User:GarrieIrons|GarrieIrons]] 09:27, 8 January 2008 (EST)&lt;br /&gt;
:it already says &amp;quot;(fuel will be needed to power this at a normal smelter)&amp;quot; for the bituminous coal to coke reaction in the article. turn that wood into charcoal and use it to turn the bituminous coal to coke [[User:Chariot|Chariot]] 21:55, 8 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::All right... someone at a different page said I needed '''coal''' and I couldn't find &amp;quot;just coal&amp;quot; mentioned ANYWHERE, hence my confusion.&lt;br /&gt;
::So I need to &amp;quot;process&amp;quot; wood to get &amp;quot;charcoal&amp;quot;. Will see how I go, thanks.[[User:GarrieIrons|GarrieIrons]] 00:18, 9 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Is wood burning a skill? ==&lt;br /&gt;
&lt;br /&gt;
I cant seem to find it on the [[skill]] page.  Either that or this one should be changed&lt;br /&gt;
:Wood Burner at the bottom of the Farmer section. It's there :) --[[User:Shades|Shades]] 18:02, 8 January 2008 (EST)&lt;br /&gt;
::Oops, my bad. Sorry  --[[User:Kingzilla|Kingzilla]] 17:53, 9 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Block template ==&lt;br /&gt;
&lt;br /&gt;
Over at [[Lignite]] there is a pretty little box which looks like:&lt;br /&gt;
{{Stone|name=Lignite|tile=*|color=#888&lt;br /&gt;
|uses =&lt;br /&gt;
* 2 [[coke]] at [[smelter]]&lt;br /&gt;
|location =&lt;br /&gt;
* [[Sedimentary layer]]s&lt;br /&gt;
* Found as veins&lt;br /&gt;
|properties =&lt;br /&gt;
* Can [[ignite]]&lt;br /&gt;
* [[Economic stone]]&lt;br /&gt;
* [[Material value]] 1}}&lt;br /&gt;
&lt;br /&gt;
It would be nice if there was one here too.&lt;br /&gt;
&lt;br /&gt;
Secondly, what I would like to do on [[Lignite]] and [[Bituminous coal]] is have a pictorial formula which says:&lt;br /&gt;
l [[lignite]] + 1 [[coal]] = 2 [[coke]]&lt;br /&gt;
( it would be like :&lt;br /&gt;
{{key|l}}{{key|l}} + {{key|c}} = {{key|a}} but with pictures of the tiles instead of letters)&lt;br /&gt;
&lt;br /&gt;
but I don't know how to do the tiles for lignite / coal / coke / charcoal.&lt;br /&gt;
[[User:GarrieIrons|GarrieIrons]] 05:45, 10 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Coke/Charcoal constructions + Magma = Permanent fire? ==&lt;br /&gt;
&lt;br /&gt;
I always wondered if making a magma cistern out of Coke would create a massive, but permanent fire.  The reasoning would be that coal burns in any form, magma is hot, but constructions are permanent and not destroyed by magma.  In a failed attempt to create a permanent magma waterfall, some magma touched my coke road (I had no iron, but magma and plenty of bitimous coal, so I thought &amp;quot;why not?&amp;quot;).  The road is now on fire, but I do not know if it will be permanent as my remaining dwarves will perish by the end of the season by leftover fire/lava, starvation/drought or depression, so I have to ask if anyone knows if coal constructions will ever disappear. --[[User:Alkyon|Alkyon]] 20:25, 10 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:It won't even burn. Don't try, you'll just be wasting time. --[[User:GreyMario|GreyMaria]] 02:31, 11 January 2009 (EST)&lt;/div&gt;</summary>
		<author><name>GreyMario</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Wall&amp;diff=19281</id>
		<title>40d Talk:Wall</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Wall&amp;diff=19281"/>
		<updated>2009-01-10T01:47:25Z</updated>

		<summary type="html">&lt;p&gt;GreyMario: /* Trolls */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Is there a way to build walls on areas (like when designating a stockpile) instead of tile per tile? Very boring work when constructing long walls... --[[User:Mizipzor|Mizipzor]] 13:40, 4 November 2007 (EST)&lt;br /&gt;
:Not as of {{ver|0.27.169.33a}}. --[[User:Ikkonoishi|Ikkonoishi]] 14:11, 4 November 2007 (EST)&lt;br /&gt;
The text of the article seems to suggest that engravings and smoothing can be done on constructed walls.  In my experience, a constructed wall is described as a &amp;quot;Granite Block Wall&amp;quot; and does not accept either smoothing or engraving commands.  It also highlights with a flashing green &amp;quot;C&amp;quot; in designation mode, indicating it is constructed.  If I'm wrong, I'd love to know how to accomplish this!&lt;br /&gt;
Also, the article text indicates that a wall must be built above certain types of solid object.  In my experience, this is not true; you can build a wall over empty space provided you build ''beside'' an existing solid structure.  This is key when building spiral ramps within towers, etc.&lt;br /&gt;
I'm very new to wiki editing, so I'm not going to touch the article itself at this point.  If someone would like to verify...?--[[User:Doctorlucky|Doctorlucky]] 04:10, 12 November 2007 (EST)&lt;br /&gt;
:All right, some experimentation has determined how walls are named and how the operate.  I'll use &amp;quot;felsite&amp;quot; as my material in the examples:  A wall which is comprised of naturally-occurring rock or other material is called a &amp;quot;Rough-hewn Felsite Wall&amp;quot;.  Smoothed, it becomes a &amp;quot;Smoothed Felsite Wall&amp;quot;.  A wall constructed of mined stone using the building menu is described as a &amp;quot;Rough Felsite Block Wall&amp;quot; while one made out of stone block (prepared by a mason) is a &amp;quot;Felsite Block Wall&amp;quot;.  Neither type of constructed wall is engravable or smoothable, and both type look identical to a smoothed natural wall. [[User:Doctorlucky|Doctorlucky]] 18:40, 14 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: Any idea why constructed walls cannot be engraved? It seems somewhat counterintuitive. --[[User:Trithemius|Trithemius]] 09:15, 10 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I had a dwarf build an engraved wall. I think all I used was the normal build wall command and nothing more, but I wasn't really paying attention, i just needed to fill in an extra wall section. When I went back one section of the wall looked weird, and when I looked at it and pressed enter a description of the engraving came up. However it is still called a rough basalt block wall not an engraved wall.  [[User:Afu|Afu]] 05:08, 3 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Do glass walls block LoS? [[User:Rkyeun|Rkyeun]] 20:18, 5 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Has anyone come across a bug where built walls do not produce a floor on the z level above? I was building two small towers and for some reason some constructed walls are being built without anything above them, it doesn't even show up (using looK) as Open Space but it is displaying the - symbol normally used for open space. Most frustrating is it I rip it down and built the wall again it does it again. Both towers were the same other than material used and one has this problem along one face while the other is fine.&lt;br /&gt;
[[User:Yvain|Yvain]] 05:42, 26 February 2008 (EST)&lt;br /&gt;
:yes, but it was fixed several versions ago, in 176.38a and ive not had it happen again since. from the Devlog:&lt;br /&gt;
 * fixed problem leading to floors not being placed above some constructed walls&lt;br /&gt;
:-[[User:Chariot|Chariot]] 14:40, 26 February 2008 (EST)&lt;br /&gt;
::Now I feel stupid, I downloaded 176.38a but didn't actually unzip/install it. Thanks. [[User:Yvain|Yvain]] 15:25, 26 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
I've noticed it's not always necessary to have a z+0 wall supporting a z+1 wall (on top of) as long as there is an access via a floor. Thus one can achieve a &amp;quot;protuberant&amp;quot; type construction which is physically eerie. Is it a known bug or on purpose?--Annales&lt;br /&gt;
:It's just how support and cavein code works for now. You can call it &amp;quot;on purpose&amp;quot;, but i's going to change someday (and don't forget signing)--[[User:Dorten|Dorten]] 04:52, 9 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==wall strength==&lt;br /&gt;
&lt;br /&gt;
does the strength of the wall change depending on the material? doors gain strength when made of iron. --[[User:Corhen|Corhen]]&lt;br /&gt;
&lt;br /&gt;
:AFAIK, walls are basically invulnerable still (33g), if not permanently so. So at this time, no relevant tests can be done to determine if one wall is more or less resilient than another. --[[User:N9103|Edward]] 21:55, 3 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Wooden walls will block magma... Ashen (from ash - burned wood, not ash - kind of tree) walls block stones fired from catapult. I think that's enough to say that strength of the wall doesn't depend on anything. --[[User:Someone-else|Someone-else]] 21:13, 4 May 2008 (EDT)&lt;br /&gt;
::: ok, tohught trolls could break through walls, if not, KOOL  --[[User:Corhen|Corhen]]&lt;br /&gt;
&lt;br /&gt;
== One way to make your masons behave ==&lt;br /&gt;
&lt;br /&gt;
So I've dug a tunnel that'll carry a flow of magma, and I just need to plug the access corridor I used during its excavation before unleashing the torrent. And of course, my idiot mason ''insists'' on walling himself up inside the magma tunnel. I could provide escape stairs, but really, why should I compromise my fortress' aesthetics for the sake of that suicidal dunce? So here's what I did:&lt;br /&gt;
&lt;br /&gt;
 #####&lt;br /&gt;
 ..S.. &amp;lt;- lava channel&lt;br /&gt;
 ##W##&lt;br /&gt;
 ##.## &amp;lt;- access corridor&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;W&amp;quot; is where I want to build a wall, and &amp;quot;S&amp;quot; is where the mason insisted on standing while building it. So I crafted a cheapo stone statue, placed it at S, and it forced the mason to stand on the other side of W to build it. Then when the magma came through it melted the statue away.&lt;br /&gt;
&lt;br /&gt;
I hope the statue was a self-portrait. [[User:Bryan Derksen|Bryan Derksen]] 20:58, 4 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: You know, a simple door would've done the trick.  You place a door instead of an actual wall, make it forbidden (and tightly closed) once the idiot has returned to his other things.  It holds magma for now (and is cheaper and faster than building both a wall and a statue).  [[User:MagicGuigz|MagicGuigz]] 11:14, 3 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Waterproof? ==&lt;br /&gt;
Do walls hold back liquids similar to a closed door? &lt;br /&gt;
I assume water, yes. And magma only if its a steel wall?&lt;br /&gt;
-- [[User:Qwip|Qwip]] 13:05, 10 October 2008 (EDT)&lt;br /&gt;
:Yes in every possible case. A wall made of soap blocks will hold back water, and one constructed from ice will hold back lava. --[[User:GreyMario|GreyMaria]] 17:14, 10 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Construction on the Edges ==&lt;br /&gt;
Does anyone know of a mod or what file I should change to allow construction of walls along the edges of the map? I'm going for the &amp;quot;Border Crossing&amp;quot; challenge build and the map calls for a wall from edge to edge, yet I am prohibited from building anything within five spaces from the map's edges as well as digging one space from the edge. -- [[User:Dakira|Dakira]] 17:40 10 November 2008 (PST)&lt;br /&gt;
&lt;br /&gt;
:It's hard-coded into the engine. No can do. --[[User:GreyMario|GreyMaria]] 21:28, 10 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Walls as battlements ==&lt;br /&gt;
If I have outdoor walls, are marksdwarves able to shoot enemies on lower levels from on top of the walls?  I have ramps going up my walls so that my dwarves can get on them and I'm wondering if its useful to put an archery target up there or anything. -- --[[User:DimensionWarped|DimensionWarped]] 18:09, 21 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Yes!  I believe that their accuracy is increased with height, too.  I put the target nearby, build extra flooring to put an ammo stockpile on, and &amp;quot;station&amp;quot; the squad (from the military screen) on the battlements so they'll go/stay up there when I send them on-duty.  Do note that dwarves tend to fall off things when they find themselves dodging melee combat, so station some fighters at the bottom of your ramp to keep baddies from trying to engage your marksdwarves, widen the tops of the walls by [b]uilding floors to either side, and/or build walls up there you can then carve into [[fortification]]s they can shoot through (via the [d]esignations menu). --[[User:Sev|Sev]] 18:26, 21 November 2008 (EST)&lt;br /&gt;
::Afaik, you can't carve fortifications into built walls. Instead you just construct fortifications. --[[User:Juckto|Juckto]] 20:30, 21 November 2008 (EST)&lt;br /&gt;
:::In the current version (40d) you can, at the very least, carve fortifications into walls constructed out of stone blocks.  I know this, because my current game has giant battlements with constructed-wall-fortifications and remembering to go back and carve them after they were built was a pain in the butt.   This would have been much more straightforward if I'd noticed that there was a [F]ortifications option on the construction menu.  Thank you for pointing that out! :) --[[User:Sev|Sev]] 22:44, 21 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Building from bridges==&lt;br /&gt;
Something I noticed in a game. I could place a long wall along one side of the bridge and the dwarves would build it quite happily, starting from the secure end and working outwards. However if I placed a second long wall from the midpoint of the bridge onwards a dwarf would start it early (I think he was working on a wall square from the second long segment), causing a collapse. So it seems that it is safe to place long walls alongside bridges, as long as you do it one segment at a time. Can someone check this is true, and if so think of a better way of wording for placement in the article? --[[User:Juckto|Juckto]] 22:53, 21 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
It's not always true, it depends on a number of factors. If you have multiple builders and one is slacking off, others can jump ahead. Likewise, if your materials aren't all in one stockpile, that could also cause problems, especially if one piece gets lost or stuck and the job for a section is suspended. Overall it's safest to supervise carefully. Better yet, if you're building walls next to bridges anyway, just build a floor instead of the bridge. Then it'll be indestructible. --[[User:Navian|Navian]] 23:07, 21 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Trolls==&lt;br /&gt;
&lt;br /&gt;
Will trolls and other creatures that can knock open doors also break down walls? [[User:Lastofthelight|Lastofthelight]]&lt;br /&gt;
&lt;br /&gt;
:Read the article on [[construction]]s - walls and other terrain-based constructions are indestructible by everything. Except when you want it to be destroyed specifically by a dwarf who is a member of your fortress. --[[User:GreyMario|GreyMaria]] 20:46, 9 January 2009 (EST)&lt;/div&gt;</summary>
		<author><name>GreyMario</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Wall&amp;diff=19280</id>
		<title>40d Talk:Wall</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Wall&amp;diff=19280"/>
		<updated>2009-01-10T01:46:50Z</updated>

		<summary type="html">&lt;p&gt;GreyMario: /* Trolls */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Is there a way to build walls on areas (like when designating a stockpile) instead of tile per tile? Very boring work when constructing long walls... --[[User:Mizipzor|Mizipzor]] 13:40, 4 November 2007 (EST)&lt;br /&gt;
:Not as of {{ver|0.27.169.33a}}. --[[User:Ikkonoishi|Ikkonoishi]] 14:11, 4 November 2007 (EST)&lt;br /&gt;
The text of the article seems to suggest that engravings and smoothing can be done on constructed walls.  In my experience, a constructed wall is described as a &amp;quot;Granite Block Wall&amp;quot; and does not accept either smoothing or engraving commands.  It also highlights with a flashing green &amp;quot;C&amp;quot; in designation mode, indicating it is constructed.  If I'm wrong, I'd love to know how to accomplish this!&lt;br /&gt;
Also, the article text indicates that a wall must be built above certain types of solid object.  In my experience, this is not true; you can build a wall over empty space provided you build ''beside'' an existing solid structure.  This is key when building spiral ramps within towers, etc.&lt;br /&gt;
I'm very new to wiki editing, so I'm not going to touch the article itself at this point.  If someone would like to verify...?--[[User:Doctorlucky|Doctorlucky]] 04:10, 12 November 2007 (EST)&lt;br /&gt;
:All right, some experimentation has determined how walls are named and how the operate.  I'll use &amp;quot;felsite&amp;quot; as my material in the examples:  A wall which is comprised of naturally-occurring rock or other material is called a &amp;quot;Rough-hewn Felsite Wall&amp;quot;.  Smoothed, it becomes a &amp;quot;Smoothed Felsite Wall&amp;quot;.  A wall constructed of mined stone using the building menu is described as a &amp;quot;Rough Felsite Block Wall&amp;quot; while one made out of stone block (prepared by a mason) is a &amp;quot;Felsite Block Wall&amp;quot;.  Neither type of constructed wall is engravable or smoothable, and both type look identical to a smoothed natural wall. [[User:Doctorlucky|Doctorlucky]] 18:40, 14 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: Any idea why constructed walls cannot be engraved? It seems somewhat counterintuitive. --[[User:Trithemius|Trithemius]] 09:15, 10 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I had a dwarf build an engraved wall. I think all I used was the normal build wall command and nothing more, but I wasn't really paying attention, i just needed to fill in an extra wall section. When I went back one section of the wall looked weird, and when I looked at it and pressed enter a description of the engraving came up. However it is still called a rough basalt block wall not an engraved wall.  [[User:Afu|Afu]] 05:08, 3 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Do glass walls block LoS? [[User:Rkyeun|Rkyeun]] 20:18, 5 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Has anyone come across a bug where built walls do not produce a floor on the z level above? I was building two small towers and for some reason some constructed walls are being built without anything above them, it doesn't even show up (using looK) as Open Space but it is displaying the - symbol normally used for open space. Most frustrating is it I rip it down and built the wall again it does it again. Both towers were the same other than material used and one has this problem along one face while the other is fine.&lt;br /&gt;
[[User:Yvain|Yvain]] 05:42, 26 February 2008 (EST)&lt;br /&gt;
:yes, but it was fixed several versions ago, in 176.38a and ive not had it happen again since. from the Devlog:&lt;br /&gt;
 * fixed problem leading to floors not being placed above some constructed walls&lt;br /&gt;
:-[[User:Chariot|Chariot]] 14:40, 26 February 2008 (EST)&lt;br /&gt;
::Now I feel stupid, I downloaded 176.38a but didn't actually unzip/install it. Thanks. [[User:Yvain|Yvain]] 15:25, 26 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
I've noticed it's not always necessary to have a z+0 wall supporting a z+1 wall (on top of) as long as there is an access via a floor. Thus one can achieve a &amp;quot;protuberant&amp;quot; type construction which is physically eerie. Is it a known bug or on purpose?--Annales&lt;br /&gt;
:It's just how support and cavein code works for now. You can call it &amp;quot;on purpose&amp;quot;, but i's going to change someday (and don't forget signing)--[[User:Dorten|Dorten]] 04:52, 9 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==wall strength==&lt;br /&gt;
&lt;br /&gt;
does the strength of the wall change depending on the material? doors gain strength when made of iron. --[[User:Corhen|Corhen]]&lt;br /&gt;
&lt;br /&gt;
:AFAIK, walls are basically invulnerable still (33g), if not permanently so. So at this time, no relevant tests can be done to determine if one wall is more or less resilient than another. --[[User:N9103|Edward]] 21:55, 3 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Wooden walls will block magma... Ashen (from ash - burned wood, not ash - kind of tree) walls block stones fired from catapult. I think that's enough to say that strength of the wall doesn't depend on anything. --[[User:Someone-else|Someone-else]] 21:13, 4 May 2008 (EDT)&lt;br /&gt;
::: ok, tohught trolls could break through walls, if not, KOOL  --[[User:Corhen|Corhen]]&lt;br /&gt;
&lt;br /&gt;
== One way to make your masons behave ==&lt;br /&gt;
&lt;br /&gt;
So I've dug a tunnel that'll carry a flow of magma, and I just need to plug the access corridor I used during its excavation before unleashing the torrent. And of course, my idiot mason ''insists'' on walling himself up inside the magma tunnel. I could provide escape stairs, but really, why should I compromise my fortress' aesthetics for the sake of that suicidal dunce? So here's what I did:&lt;br /&gt;
&lt;br /&gt;
 #####&lt;br /&gt;
 ..S.. &amp;lt;- lava channel&lt;br /&gt;
 ##W##&lt;br /&gt;
 ##.## &amp;lt;- access corridor&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;W&amp;quot; is where I want to build a wall, and &amp;quot;S&amp;quot; is where the mason insisted on standing while building it. So I crafted a cheapo stone statue, placed it at S, and it forced the mason to stand on the other side of W to build it. Then when the magma came through it melted the statue away.&lt;br /&gt;
&lt;br /&gt;
I hope the statue was a self-portrait. [[User:Bryan Derksen|Bryan Derksen]] 20:58, 4 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: You know, a simple door would've done the trick.  You place a door instead of an actual wall, make it forbidden (and tightly closed) once the idiot has returned to his other things.  It holds magma for now (and is cheaper and faster than building both a wall and a statue).  [[User:MagicGuigz|MagicGuigz]] 11:14, 3 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Waterproof? ==&lt;br /&gt;
Do walls hold back liquids similar to a closed door? &lt;br /&gt;
I assume water, yes. And magma only if its a steel wall?&lt;br /&gt;
-- [[User:Qwip|Qwip]] 13:05, 10 October 2008 (EDT)&lt;br /&gt;
:Yes in every possible case. A wall made of soap blocks will hold back water, and one constructed from ice will hold back lava. --[[User:GreyMario|GreyMaria]] 17:14, 10 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Construction on the Edges ==&lt;br /&gt;
Does anyone know of a mod or what file I should change to allow construction of walls along the edges of the map? I'm going for the &amp;quot;Border Crossing&amp;quot; challenge build and the map calls for a wall from edge to edge, yet I am prohibited from building anything within five spaces from the map's edges as well as digging one space from the edge. -- [[User:Dakira|Dakira]] 17:40 10 November 2008 (PST)&lt;br /&gt;
&lt;br /&gt;
:It's hard-coded into the engine. No can do. --[[User:GreyMario|GreyMaria]] 21:28, 10 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Walls as battlements ==&lt;br /&gt;
If I have outdoor walls, are marksdwarves able to shoot enemies on lower levels from on top of the walls?  I have ramps going up my walls so that my dwarves can get on them and I'm wondering if its useful to put an archery target up there or anything. -- --[[User:DimensionWarped|DimensionWarped]] 18:09, 21 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Yes!  I believe that their accuracy is increased with height, too.  I put the target nearby, build extra flooring to put an ammo stockpile on, and &amp;quot;station&amp;quot; the squad (from the military screen) on the battlements so they'll go/stay up there when I send them on-duty.  Do note that dwarves tend to fall off things when they find themselves dodging melee combat, so station some fighters at the bottom of your ramp to keep baddies from trying to engage your marksdwarves, widen the tops of the walls by [b]uilding floors to either side, and/or build walls up there you can then carve into [[fortification]]s they can shoot through (via the [d]esignations menu). --[[User:Sev|Sev]] 18:26, 21 November 2008 (EST)&lt;br /&gt;
::Afaik, you can't carve fortifications into built walls. Instead you just construct fortifications. --[[User:Juckto|Juckto]] 20:30, 21 November 2008 (EST)&lt;br /&gt;
:::In the current version (40d) you can, at the very least, carve fortifications into walls constructed out of stone blocks.  I know this, because my current game has giant battlements with constructed-wall-fortifications and remembering to go back and carve them after they were built was a pain in the butt.   This would have been much more straightforward if I'd noticed that there was a [F]ortifications option on the construction menu.  Thank you for pointing that out! :) --[[User:Sev|Sev]] 22:44, 21 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Building from bridges==&lt;br /&gt;
Something I noticed in a game. I could place a long wall along one side of the bridge and the dwarves would build it quite happily, starting from the secure end and working outwards. However if I placed a second long wall from the midpoint of the bridge onwards a dwarf would start it early (I think he was working on a wall square from the second long segment), causing a collapse. So it seems that it is safe to place long walls alongside bridges, as long as you do it one segment at a time. Can someone check this is true, and if so think of a better way of wording for placement in the article? --[[User:Juckto|Juckto]] 22:53, 21 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
It's not always true, it depends on a number of factors. If you have multiple builders and one is slacking off, others can jump ahead. Likewise, if your materials aren't all in one stockpile, that could also cause problems, especially if one piece gets lost or stuck and the job for a section is suspended. Overall it's safest to supervise carefully. Better yet, if you're building walls next to bridges anyway, just build a floor instead of the bridge. Then it'll be indestructible. --[[User:Navian|Navian]] 23:07, 21 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Trolls==&lt;br /&gt;
&lt;br /&gt;
Will trolls and other creatures that can knock open doors also break down walls? [[User:Lastofthelight|Lastofthelight]]&lt;br /&gt;
&lt;br /&gt;
:Read the article - walls and other terrain-based constructions are indestructible by everything. Except when you want it to be destroyed specifically by a dwarf who is a member of your fortress. --[[User:GreyMario|GreyMaria]] 20:46, 9 January 2009 (EST)&lt;/div&gt;</summary>
		<author><name>GreyMario</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Kittyz&amp;diff=46910</id>
		<title>User talk:Kittyz</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Kittyz&amp;diff=46910"/>
		<updated>2009-01-09T23:10:16Z</updated>

		<summary type="html">&lt;p&gt;GreyMario: New page: == Signatures ==  Try &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;--~~~~&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;. --~~~~&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Signatures ==&lt;br /&gt;
&lt;br /&gt;
Try &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;--~~~~&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;. --[[User:GreyMario|GreyMaria]] 18:10, 9 January 2009 (EST)&lt;/div&gt;</summary>
		<author><name>GreyMario</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Your_first_fortress&amp;diff=11117</id>
		<title>40d:Your first fortress</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Your_first_fortress&amp;diff=11117"/>
		<updated>2009-01-08T19:11:16Z</updated>

		<summary type="html">&lt;p&gt;GreyMario: de-linkspamming, added a couple of suggestions, minor cleanup, etc.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a guide to help new players get started on their first [[fortress]] and teach them the basics of keeping their [[dwarf|dwarves]] alive. If you have unanswered questions or find given details confusing, please tell us so on the [[Talk:Your_first_fortress|discussion page]]! Above all else, always remember the [[Dwarf Fortress]] motto: &amp;quot;Losing is fun!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
We discuss generating a world, choosing a fortress location, buying [[skill]]s and items, and playing the first month or so. Setting game initialization options is covered in [[technical tricks]]. The advice here is biased for safety; with a little experience you'll do better with strategies customized for your play style and preferred start locations.  For more extended treatment of particular subjects, consult the linked pages or the rest of the Dwarf Fortress Wiki.&lt;br /&gt;
&lt;br /&gt;
== Generating a world ==&lt;br /&gt;
&lt;br /&gt;
It all starts here. The first thing to do when starting Dwarf Fortress is to [[World generation |create a world]]. Later on, you may wish to tweak the parameters to suit your play style, but for now, the ''Create New World Now!'' option is an easy way to get into your first game.&lt;br /&gt;
&lt;br /&gt;
The engine will start to create the world--watch it unfold! You might notice that worlds are rejected, sometimes even after the generator begins running rivers and lakes. This is normal, as the generator seeks a world which meets the criteria for optimum Dwarven Fun.&lt;br /&gt;
&lt;br /&gt;
Generating a standard random world can take several minutes. You can speed things up by selecting ''Design New World with Parameters'' instead of ''Create New World Now!'' and setting a smaller world size. These worlds tend to be less interesting and replayable, but work well if you want to try new things.&lt;br /&gt;
&lt;br /&gt;
Once you've generated a world you will return to the main screen and there will be a new option, &amp;lt;tt&amp;gt;Start Playing&amp;lt;/tt&amp;gt;. Upon selecting that you can choose the game mode - [[Dwarf fortress]], [[Adventurer]], or [[Legends]]. This article is written with respect to Fortress mode.&lt;br /&gt;
&lt;br /&gt;
See the article on [[world generation]] for a complete guide to the world generation screen.&lt;br /&gt;
&lt;br /&gt;
== Choosing a location ==&lt;br /&gt;
&lt;br /&gt;
=== The interface ===&lt;br /&gt;
&lt;br /&gt;
So long as you have at least one world without an active game, you will be able to choose &amp;quot;Start Playing&amp;quot; from the main menu. Select &amp;quot;Dwarf Fortress&amp;quot; and you'll find a four-section window:&lt;br /&gt;
&lt;br /&gt;
[[Image:FortressLocation_fd2f10.png | caption | This picture is shown with the default tileset. Other [[tilesets]] are available]]&lt;br /&gt;
&lt;br /&gt;
Going from left to right, these windows represent:&lt;br /&gt;
*The local map. The black box represents the area that your fortress will occupy if you decide to embark. The blue line is a stream, the green icons represent forests and swamps, and the gray triangles are mountain slopes.&lt;br /&gt;
*The regional map. This is like zooming out from the local map. The entire local map is represented by that yellow X. Most of the region is forest, with a mountain range in the bottom right. The two light blue lines are minor rivers.&lt;br /&gt;
*The world map. This is zooming out all the way. The yellow X represents the approximate position of the region.&lt;br /&gt;
*Information about the area that the black box is occupying. More on this below.&lt;br /&gt;
&lt;br /&gt;
You can move around the region map with {{k|←}}{{k|↑}}{{k|→}}{{k|↓}}, or at 10x speed with {{k|Shift}}+{{k|←}}{{k|↑}}{{k|→}}{{k|↓}}. Note that using {{k|Shift}} can cause the key to get &amp;quot;stuck&amp;quot; - press it again to cancel.&lt;br /&gt;
&lt;br /&gt;
You can move around the local map with these keys:&lt;br /&gt;
   {{k|u}}&lt;br /&gt;
 {{k|h}}  {{k|k}}&lt;br /&gt;
   {{k|m}}&lt;br /&gt;
&lt;br /&gt;
You cannot directly move around the world map. Movement across the world map is shown relative to your movement on the region map. In world generated with the default settings, each square of the world map contains several squares of the region map.&lt;br /&gt;
&lt;br /&gt;
Your next goal will be choosing the starting location for your fortress.&lt;br /&gt;
&lt;br /&gt;
=== Your surroundings ===&lt;br /&gt;
&lt;br /&gt;
You can discern a lot of information by scrolling through the various modes. The interface has five modes which you cycle through by pressing {{k|TAB}}. In turn, they display the ''biomes'', ''civilizations'', and ''geology'' of the local area.&lt;br /&gt;
&lt;br /&gt;
====Biomes screen====&lt;br /&gt;
This display gives you an idea for the environment you'll be parachuting into.  Click any of the blue links for more information on the subject. [[Biome]]s are determined by the type of life in the area.  On the Biome screen, you'll see:&lt;br /&gt;
* '''[[Temperature]]''': How hot or cold it gets in the area.  Can be ''Freezing'', ''Cold'', ''Temperate'', ''Warm'', ''Hot'', and ''Scorching''.  In a nutshell, temperature extremes make it harder to get and keep a reliable source of [[water]] going.  In Freezing and Scorching climates, you may have to do without water at all.  Temperate and Warm are both good places to start your first fort.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* '''Amount of [[tree]]s, and [[plant|other vegetation]]''': A general indication of the density of plant life in the area.  For trees, this can be ''none'', ''scarce'', ''sparse'', ''woodland'', or ''heavily forested''.  For other plants, you can see ''none'', ''scarce'', ''moderate'', and ''thick''.  Trees are chopped down for [[wood]], which is a critical, if small, part of your fortress.  You can import lots of it from [[caravan]]s, so don't worry too much about it.  However, more trees never hurt anyone, and totally treeless maps are quite a bit more difficult in the early going, so aim for ''sparse'' or greater trees.  Other plants basically means shrubs, bushes, and other vegetation that you can harvest food from with the [[plant gathering]] skill.  Generally speaking, you will use this trick in the first year of your fortress, then never again.  [[Plant]] density is not very important.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* '''[[Surroundings]]''': This is a hint at how wild the wilderness is.  The outskirts of a jungle might be fairly calm and safe, while the heart of that same jungle could be thick with vicious predators.  In game terms, this will clue you in to the specific types of [[tree]]s and [[plant]]s you will find, in addition to indicating the [[animal]] types you'll run into.  This also clues you in to the ''alignment'' of the surrounding area.  So, the two things this word tells you is how ''good'' or ''evil'' an area is, and how ''calm'' or ''savage'' an area is.  ''Good''-aligned areas, from calm to savage, are ''serene'', ''mirthful'', or ''joyous wilds''.  ''Neutral''-aligned areas are, from calm to savage, ''calm'', ''wilderness'', or ''untamed wilds''.  ''Evil''-aligned areas are, from calm to savage, ''sinister'', ''haunted'', or ''terrifying''.  ''Good'' zones tend to have one of the most aggressive animals in the game, the [[unicorn]], and ''evil'' areas have a multitude of [[undead]] and some of the most vicious [[creature]]s in the game.  For your first fortress, stick to a ''neutral'' alignment.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* '''Major land forms''': A last field, which will not always be full, will mention things you should know about, like [[river]]s.  Rivers provide an unlimited source of [[water]], but can be home to dangerous fish like the [[longnose gar]] and [[carp]].  Still, though, the benefits generally far outweigh the risks.  [[Volcano]]es are also noted here, one of the only guaranteed ways to get [[magma]].  Magma makes a few things a lot easier, but it is dangerous to work with and must be handled very carefully because of the [[fire imp|horrible]] [[magma man|creature]]s that come out of it.  Not critical, especially not for your first time out.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sometimes, you'll be looking at a place with more than one [[biome]] in the same selected square.  You can press {{k|F1}} {{k|F2}} {{k|F3}} or {{k|F4}} to view the different types of biomes.  In the picture above, we are looking at the mountain in the center, which is cold and has no trees or plants because it's too high up for those things to grow.&lt;br /&gt;
&lt;br /&gt;
====Civilization screen====&lt;br /&gt;
These are nearby [[civilization]]s that are capable of interacting with you. Other settlements are shown with various symbols on the regional map.  The possible entries here are ''dwarves'', ''humans'', ''elves'', ''goblins'', and ''kobolds''.&lt;br /&gt;
* '''[[dwarf|Dwarves]]''': You will want to be in contact with dwarves to get [[immigrant]]s and a dwarven trading caravan. However, dwarves are, sometimes seemingly magically, everywhere.  It is impossible to settle anywhere &amp;lt;i&amp;gt;without&amp;lt;/i&amp;gt; dwarves, assuming there is at least one surviving dwarven civilization.  Depending on how remote the area is, though, you may not get some of the features of the game you would otherwise: being cut off from the world will prevent most [[noble]]s from coming to your fort, which will stop the [[dwarven economy]] from ever being activated.  You will also not get a [[liason]] with your dwarven caravan, so you will be unable to request goods.  &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* '''[[Humans]]''': Humans are almost always friendly, and love [[trade]].  They send [[liaison]]s to let you request goods and are generally a huge boon to any fortress.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* '''[[Elves]]''': Elves are usually friendly and make fair trading partners, but have a [[Trade#Elves|particular ethos]] about trading.  They do not send a trade [[liason]] and their goods are luxuries at best.  They can be very annoying, but are generally not dangerous unless you provoke them.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* '''[[Goblin]]s''':  Goblins are your main enemies in Dwarf Fortress, and will produce most of the aggression against your fort.  They periodically launch ambushes, consisting of five to ten goblin warriors, and will send [[siege]]s after your fort reaches 80 dwarves.  [[Trap]]ped entrances, [[war dog]]s, and eventually a [[military]] will be needed to repel them.  Just be sure not to start in the middle of a goblin citadel.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* '''[[Kobold]]''': Kobolds are petty thieves that are little more than irritations in most situations.  If you are careless and let their thieves get away with a lot of stuff, though, they may upgrade to raiding parties of archers.&lt;br /&gt;
&lt;br /&gt;
====Elevation screen====&lt;br /&gt;
Relative [[elevation]]. This is a normal topographic map that you're used to from real-life maps.  It just gives you an idea of the lay of the land.&lt;br /&gt;
====Slope screen====&lt;br /&gt;
[[Slope]] steepness. This shows you where large cliffs are.  Try to avoid [[cliff]]s of 4 or more, as the taller maps take a lot more computer power to run. On the other hand, flat areas are boring - a good elevation map contains lots of low elevation changes ranging from 1 to 4. However, choosing areas with high elevation changes gives you much more stone, ore, and gems to work with and may even provide decent protection against invaders. It's your choice in the long run, particularly if you don't really care about performance.&lt;br /&gt;
====Embark alerts====&lt;br /&gt;
When you're satisfied with your area and hit {{k|e}} to embark, you may get some alerts about being in a very difficult area, or about an [[aquifer]].  Aquifers can make it frustrating to get started, so if you are alerted about an aquifer, seriously consider moving somewhere else for your first fortress.  After you have the basics down, tackling an aquifer is much easier.&lt;br /&gt;
====Location recap====&lt;br /&gt;
&lt;br /&gt;
For your first fortress, it's not entirely important. However, there are some general guidelines that can help you decide:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Try to get a temperate or warm climate, since extreme temperatures are more difficult.&lt;br /&gt;
* Trees and vegetation are good for producing lumber and food for your fortress, but you don't need tons of them.&lt;br /&gt;
* ''Neutral''-aligned [[surroundings]] are best for your first fortress, but ''good''-aligned surroundings are also OK.  Avoid ''evil''-aligned surroundings, however.&lt;br /&gt;
* Running water ([[river]]s, streams, and [[brook]]s) are a permanent source of [[water]]. [[Lake]]s and [[pool]]s have a finite amount of water and may dry out.  Not having enough water can be a big obstacle, so try to get some running water your first time out.&lt;br /&gt;
* [[Humans]] and [[elves]] are friendly, so an area they have access to is nice.&lt;br /&gt;
* [[Magma]] is cool (hah!), but not critical.&lt;br /&gt;
* Areas with [[aquifer]]s require some engineering to get to rock. You'll be warned if you chose an area with an aquifer. When in doubt, don't try it.&lt;br /&gt;
** If you insist on starting in an area with an aquifer, read up on the dangers of aquifers, and, if at all possible, choose an embark site that includes an aquifer-less [[biome]].&lt;br /&gt;
* Who cares? If you like what you see, go for it. You can always start over. And remember the DF motto: Losing is fun!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For more information on specific game mechanics such as [[sand]], [[flux]], and how to find [[iron]], check [[How_to_correctly_st