<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Haddaway</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=Haddaway"/>
	<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php/Special:Contributions/Haddaway"/>
	<updated>2026-04-14T16:28:08Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Forbid&amp;diff=12522</id>
		<title>40d:Forbid</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Forbid&amp;diff=12522"/>
		<updated>2007-11-05T03:58:17Z</updated>

		<summary type="html">&lt;p&gt;Haddaway: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Forbids dwarves from standing on the same tile as the selected items or buildings, preventing them from touching what they shouldn't.&lt;br /&gt;
&lt;br /&gt;
This helps stop your bearded retards from dragging the !!{-cave spider silk cloak-}!! into your fort.&lt;br /&gt;
&lt;br /&gt;
[[category:designations]]&lt;/div&gt;</summary>
		<author><name>Haddaway</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Coke&amp;diff=15509</id>
		<title>40d:Coke</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Coke&amp;diff=15509"/>
		<updated>2007-11-05T03:53:47Z</updated>

		<summary type="html">&lt;p&gt;Haddaway: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Coke is a type of fuel used to fuel non-[[magma]] [[furnace]]s. It is created at the [[smelter]] from [[bituminous coal]], yielding 3 coke, and [[lignite]], yielding 2. It is used interchangeably with [[charcoal]].&lt;br /&gt;
&lt;br /&gt;
Coke veins will be ignited by magma, destroying the whole thing in a raging inferno.&lt;/div&gt;</summary>
		<author><name>Haddaway</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Trap&amp;diff=6487</id>
		<title>40d:Trap</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Trap&amp;diff=6487"/>
		<updated>2007-11-05T03:50:57Z</updated>

		<summary type="html">&lt;p&gt;Haddaway: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Traps are a reliable and cost-effective method for defending any fortress. Unlike soldiers, they're always on duty, and don't need to be carefully managed. On the other hand, they are immobile and can only lie in wait for foes to walk over them. To build a trap, go to the {{k|b}}uild-&amp;gt;Traps/Levers menu. You'll generally need one [[mechanism]], and at least one other component depending on the type of trap. They can be built indoors or outdoors, and require a level ground square with no other constructions in them.  There are a few monsters, most notably kobold thieves, that are able to pass over traps without triggering them.&lt;br /&gt;
&lt;br /&gt;
==Stone-fall Trap==&lt;br /&gt;
The simplest trap to construct, a stone-fall trap is essentially a stone suspended up in the air which is dropped on intruders when the trap is triggered. These are a popular defensive measure early on, as the components needed are readily available as soon as you start mining. A single stone trap will kill or severely maim most humanoid enemies although trolls, magmamen and hardier creatures may take two or three to drop. Mythical creatures such as dragons, hydras and titans will take upwards of five or six. After being used they need to be reloaded with another stone, a task which your dwarves will see to automatically. Stone traps can now be built outside.&lt;br /&gt;
:Shortcut {{k|s}}&lt;br /&gt;
:Components used: [[mechanism]] and an ordinary [[stone]]&lt;br /&gt;
&lt;br /&gt;
==Weapon Trap==&lt;br /&gt;
Weapon traps consist of any number of deadly instruments rigged to a mechanism. When an intruder sets off the trap, the weapons spring out and strike the poor sap. You can add as many weapons as you want to a weapon trap, and they will all attack together when set off. This gives the potential for dealing hilarious amounts of damage at once. There are also special giant weapon parts you can build that are specially designed for use in weapon traps. Unlike stone-fall traps, weapon traps automatically reset after being triggered, ready to splatter the intruder's friends. But there is a (20%?)chance that the trap will become jammed each time it is triggered. Dwarves will automatically clean jammed traps. If there are weapons that require ammunition in the trap, they will also have to be reloaded occasionally. Weapon traps using bows or crossbows will not require cleaning but do use ammo.&lt;br /&gt;
:Shortcut {{k|w}}&lt;br /&gt;
:Components used: [[mechanism]] and whatever [[weapon]]s you want.&lt;br /&gt;
&lt;br /&gt;
==Cage Trap==&lt;br /&gt;
Cage traps capture creatures that set them off in [[cage]]s. After a creature is captured it's stored, cage and all, in an appropriate animal stockpile. Then the trap is reloaded with another cage. You can do all sorts of fun things with [[captured creatures]]. Creatures in cages will be fed periodically.&lt;br /&gt;
:Shortcut {{k|c}}&lt;br /&gt;
:Components used: [[mechanism]] and a [[cage]].&lt;br /&gt;
&lt;br /&gt;
==Upright Spear/Spike==&lt;br /&gt;
These are not active traps, but a hazard you can place in order to impale trespassers. You can combine these with retracting bridges to create a spike-filled pit trap. You may need to clean the corpses off the pointy bits occasionally.&lt;br /&gt;
:Shortcut {{k|S}} (capitalized)&lt;br /&gt;
:Components used: [[spear]]s or [[spike]]s.&lt;br /&gt;
&lt;br /&gt;
==Pressure Plates==&lt;br /&gt;
Pressure plates are floor traps that are activated by a hostile creature walking over them. They default to toggleable but they can be set to permanent (disappear on activation). A toggleable trap may prove useless when there is a large amount of invaders walking back and forth over it, as there will not be enough time for it to activate before it is switched again. Pressure plates can be linked to all the same objects levers can. Berserk dwarves will set off pressure plates.&lt;br /&gt;
:Shortcut {{k|p}}&lt;br /&gt;
:Components used: [[Mechanism]]&lt;br /&gt;
&lt;br /&gt;
==Other Traps==&lt;br /&gt;
You can create even more elaborate traps with imaginative use of pits, pressure plates, levers, grates, supports, water, magma, and whatever else you can think of. Watching those goblins try to find a way out of your drowning chamber as it begins to fill is really quite satisfying.&lt;/div&gt;</summary>
		<author><name>Haddaway</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Pressure_plate&amp;diff=20467</id>
		<title>40d:Pressure plate</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Pressure_plate&amp;diff=20467"/>
		<updated>2007-11-05T03:47:58Z</updated>

		<summary type="html">&lt;p&gt;Haddaway: Redirecting to Trap&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Trap]]&lt;/div&gt;</summary>
		<author><name>Haddaway</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Pressure_plate&amp;diff=20466</id>
		<title>40d:Pressure plate</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Pressure_plate&amp;diff=20466"/>
		<updated>2007-11-05T03:47:15Z</updated>

		<summary type="html">&lt;p&gt;Haddaway: Redirecting to Traps&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Traps]]&lt;/div&gt;</summary>
		<author><name>Haddaway</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Haddaway&amp;diff=11529</id>
		<title>User talk:Haddaway</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Haddaway&amp;diff=11529"/>
		<updated>2007-11-01T01:30:04Z</updated>

		<summary type="html">&lt;p&gt;Haddaway: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;same with a blue user talk&lt;/div&gt;</summary>
		<author><name>Haddaway</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Fish_cleaner&amp;diff=12036</id>
		<title>40d:Fish cleaner</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Fish_cleaner&amp;diff=12036"/>
		<updated>2007-11-01T01:24:57Z</updated>

		<summary type="html">&lt;p&gt;Haddaway: added page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Fish cleaners gut and clean fish ready to be eaten or cooked. They work in a fishery. Generally you can get your fisherdwarf to double as this and save on labor, although if you've got dwarves to spare this isn't necessary.&lt;/div&gt;</summary>
		<author><name>Haddaway</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Fire-safe&amp;diff=10196</id>
		<title>40d:Fire-safe</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Fire-safe&amp;diff=10196"/>
		<updated>2007-11-01T01:22:28Z</updated>

		<summary type="html">&lt;p&gt;Haddaway: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Fire-safe materials''' are building materials that cannot catch on [[Fire|fire]].  These include [[Stone|stone]], [[Glass|glass]], and [[Metal|metal]].  [[Wood]] is not a fire-safe material. Fire-safe materials are only required when the object is going to come into contact with extreme heat, such as near magma.&lt;/div&gt;</summary>
		<author><name>Haddaway</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Swamp&amp;diff=3249</id>
		<title>40d:Swamp</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Swamp&amp;diff=3249"/>
		<updated>2007-11-01T01:20:34Z</updated>

		<summary type="html">&lt;p&gt;Haddaway: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Swamp ==&lt;br /&gt;
All swamps and marshes, whether fresh or salt water, contain willow, with the exception of mangrove swamps, which strangely... contain mangrove trees.&lt;/div&gt;</summary>
		<author><name>Haddaway</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Floodgate&amp;diff=11918</id>
		<title>40d:Floodgate</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Floodgate&amp;diff=11918"/>
		<updated>2007-11-01T01:07:03Z</updated>

		<summary type="html">&lt;p&gt;Haddaway: New page: Floodgates are objects that regulate the flow of liquids. A wood, stone or metal floodgate will suffice for water flow, but only stone and metal will hold back magma. Floodgates can be...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Floodgates are objects that regulate the flow of [[liquids]]. A wood, stone or metal floodgate will suffice for water flow, but only stone and metal will hold back magma. Floodgates can be linked up to levers or pressure plates to create farms, a water source or as a defense against invaders.&lt;/div&gt;</summary>
		<author><name>Haddaway</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Copper&amp;diff=11878</id>
		<title>40d:Copper</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Copper&amp;diff=11878"/>
		<updated>2007-11-01T00:58:31Z</updated>

		<summary type="html">&lt;p&gt;Haddaway: New page: Copper is used in the production of billon along with silver. It is also one of the least valuable of the metals. Swords made out of it do mediocre damage (75%?) compared to other metals a...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Copper is used in the production of billon along with silver. It is also one of the least valuable of the metals. Swords made out of it do mediocre damage (75%?) compared to other metals and items made out of it are typically less expensive than their counterparts in higher-grade metals.&lt;/div&gt;</summary>
		<author><name>Haddaway</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Engrave&amp;diff=11875</id>
		<title>Engrave</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Engrave&amp;diff=11875"/>
		<updated>2007-11-01T00:55:51Z</updated>

		<summary type="html">&lt;p&gt;Haddaway: collided engrave into engraving and added redirect, didn't check it if engraving existed before I wrote engrave.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Engraving]]&lt;/div&gt;</summary>
		<author><name>Haddaway</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Engraving&amp;diff=4850</id>
		<title>40d:Engraving</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Engraving&amp;diff=4850"/>
		<updated>2007-11-01T00:55:19Z</updated>

		<summary type="html">&lt;p&gt;Haddaway: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Engraving encompasses both smoothing stone and engraving it.  Both jobs are accessed from the [d]esignations menu, and require the Engraving labor to be turned on.&lt;br /&gt;
&lt;br /&gt;
A wall that has already been smoothed can be engraved on. Engravings increase dwarf happiness, raise the value of a room and provide a record of the history of your fort. Fortifications cannot be engraved on. A masterwork engraving that is destroyed or defaced (magma and goblins do the job nicely) may cause the engraver to [[tantrum]].&lt;br /&gt;
&lt;br /&gt;
Engravings can be viewed by pressing 'k', moving the cursor over the engraved area, using the + or - keys to move down to the engraving and pressing enter. Adventurers are also able to view these by revisiting your old fortress.&lt;/div&gt;</summary>
		<author><name>Haddaway</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Engrave&amp;diff=11874</id>
		<title>Engrave</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Engrave&amp;diff=11874"/>
		<updated>2007-11-01T00:42:23Z</updated>

		<summary type="html">&lt;p&gt;Haddaway: New page: A wall that has already been smoothed can be engraved on. Engravings increase dwarf happiness, raise the value of a room and provide a record of the history of your fort. Fortifications ca...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A wall that has already been smoothed can be engraved on. Engravings increase dwarf happiness, raise the value of a room and provide a record of the history of your fort. Fortifications cannot be engraved on. A masterwork engraving that is destroyed or defaced (magma and goblins do the job nicely) may cause the engraver to [[tantrum]].&lt;br /&gt;
&lt;br /&gt;
Engravings can be viewed by pressing 'k', moving the cursor over the engraved area, using the + or - keys to move down to the engraving and pressing enter. Adventurers are also able to view these by revisiting your old fortress.&lt;/div&gt;</summary>
		<author><name>Haddaway</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Screw_pump&amp;diff=4287</id>
		<title>40d:Screw pump</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Screw_pump&amp;diff=4287"/>
		<updated>2007-11-01T00:36:45Z</updated>

		<summary type="html">&lt;p&gt;Haddaway: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''screw pump''' can lift [[water]] from below onto the same level as the pump. Its is two tiles by one tile in size, and can be either manually operated by a [[dwarf]] with the [[pump operator]] job or by using [[gear assembly|gear assemblies]] connected to [[water wheel]] or [[windmill]]s. The direction you want the water to travel must be chosen at the time of construction. &lt;br /&gt;
&lt;br /&gt;
Construction requires an enormous [[corkscrew]], [[stone block]]s, and a [[pipe]] section. Having specified the direction of travel, you must ensure that the source side of the pump is placed adjacent to and above (in the Z axis) a liquid. The screw pump will draw the liquid up from below, and distribute it out of the other side of the pump. Screw pumps are [[construction]]s that can be removed to recover the building materials.&lt;br /&gt;
&lt;br /&gt;
===Example Layout===&lt;br /&gt;
 &lt;br /&gt;
 TOP VIEW          SIDE VIEW&lt;br /&gt;
   █████████&lt;br /&gt;
   █████,,,,                 █████████&lt;br /&gt;
   ≈≈≈≈█,███      &amp;lt;--pumping ≈≈≈≈%%&lt;br /&gt;
   ≈≈≈≈%%···                 ██████≈≈≈ reservoir (below)--&amp;gt;&lt;br /&gt;
   ≈≈≈≈██···&lt;br /&gt;
   ██████···&lt;br /&gt;
  &amp;lt;--pumping (same level)&lt;br /&gt;
       reservoir (below)--&amp;gt;&lt;br /&gt;
===Notes===&lt;br /&gt;
*The rear side of the pump must be directionally adjacent to &amp;quot;Open Space&amp;quot; that is directly above a filled pool of liquid.&lt;br /&gt;
*The pump can be walked over by dwarves but the front of the pump must be accessible to be operated manually.&lt;br /&gt;
*Active mechanisms connected to the pump will automatically start the pump; to prevent this either restrict water flow using floodgates or put in a gear linked to a lever to disconnect [[power|motion]].&lt;br /&gt;
*Pumps can also be used in conjuction with a waterwheel to become self-powered.&lt;br /&gt;
&lt;br /&gt;
===External links===&lt;br /&gt;
*[DFMA] Ingame Video titled [http://www.mkv25.net/dfma/movie-60-usingapump Using a Pump] showing manual operation of a pump&lt;/div&gt;</summary>
		<author><name>Haddaway</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Losing&amp;diff=11628</id>
		<title>40d:Losing</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Losing&amp;diff=11628"/>
		<updated>2007-11-01T00:33:10Z</updated>

		<summary type="html">&lt;p&gt;Haddaway: Redirecting to Cheating&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Cheating]]&lt;/div&gt;</summary>
		<author><name>Haddaway</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Mechanic&amp;diff=11530</id>
		<title>40d:Mechanic</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Mechanic&amp;diff=11530"/>
		<updated>2007-11-01T00:29:23Z</updated>

		<summary type="html">&lt;p&gt;Haddaway: New page: Mechanics are dwarves with a high level of skill in the profession 'Mechanics'. A mechanic will construct Mechanic's Workshops, mechanisms and all other buildings that require mechanisms. ...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Mechanics are dwarves with a high level of skill in the profession 'Mechanics'. A mechanic will construct Mechanic's Workshops, mechanisms and all other buildings that require mechanisms. They are also responsible for linking up objects to levers or pressure plates.&lt;br /&gt;
&lt;br /&gt;
A high level in Mechanics lets a dwarf link up objects and construct mechanisms at a faster rate.&lt;/div&gt;</summary>
		<author><name>Haddaway</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Haddaway&amp;diff=11528</id>
		<title>User talk:Haddaway</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Haddaway&amp;diff=11528"/>
		<updated>2007-11-01T00:25:05Z</updated>

		<summary type="html">&lt;p&gt;Haddaway: New page: a&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;a&lt;/div&gt;</summary>
		<author><name>Haddaway</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Haddaway&amp;diff=11527</id>
		<title>User:Haddaway</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Haddaway&amp;diff=11527"/>
		<updated>2007-11-01T00:24:50Z</updated>

		<summary type="html">&lt;p&gt;Haddaway: New page: blue names are cooler than red ones&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;blue names are cooler than red ones&lt;/div&gt;</summary>
		<author><name>Haddaway</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Grower&amp;diff=11500</id>
		<title>40d:Grower</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Grower&amp;diff=11500"/>
		<updated>2007-11-01T00:24:22Z</updated>

		<summary type="html">&lt;p&gt;Haddaway: New page: A grower is a dwarf with a high profession level in fields farming. A high level of growing allows a dwarf to plant seeds at a faster rate, increasing food output. Growers are a great help...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A grower is a dwarf with a high profession level in fields farming. A high level of growing allows a dwarf to plant seeds at a faster rate, increasing food output. Growers are a great help in getting a strong early food production set up and are highly recommended to be one of your starting seven dwarves.&lt;/div&gt;</summary>
		<author><name>Haddaway</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Cheating&amp;diff=8043</id>
		<title>40d:Cheating</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Cheating&amp;diff=8043"/>
		<updated>2007-11-01T00:21:21Z</updated>

		<summary type="html">&lt;p&gt;Haddaway: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Come on guys n gals, share with us your infinite knowledge of tricks and outright haxxoring the memory.&lt;br /&gt;
&lt;br /&gt;
==Savescumming==&lt;br /&gt;
Savescumming refers to the practice of regularly backing up your saves so you can revert to one if your fortress crumbles to the last. This can be toggled to be done automatically in the init file, so some might not consider this to be cheating.&lt;br /&gt;
&lt;br /&gt;
==Memory Editing==&lt;br /&gt;
Memory editing refers to using an external program to modify numbers within the game. This is at its most useful when choosing what to take with you, as you can give yourself an unlimited number of points. What doesn't work in the new version is giving your starting dwarves tons of prof skills, since there now is a limit in how many skills they can start with. You can still start your dwarves with all proficient skills, but you need to change the skill limit value first on every dwarf you want to do this with. &lt;br /&gt;
&lt;br /&gt;
Don't forget, Cheat-O-Matic is a very easy to use tool for memory hacking, use it to change starting points, the dwarf skill limits, etc.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%; background: #ddd; border: 1px solid #777; border-left-color:#bbb; border-top-color:#bbb;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color: #fff; background: #999; border: 1px solid #777; border-left-color:#bbb; border-top-color:#bbb; padding: 0.2em 0.5em; text-align: center&amp;quot; | '''Links'''&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;text-align: left; padding: 0.1em 0.5em&amp;quot; | Various Memory Hacking Tools:&lt;br /&gt;
| [http://wpepro.net/index.php?categoryid=9&amp;amp;p13_sectionid=1&amp;amp;p13_fileid=79?&amp;amp;category=3 WPE Pro/PermEdit/Tsearch],  [http://www.artmoney.ru/?threadid=2669677 ARTMONEY], [http://www.developerfusion.co.uk/show/2426/?t=38984 Cheat-O-Matic],&lt;br /&gt;
[http://cheatengine.org/?t=38984 Cheat Engine]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Haddaway</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Trap&amp;diff=6482</id>
		<title>40d:Trap</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Trap&amp;diff=6482"/>
		<updated>2007-11-01T00:10:59Z</updated>

		<summary type="html">&lt;p&gt;Haddaway: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Traps are a reliable and cost-effective method for defending any fortress. Unlike soldiers, they're always on duty, and don't need to be carefully managed. On the other hand, they are immobile and can only lie in wait for foes to walk over them. To build a trap, go to the {{k|b}}uild-&amp;gt;Traps/Levers menu. You'll generally need one [[mechanism]], and at least one other component depending on the type of trap. They can be built indoors or outdoors, and require a level ground square with no other constructions in them.&lt;br /&gt;
&lt;br /&gt;
==Stone-fall Trap==&lt;br /&gt;
The simplest trap to construct, a stone-fall trap is essentially a stone suspended up in the air which is dropped on intruders when the trap is triggered. These are a popular defensive measure early on, as the components needed are readily available as soon as you start mining. A single stone trap will kill or severely maim most humanoid enemies although trolls, magmamen and hardier creatures may take two or three to drop. After being used they need to be reloaded with another stone, a task which your dwarves will see to automatically. Stone traps can now be built outside.&lt;br /&gt;
:Shortcut {{k|s}}&lt;br /&gt;
:Components used: [[mechanism]] and an ordinary [[stone]]&lt;br /&gt;
&lt;br /&gt;
==Weapon Trap==&lt;br /&gt;
Weapon traps consist of any number of deadly instruments rigged to a mechanism. When an intruder sets off the trap, the weapons spring out and strike the poor sap. You can add as many weapons as you want to a weapon trap, and they will all attack together when set off. This gives the potential for dealing hilarious amounts of damage at once. There are also special giant weapon parts you can build that are specially designed for use in weapon traps. Unlike stone-fall traps, weapon traps automatically reset after being triggered, ready to splatter the intruder's friends. But there is a (20%?)chance that the trap will become jammed each time it is triggered. Dwarves will automatically clean jammed traps. If there are weapons that require ammunition in the trap, they will also have to be reloaded occasionally. Crossbow traps will not require cleaning but do use ammo.&lt;br /&gt;
:Shortcut {{k|w}}&lt;br /&gt;
:Components used: [[mechanism]] and whatever weapons you want.&lt;br /&gt;
&lt;br /&gt;
==Cage Trap==&lt;br /&gt;
Cage traps capture creatures that set them off in [[cage]]s. After a creature is captured it's stored, cage and all, in an appropriate animal stockpile. Then the trap is reloaded with another cage. You can do all sorts of fun things with [[captured creatures]]. Creatures in cages will be fed periodically.&lt;br /&gt;
:Shortcut {{k|c}}&lt;br /&gt;
:Components used: [[mechanism]] and a [[cage]].&lt;br /&gt;
&lt;br /&gt;
==Upright Spear/Spike==&lt;br /&gt;
These are not active traps, but a hazard you can place in order to impale trespassers. You can combine these with retracting bridges to create a spike-filled pit trap. You may need to clean the corpses off the pointy bits occasionally.&lt;br /&gt;
:Shortcut {{k|S}} (capitalized)&lt;br /&gt;
:Components used: [[spear]]s or [[spike]]s.&lt;br /&gt;
&lt;br /&gt;
==Pressure Plates==&lt;br /&gt;
Pressure plates are floor traps that are activated by a hostile creature walking over them. They default to toggleable but they can be set to permanent (disappear on activation). A toggleable trap may prove useless when there is a large amount of invaders walking back and forth over it, as there will not be enough time for it to activate before it is switched again. Pressure plates can be linked to all the same objects levers can. Berserk dwarves will set off pressure plates.&lt;br /&gt;
:Shortcut {{k|p}}&lt;br /&gt;
:Components used: [[Mechanism]]&lt;br /&gt;
&lt;br /&gt;
==Other Traps==&lt;br /&gt;
You can create even more elaborate traps with imaginative use of pits, pressure plates, levers, grates, supports, water, magma, and whatever else you can think of. Watching those goblins try to find a way out of your drowning chamber as it begins to fill is really quite satisfying.&lt;/div&gt;</summary>
		<author><name>Haddaway</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Trade_depot&amp;diff=11374</id>
		<title>40d Talk:Trade depot</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Trade_depot&amp;diff=11374"/>
		<updated>2007-11-01T00:02:49Z</updated>

		<summary type="html">&lt;p&gt;Haddaway: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;How exactly does the &amp;quot;trader requested at depot&amp;quot; toggle work? Which way is enabled, which way is disabled? And what does it do, even? &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Edit: I got to trade with the dwarves by leaving it toggled as &amp;quot;r: Trader requested at depot&amp;quot;. It took a litle while for the trade to show up. Anybody figured this out, though? &lt;br /&gt;
&lt;br /&gt;
Edit: Yes, you want to leave it so it's showing the state you want - in this case &amp;quot;Trader requested&amp;quot; not &amp;quot;No trader needed&amp;quot;, just like with any other toggled setting. An explanation of what it does is already provided below. &lt;br /&gt;
&lt;br /&gt;
-- &lt;br /&gt;
&lt;br /&gt;
Toggling 'Trader Requested at Depot' will queue a job for your trader (designated under [N]obles) to show up at the trade depot. You can check the status of that dwarf at the Trade Depot (it will show their current job in light blue). If you are impatient, you can set the depot to [b] anyone can trade, in which case a dwarf with no job will trade. &lt;br /&gt;
&lt;br /&gt;
I would recommend using a trader with high skill (I believe it is negociation and appraisal) to trade for you, as this will maximise your returns. --Alc 01:11, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
--&lt;br /&gt;
&lt;br /&gt;
I added some more info, please refine as needed. It could use some better detail or a step-by-step path to build and operate a trade depot. [[User:Haddaway|Haddaway]] 20:02, 31 October 2007 (EDT)&lt;/div&gt;</summary>
		<author><name>Haddaway</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Trade_depot&amp;diff=4074</id>
		<title>40d:Trade depot</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Trade_depot&amp;diff=4074"/>
		<updated>2007-11-01T00:01:51Z</updated>

		<summary type="html">&lt;p&gt;Haddaway: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Building a trade depot will allow you the opportunity to trade with caravans that arrive at your fortress. Each of the three friendly races will send a caravan once per year, however they will not arrive unless your region is marked as accessible by them. Dwarves will always arrive regardless of location, however.&lt;br /&gt;
&lt;br /&gt;
Human wagons on top of the regular mules will arrive if there is a minimum 3-wide path from your depot to an map edge. You do not need to have a road, but you will need to [d]esignate [s]moothing and [t]ree-cutting along the path.&lt;br /&gt;
&lt;br /&gt;
A broker is required to trade. [r]equesting a broker at the trade depot will queue a job up on his list. A higher level of brokerage will give you greater returns, so if you're dependent on trade it's recommended to keep one dwarf as broker and level up his appraisal skill as high as possible.&lt;br /&gt;
&lt;br /&gt;
...more info needed.&lt;/div&gt;</summary>
		<author><name>Haddaway</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Trade_depot&amp;diff=4073</id>
		<title>40d:Trade depot</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Trade_depot&amp;diff=4073"/>
		<updated>2007-10-31T23:59:15Z</updated>

		<summary type="html">&lt;p&gt;Haddaway: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Building a trade depot will allow you the opportunity to trade with caravans that arrive at your fortress. Each of the three friendly races will send a caravan once per year, however they will not arrive unless your region is marked as accessible by them. Dwarves will always arrive regardless of location, however.&lt;br /&gt;
&lt;br /&gt;
Human wagons on top of the regular mules will arrive if there is a minimum 3-wide path from your depot to an map edge. You do not need to have a road, but you will need to [d]esignate [s]moothing and [t]ree-cutting along the path.&lt;br /&gt;
&lt;br /&gt;
...more info needed.&lt;/div&gt;</summary>
		<author><name>Haddaway</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Cave-in&amp;diff=3815</id>
		<title>40d:Cave-in</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Cave-in&amp;diff=3815"/>
		<updated>2007-10-31T23:50:54Z</updated>

		<summary type="html">&lt;p&gt;Haddaway: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''cave-in''' can occur if the roof is detached from all walls. A room can be as large as you want to make it, as long as it is attached to at least one wall. The system is a bit buggy right now, so be careful.&lt;br /&gt;
&lt;br /&gt;
Cave-ins can be disabled through the init file by deleting the 'YES' next to it and replacing it with 'NO'.&lt;br /&gt;
&lt;br /&gt;
What happens in a cavein?&lt;br /&gt;
&lt;br /&gt;
* All buildings are destroyed&lt;br /&gt;
* Columns of raw rock remain more or less intact, they just fall a bit&lt;br /&gt;
* Anyone caught by the dust from the collapse is knocked unconscious but otherwise uninjured&lt;br /&gt;
* Anyone directly caught by the collapse itself is crushed and killed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Avoiding cave-ins ==&lt;br /&gt;
{{Notice Box|In Progress|Don't pay any attention to the information below this line!  It is simply a placeholder!}}&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;
▒▒▒▒▒▒▒▒▒&lt;br /&gt;
▒▒......▒&lt;br /&gt;
▒.......▒&lt;br /&gt;
▒.......▒&lt;br /&gt;
▒.......▒ ▒ = Support or wall&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;
[[Category:Rooms]]&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Haddaway</name></author>
	</entry>
</feed>