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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Haspen</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-05-17T09:37:55Z</updated>
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		<id>https://dwarffortresswiki.org/index.php?title=40d:Calendar&amp;diff=164708</id>
		<title>40d:Calendar</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Calendar&amp;diff=164708"/>
		<updated>2012-02-23T12:31:19Z</updated>

		<summary type="html">&lt;p&gt;Haspen: Did some more research on Twilight Age, updated it, also I believe it might be the same for next versions, but can't be sure about that.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Masterwork|03:26 27 December 2011 (UTC)}}{{av}}&lt;br /&gt;
The dwarven '''calendar''' is used to display dates, and is visible in the upper right corner of the [[Status]] Screen ({{key|z}}). One year has 336 days and consists of twelve month in four seasons, with three months per season. Every month has 28 days. The months are named after kinds of [[stone]]s, [[ore]], [[gem]]s and [[wood]]. New Year's Day and the first day of spring both fall on the 1st of Granite. New Year's Eve and the last day of winter both fall on the 28th of Obsidian.&lt;br /&gt;
&lt;br /&gt;
The game's first playable year begins whenever the world stops generating, due to certain parameters you or the game has set up. By default, the world will stop genning when a percentage of megabeasts are dead, currently resulting in the starting years being in the low 200s to mid 300s on average. &lt;br /&gt;
&lt;br /&gt;
== Months and seasons ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #8f8&amp;quot; | {{tile|•|grey|#8f8}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #cfc; width: 10em; text-align: left&amp;quot; | [[Granite]]&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #cfc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Early-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #cfc&amp;quot; rowspan=&amp;quot;3&amp;quot; | Spring&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #8f8&amp;quot; | {{tile|•|grey|#8f8}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #cfc; width: 10em; text-align: left&amp;quot; | [[Slate]]&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #cfc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Mid-&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #8f8&amp;quot; | {{tile|•|grey|#8f8}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #cfc; width: 10em; text-align: left&amp;quot; | [[Felsite]]&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #cfc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Late-&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ff8&amp;quot; | {{tile|*|#800|#ff8}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #ffc; width: 10em; text-align: left&amp;quot; | [[Hematite]]&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ffc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Early-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ffc&amp;quot; rowspan=&amp;quot;3&amp;quot; | Summer&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ff8&amp;quot; | {{tile|*|green|#ff8}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #ffc; width: 10em; text-align: left&amp;quot; | [[Malachite]]&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ffc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Mid-&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ff8&amp;quot; | {{tile|*|grey|#ff8}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #ffc; width: 10em; text-align: left&amp;quot; | [[Galena]]&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ffc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Late-&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #f88&amp;quot; | {{tile|•|white|#f88}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #fcc; width: 10em; text-align: left&amp;quot; | [[Limestone]]&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #fcc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Early-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #fcc&amp;quot; rowspan=&amp;quot;3&amp;quot; | Autumn&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #f88&amp;quot; | {{tile|•|grey|#f88}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #fcc; width: 10em; text-align: left&amp;quot; | [[Sandstone]]&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #fcc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Mid-&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #f88&amp;quot; | {{tile|▬|#770|#f88}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #fcc; width: 10em; text-align: left&amp;quot; | [[wood|Timber]]&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #fcc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Late-&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #88f&amp;quot; | {{tile|♦|white|#88f}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #ccf; width: 10em; text-align: left&amp;quot; | [[Moonstone]]&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ccf; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Early-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ccf&amp;quot; rowspan=&amp;quot;3&amp;quot; | Winter&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #88f&amp;quot; | {{tile|♦|white|#88f}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #ccf; width: 10em; text-align: left&amp;quot; | [[Opal]]&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ccf; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Mid-&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #88f&amp;quot; | {{tile|•|#444|#88f}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #ccf; width: 10em; text-align: left&amp;quot; | [[Obsidian]]&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ccf; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Late-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Ages ==&lt;br /&gt;
&lt;br /&gt;
Ages are determined by the states of the world during world generation. Some of the known things that influence the ages are: number of [[megabeast]]s alive and dominant [[civilization]]s.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
List of known 'Ages', explanation and their (possible) triggers, the ''italic'' are in-game descriptions:&amp;lt;br /&amp;gt;&lt;br /&gt;
-'''Age of Myth'''&amp;lt;br /&amp;gt;&lt;br /&gt;
-'''Age of Legends'''&amp;lt;br /&amp;gt;&lt;br /&gt;
-'''Age of Heroes'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Those three are most common. Almost every world starts at Age of Myth, goes through Age of Legends and ends with Age of Heroes. Those three are influenced by percentage of alive megabeasts and semimegabeasts. After passing certain (unknown yet) % value, Age of Myth turns to Age of Legends, and Age of Legends turns into Age of Heroes.&amp;lt;br /&amp;gt;&lt;br /&gt;
Killing Megabeasts that visit you in Fortress Mode is known to trigger change of Age. When there are very few Megabeasts/Demons left, breaking into [[glowing pits|a very bad place]] can also trigger an Age change.&amp;lt;br /&amp;gt;&lt;br /&gt;
''The Age of Myth was a time when living gods and mighty beasts still held sway.''&amp;lt;br /&amp;gt;&lt;br /&gt;
''The Age of Legends was a time when powers of the world were fading.''&amp;lt;br /&amp;gt;&lt;br /&gt;
''The Age of Heroes was a time when the last of the powers fought their final battles.''&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-'''Age of (Megabeast's/Demon's name/title)'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Occurs mostly in pocket worlds, where there's one Megabeast/Demon with relative large kill list.&amp;lt;br /&amp;gt;&lt;br /&gt;
''The Age of Flarrgh was a time when the dragon Flarrgh was the only great power in the world.''&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-'''Age of (Megabeast/Demon) and (Megabeast/Demon)''', eg: &amp;quot;'''The Age of Titan and Dragon'''&amp;quot; or &amp;quot;'''The Age of Two Demons'''&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
Same as above, but with two notable Megabeasts/Demons.&amp;lt;br /&amp;gt;&lt;br /&gt;
''The Age of Dragon and Demon was a time when the dragon Flarrgh and the demon Blarrgh were the only great powers in the world.''&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-'''Age of Three Powers'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Even better than above, three notable Megabeasts/Demons.&amp;lt;br /&amp;gt;&lt;br /&gt;
''The Age of Three Powers was a time when the dragon Flarrgh, the demon Blarrgh and the titan Glarrgh were the only great powers in the world.''&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-'''Age of (Race name)''', eg: &amp;quot;'''The Age of Dwarves'''&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
One race becomes dominant in the world, or it's the only race left in the world.&amp;lt;br /&amp;gt;&lt;br /&gt;
''The Age of Dwarves was a time when dwarves ruled the world.''&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-'''The Golden Age'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Civilizations are expanding, and there are no wars and other things for them to worry about.&amp;lt;br /&amp;gt;&lt;br /&gt;
''The Golden Age was a time when various civilized races peopled the world.''&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-'''Age of Twilight'''&amp;lt;br /&amp;gt;&lt;br /&gt;
There's not many magical creatures left in the world, but they still take more than 10% of the world's population (look at Age of Fairy Tales).&amp;lt;br /&amp;gt;&lt;br /&gt;
''The Twilight Age was a time when fantastic creatures no longer lived in great numbers.''&lt;br /&gt;
&lt;br /&gt;
-'''Age of Fairy Tales'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Toady One' quote from 2008 devlog:&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;quot;I finally saw a world arrive at the Age of Fairy Tales, which happens if mundane creatures (ie humans) make up at least 90% of the world's civilized population with the requirement that there are still a few fantasy creatures lurking around. In this case, it was a kobold cave that their scouts never found. I guess all of the fairy tales were about people having their crap stolen.&amp;quot;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
''The Age of Fairy Tales was a time when fantastic creatures were few and far between, and some even doubted their existence.''&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-'''Age of Civilization'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Seems to be triggered when the world is mostly occupied by civilizations and there's no more fanciful creatures around.&amp;lt;br /&amp;gt;&lt;br /&gt;
''The Age of Civilization was a time when fantastic creatures were but mere stories told by travelers.''&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-'''Age of Death'''&amp;lt;br /&amp;gt;&lt;br /&gt;
The Age of Death is a time when there are ''no civilizations'' left alive. It is respected in Dwarf Mode, so no invaders, merchants, immigrants.&amp;lt;br /&amp;gt;&lt;br /&gt;
''The Age of Death was a time after civilization had crumbled completely.''&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-'''Age of Emptiness'''&amp;lt;br /&amp;gt;&lt;br /&gt;
The Age of Emptiness is a time when there are no civilized beings left alive.  This is a game state that can be achieved in adventure mode, because everything can be killed in adventure mode. However, the game does not register the ''civilizations themselves'' as being extinct, so the Age of Emptiness is not respected in dwarf mode; things will be re-populated.&amp;lt;br /&amp;gt;&lt;br /&gt;
''The Age of Emptiness was a time when no civilized peoples existed in the world.'&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Information taken from [http://www.bay12games.com/forum/index.php?topic=45820.0 this Bay12 forum thread]&amp;lt;br /&amp;gt;&lt;br /&gt;
Information about Age of Death/Emptiness taken from [http://www.bay12games.com/forum/index.php?topic=46033.0 this research thread]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Farming ==&lt;br /&gt;
&lt;br /&gt;
With the changing seasons come different [[weather]] conditions, depending on your [[climate]]. A typical [[temperate]] [[mountain]]side fort will have snow in spring and winter, with warm summers and colourful autumns. The seasons correspond to growing seasons from the [[farm plot]] {{k|q}} menu, which dictate what can be grown when during the year.  (See the [[List of crops]].)&lt;br /&gt;
&lt;br /&gt;
== Trading ==&lt;br /&gt;
Each season brings the possibility of [[trade]]rs from one race or another.&lt;br /&gt;
&lt;br /&gt;
The fussy &amp;lt;s&amp;gt;hippie tree lovers&amp;lt;/s&amp;gt; [[elf|elves]] arrive in Spring with [[wood|wooden]] crafts and weapons, cages (often containing exotic [[animals]]), various [[crop|fruits and berries]], and [[rope reed]] cloth items.&lt;br /&gt;
&lt;br /&gt;
[[Human]]s come in Summer with their [[wagon]] bursting with supplies, eager for &amp;lt;s&amp;gt;junk&amp;lt;/s&amp;gt; stone craft goods.&lt;br /&gt;
&lt;br /&gt;
Dwarves come in Autumn and their departure is a fortelling of the cold winter to come. Ensuring the dwarves depart with a good profit will bring the best chance of &amp;lt;s&amp;gt;fresh cannon fodder&amp;lt;/s&amp;gt; new migrants in the year ahead.&lt;br /&gt;
&lt;br /&gt;
A [[goblin]] caravan may arrive during winter if your civilization is at peace with the goblins. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Category|World}}&lt;/div&gt;</summary>
		<author><name>Haspen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Emi&amp;diff=154266</id>
		<title>User talk:Emi</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Emi&amp;diff=154266"/>
		<updated>2011-11-07T20:10:29Z</updated>

		<summary type="html">&lt;p&gt;Haspen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Please leave new messages by pressing the new section button. It is next to the edit button, and looks like a +. Be sure to sign your message with &amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt; so I know who left me the message.&lt;br /&gt;
&lt;br /&gt;
== Captcha ==&lt;br /&gt;
&lt;br /&gt;
The wiki system is set up to autoconfirm a user after 3 days of existence as a registered user.  Once that's done, you'll never have to enter a captcha again. (also, it's not possible, even as an admin / bureaucrat to manually add a user to the autoconfirmed group, sorry) --[[User:Briess|Briess]] 07:37, 13 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Contact Info ==&lt;br /&gt;
&lt;br /&gt;
I'm on IRC nearly every waking moment. --[[User:Briess|Briess]] 20:13, 16 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==[[Template:ArticleVersion]]==&lt;br /&gt;
''Two dozen'' consecutive edits? &amp;quot;Preview&amp;quot; just not a possibility?--[[User:Albedo|Albedo]] 20:14, 17 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== cv ==&lt;br /&gt;
So, forgive my continuing ignorance, but once the changeover happens, &amp;quot;cv&amp;quot; will then become whatever version 2010 is, right? And if so, how do we then distinguish between redirects appropriate only to the 40d legacy articles (which are currently being &amp;quot;corrected&amp;quot; using CV) and those that should go to the then truly &amp;quot;current version&amp;quot; 2010 articles?--[[User:Albedo|Albedo]] 21:45, 21 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== search terms and redirects ==&lt;br /&gt;
&lt;br /&gt;
 So a redirect chain like Gold bars -&amp;gt; 40d:Gold bars -&amp;gt; 40d:metal is correct, don't change it. Emi&lt;br /&gt;
Hi. I'm ''sure'' what you meant was to ask ''&amp;quot;Why did you delete that?&amp;quot;'', and not presume to lecture me about how redirects work.  And my response would be - ''&amp;quot;Why did you create it?&amp;quot;''   Because I didn't &amp;quot;change&amp;quot; it, I ''deleted'' it - and there's a difference, and a difference in the reasoning behind each.  &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Gold bars&amp;quot; is not really a term to link from, just not appropriate for a page title.  It's not a term likely to be typed in to the search window, nor is it a wiki-article title in game terms. [[Gold]] is a perfectly valid (and existing) search term, and [[bars]] are as well, but not in the sense of &amp;quot;gold bars&amp;quot;, unless you are [[construction|constructing]] horizontal or vertical bars from a single '''[[bar]]''' of [[gold]] (&amp;quot;bars&amp;quot; of gold being distinct from a &amp;quot;bar&amp;quot; of gold, for better or worse).  And it's not usually a policy to create redirects, even Search redirects, based on erroneous understandings of the layout of the wiki.  (If so, &amp;quot;silver bars&amp;quot;, &amp;quot;copper bars&amp;quot;, &amp;quot;bismuth bronze battle axe&amp;quot; and &amp;quot;narrow giant cave spider silk trousers&amp;quot; could all be included by some well meaning user based on one User's example - and that's more work than I want. Or any Admin.)  More, &amp;quot;gold bars&amp;quot; is plural, which breaks yet another rule.  So why, pray, do we need it in the first place?  Lastly, if &amp;quot;gold bars&amp;quot; ''were'' a valid search or redirect term, I would think it should redirect to either &amp;quot;bar&amp;quot;, the item (to clarify what a &amp;quot;bar&amp;quot; is, gold or not), or &amp;quot;gold&amp;quot; (the [[material]], to address that aspect), rather than [[metal]], which doesn't address the actual term, but is only a generally related umbrella article - but that confusion gets back to the reason I deleted it in the first place.  I didn't even notice it was you that had created that page, but if I had I would have asked you this before deleting it.  So... since we're here, why ''did'' you see a need to create it in the first place?&lt;br /&gt;
&lt;br /&gt;
And while we're on the subject, you seem to be fairly enthusiastic about redirecting every game term to cv:game term - even if they are NOT version specific. You may want to slow down before hitting every last one, since things like [[acronym]]s and such will then have to be tracked down and returned to mainspace existence.  Several in the long, long list on [[:Category:Obsolete]] seem more than a bit suspect, but I suppose now that it's done only the new version will prove them so or not. --[[User:Albedo|Albedo]] 02:47, 27 March 2010 (UTC)&lt;br /&gt;
 I agree that it's maybe a silly redirect, however, right now I am making sure &lt;br /&gt;
 these redirects all work properly&lt;br /&gt;
Use some discretion. I saw a page marked N(ew), and it didn't belong. If you recognize it as &amp;quot;silly&amp;quot;, then don't go to the trouble to perpetuate it.   And allow me to make something else clear that you should understand. Before you replace a page that Admin has deleted, you should ask them &amp;quot;why?&amp;quot; first. Thanks so much for your understanding on that last point.--[[User:Albedo|Albedo]] 03:07, 27 March 2010 (UTC)&lt;br /&gt;
 Discretion only slows down serializable tasks like the one I was doing. It's much easier to follow the &lt;br /&gt;
 same pattern over and over and then go back and do all the stuff necessary to remove a silly redirect&lt;br /&gt;
So you are going to cover all those &amp;quot;silly&amp;quot; redirects that require it? Reassuring to hear - so long as someone has it covered, no problem then.--[[User:Albedo|Albedo]] 03:18, 27 March 2010 (UTC)&lt;br /&gt;
 Also, because there's no real reason not to have most of these redirects, it's silly to bother  &lt;br /&gt;
 checking each one before fixing them. If the admins at this wiki are of the &amp;quot;I'm an admin, so my &lt;br /&gt;
 word is law&amp;quot; attitude, I'm not sure this is a place I want to be.&lt;br /&gt;
If that were the case, I would have simply acted high-handed and slapped you and not explained my reasoning - but we both know I didn't, so I'm left wondering why you even mention it. Meanwhile, I'm still waiting for ''your'' reason for replacing the page that an Admin deleted rather than asking them why they did it. Even if you ''were'' Admin, do you think that is a good approach to the situation?--[[User:Albedo|Albedo]] 03:24, 27 March 2010 (UTC)&lt;br /&gt;
 I didn't notice that you had deleted it until after I had recreated it. &lt;br /&gt;
I see.&lt;br /&gt;
 I ask again if you use either of those other communication methods...&lt;br /&gt;
 it's much easier to work these things out in real time.&lt;br /&gt;
No, sorry. And as Admin of this wiki, I feel it's important to use this format to work these things out. Which (I hope) we've now done. Readya later.--[[User:Albedo|Albedo]] 17:45, 28 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Bot edit request ==&lt;br /&gt;
&lt;br /&gt;
Could you change all of the non-namespace-specific article links in template pages to use [[template:L]]? This is going to be a problem soon. [[User:VengefulDonut|VengefulDonut]] 11:43, 2 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== EmiBot's Standing Orders ==&lt;br /&gt;
Will it do that daily/hourly? B/c new pages are flying up without it. I agree it's overly long, and I thought about that, but it'll only be long for these first few days, until the immediate flurry has calmed a bit, then we back off. Right now, it's amateur hour out there, so any help is a good thing in those directions.  (No automatic fixes? Urgh -that's a LOT of manual...) :P --[[User:Albedo|Albedo]] 20:08, 2 April 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
Again, I find myself waiting on an answer to my question while you focus on your own agenda - still waiting, thanks.--[[User:Albedo|Albedo]] 21:06, 2 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Deletion Template==&lt;br /&gt;
I explained my reasoning on the talk page, but in short: (1)The mod is not at all notable.  (I am not willing to claim a notable mod would not deserve a page on its own, but this is a mod that adds 4 creatures and no one talks about - hardly deserving of a page).  (2) There is only one relevant piece of information about this mod - where it can be found.  (3) The page doesn't even include that information, and is thus useless.  (4) A link to the mod on DFFD or its forum thread, and a very short blurb (&amp;quot;adds 4 new mega beasts&amp;quot;) should be added to a general mod page if the mod is going to have a presence on the wiki. --[[User:Squirrelloid|Squirrelloid]] 05:43, 5 April 2010 (UTC)&lt;br /&gt;
:Ah, sure, i can do that.  I honestly just took a stab in the dark that deletion was the right template, and didn't actually know there were options... la la la? --[[User:Squirrelloid|Squirrelloid]] 06:39, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== [[Template:Alloy3]] ==&lt;br /&gt;
&lt;br /&gt;
I wasn't sure who to mention this to, and I apologize if it has already been noted, but this template is in use on 40d pages while the link built into the template for [[construction]] links to the &amp;quot;2010&amp;quot; namespace. Not sure what the best way to fix it would be, as I assume that the template will continue to be used. --[[User:Soy|Soy]] 16:10, 5 April 2010 (UTC)&lt;br /&gt;
:Thanks for looking into that! However, it looks like this is going to be an issue with a lot of the existing templates that are used across both versions. I think I see what your fix does and if I get some free time this evening I would be happy to try to update what I can find unless you can think of any negative impact it would have. -- [[User:Soy|Soy]] 19:32, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==nm==&lt;br /&gt;
Yeah, I spoke before I read his talk page.  And I remembered it as CMD.  And he's right in that that's how it &amp;quot;should&amp;quot; be - the fact that it's not how it is in-game just an awkward DF reality. Altho', I see it as a style issue, not a coding issue.--[[User:Albedo|Albedo]] 02:36, 8 April 2010 (UTC)&lt;br /&gt;
 I probably still would have argued for Cmd with a redirect from CMD.&lt;br /&gt;
That's not an issue to take up over one page - that's a global style issue, and would change the established, existing guidelines on [[Dwarf_Fortress_Wiki:Community_Portal]]. (Not that I wouldn't mind seeing some change, but (unsurprisingly) mine are style-based critiques.) --[[User:Albedo|Albedo]] 02:39, 8 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== JS ==&lt;br /&gt;
&lt;br /&gt;
Thanks! :) [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 01:39, 9 April 2010 (UTC)&lt;br /&gt;
== IRC ==&lt;br /&gt;
my firewall is dumb on windows, so I can't get on IRC, and I don't want to spend 3 hours figuring it out :( --[[User:Briess|Briess]] 04:42, 12 April 2010 (UTC)&lt;br /&gt;
:It is.  It took me about a day to figure out how to unblock port 80 &amp;gt;&amp;lt; --[[User:Briess|Briess]] 06:12, 12 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Ban required ==&lt;br /&gt;
&lt;br /&gt;
Please ban [[Special:Contributions/74.222.1.40|74.222.1.40]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Thank you very much =)&amp;lt;br /&amp;gt;&lt;br /&gt;
Gretings --[[User:Used|Used]] 08:12, 16 June 2010 (UTC)&lt;br /&gt;
:Also [[Special:Contributions/121.205.89.153|121.205.89.153]]. --[[User:Quietust|Quietust]] 16:23, 16 June 2010 (UTC)&lt;br /&gt;
::Even better: semi-protect [[Dwarf Fortress Wiki talk:Centralized Discussion‎]] so that only logged-in users can edit it. --[[User:Quietust|Quietust]] 16:25, 16 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Easiest of all: just go to [[Dwarf Fortress Wiki:Spamreport‎]] and ban all of the bots listed. Whenever another one shows up, I'll let you know. --[[User:Quietust|Quietust]] 21:52, 18 June 2010 (UTC)&lt;br /&gt;
:Personally, i would've gone for a template that marks an ip, or user. Maybe like it being called UserReport, or Report, and then people could do the template thing to report a user. Not sure how that could be coded in, but it could allow administrators to be more warned and prepared to provide a look at the ip. To be honest, all these spambots are just strange. Also, deja vu, i could've sworn this happened in the exact same way before. Maybe another wiki... --[[User:Hugna|Hugna]] 22:47, 18 June 2010 (UTC)&lt;br /&gt;
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== Bug in rate script ==&lt;br /&gt;
&lt;br /&gt;
There's a bug in [[User:Emi/review.js]] - it's always putting the exact same timestamp: &amp;quot;08:00, 22 May 2010 (UTC)&amp;quot;. --[[User:Quietust|Quietust]] 23:36, 5 August 2010 (UTC)&lt;br /&gt;
:Can't believe I didn't notice that before. It's fixed now. :) [[user:Emi|&amp;lt;span style=&amp;quot;color:#8a4e4e&amp;quot;&amp;gt;Emi&amp;lt;/span&amp;gt;]] [[user_talk:Emi|&amp;lt;span style=&amp;quot;color:#6a3e4e&amp;quot;&amp;gt;[T]&amp;lt;/span&amp;gt;]] 21:10, 6 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
The rating script stopped working for me. Could have something to do with maintenance? --[[User:MathFox|MathFox]] 16:49, 22 September 2010 (UTC)&lt;br /&gt;
:Specifically, it gets to &amp;quot;Getting token...&amp;quot; and then seems to hang. --[[User:Quietust|Quietust]] 17:44, 22 September 2010 (UTC)&lt;br /&gt;
::Oh, API probably wasn't re-enabled. Gotta wait for Briess on this one. [[user:Emi|&amp;lt;span style=&amp;quot;color:#8a4e4e&amp;quot;&amp;gt;Emi&amp;lt;/span&amp;gt;]] [[user_talk:Emi|&amp;lt;span style=&amp;quot;color:#6a3e4e&amp;quot;&amp;gt;[T]&amp;lt;/span&amp;gt;]] 19:33, 22 September 2010 (UTC)&lt;br /&gt;
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== Broken quality tags ==&lt;br /&gt;
&lt;br /&gt;
The quality tags are no longer showing up in the right place - they show up in the upper-left corner of the article body (just below the title) instead of the upper-right corner of the page (aligned with the title). --[[User:Quietust|Quietust]] 23:15, 21 September 2010 (UTC)&lt;br /&gt;
:Currently quality tags show up in the upper-right corner for me. --[[User:Another|Another]] 10:57, 22 September 2010 (UTC)&lt;br /&gt;
::Yeah, they were stealth-fixed shortly after I posted this comment (and the reply was posted on my own user page rather than here). --[[User:Quietust|Quietust]] 12:39, 22 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Confirm e-mail address throwing and error ==&lt;br /&gt;
&lt;br /&gt;
I got the following when trying to confirm my email address:&lt;br /&gt;
&lt;br /&gt;
''Confirm e-mail address&lt;br /&gt;
&lt;br /&gt;
''Dwarf Fortress Wiki could not send your confirmation mail. Please check your e-mail address for invalid characters.&lt;br /&gt;
&lt;br /&gt;
''Mailer returned: mailer error&lt;br /&gt;
&lt;br /&gt;
Thanks for your time and effort.  --[[User:Jwest23|Jwest23]] 14:41, 22 September 2010 (UTC)&lt;br /&gt;
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== Main page is unavailable ==&lt;br /&gt;
&lt;br /&gt;
Does no one uses it?&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;I'd like to add that changing the version and creating the new Mirrors and Release Information pages don't work and show red links.&amp;lt;/s&amp;gt; Nvm, it works now --Dorf2&lt;br /&gt;
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== The Grimoire of Armok ==&lt;br /&gt;
&lt;br /&gt;
Hey, http://www.bay12forums.com/smf/index.php?topic=77327.0 is the topic this is based on.&lt;br /&gt;
&lt;br /&gt;
essentialy, were going to try make a Grimoire of Armok, and we need an online page for it to be stitched together and to eventualy host the completed version, do you mind if i use the Magma wiki? its a community work in progress, so i hope it can have a place on here.&lt;br /&gt;
&lt;br /&gt;
Best regards: Karakzon&lt;br /&gt;
 also whats with the 12:03, 15 February 2011 (UTC) thing?&lt;br /&gt;
&lt;br /&gt;
: I'm not completely sure if this is the sort of thing that belongs on dfwiki, let me get back to you on it, okay? Also, if you type exactly four tildes like &amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt; it will create a signature that consists of a link to your user page and a timestamp, similar to this -&amp;gt; [[user:Emi|&amp;lt;span style=&amp;quot;color:#8a4e4e&amp;quot;&amp;gt;Emi&amp;lt;/span&amp;gt;]] [[user_talk:Emi|&amp;lt;span style=&amp;quot;color:#6a3e4e&amp;quot;&amp;gt;[T]&amp;lt;/span&amp;gt;]] 04:08, 16 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== DF2010:Release information/0.31.19 and Template:News/Mirrors/0.31.19 ==&lt;br /&gt;
&lt;br /&gt;
New version! Updated what I could, but that's stuff I can't. --[[User:Gamildum|Gamildum]] 15:16, 16 February 2011 (UTC)&lt;br /&gt;
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== Rails Project ==&lt;br /&gt;
&lt;br /&gt;
I'm experienced with rails (been using it a few years) and am interested in a dfwiki project&lt;br /&gt;
&lt;br /&gt;
[[User:JimboOmega|JimboOmega]] 19:18, 16 February 2011 (UTC)&lt;br /&gt;
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== Magmawiki ==&lt;br /&gt;
&lt;br /&gt;
Went there, browsed around - it seems like a rails backed wiki without any real content (and a few of the familliar &amp;quot;something went wrong&amp;quot; rails pages).&lt;br /&gt;
&lt;br /&gt;
What are you looking for...?&lt;br /&gt;
&lt;br /&gt;
== Magmawiki ==&lt;br /&gt;
&lt;br /&gt;
Looks pretty cool.  How can I help?  My email address is (my user name) @ gmail.com&lt;br /&gt;
&lt;br /&gt;
Can't discover your username and thus email address if you don't sign your post. :P [[User:Naros|Naros]] 21:05, 3 March 2011 (UTC)&lt;br /&gt;
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== User Page Request ==&lt;br /&gt;
&lt;br /&gt;
Posting here to request the creation of my user page, per the Site Announcements, primarily as a persistent workspace.  Thanks in advance [[User:Valkyrie|Valkyrie]] 22:05, 22 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Requesting the creation of my user page. I'm going to use it as a workspace and reference source for details to my projects. Thankyou Kindly.&lt;br /&gt;
[[User:Jamesadelong|Jamesadelong]] 18:30 March 28 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
Please allow [[User:Mystara|Mystara]] to create a user page. I have extensive wiki markup experience and would love to be able to be a part of this community. Thank you.&lt;br /&gt;
[[User:Mystara|Mystara]] 23:10, 29 April 2011 (UTC)&lt;br /&gt;
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== Dwarven Bathtub ==&lt;br /&gt;
&lt;br /&gt;
I, err, don't play the ANSI version.  Only tried it once for about five minutes.  Ever since then, I've downloaded versions with the graphics pre-installed.  So I'm not sure what a Dwarven Bathtub looks like if you use the default tiles?  The image is only used on the {{L|cleaning}} page, so it's not like there's a lot to change, though.  The only thing I'm sure about is that the ramps are the same in both.  [[User:Uristocrat|Uristocrat]] 09:16, 1 March 2011 (UTC)&lt;br /&gt;
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== Non-User Page Creation ==&lt;br /&gt;
&lt;br /&gt;
I would like a category created called &amp;quot;Flowchart&amp;quot; so as to categorize pages like http://df.magmawiki.com/index.php/File:MetalIndustry3.jpg or http://df.magmawiki.com/index.php/From_Caravan_to_Happy_Dwarves&lt;br /&gt;
&lt;br /&gt;
Thank you.  [[User:Shenzahn|Shenzahn]] 13:31, 1 March 2011 (UTC)&lt;br /&gt;
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== New page request ==&lt;br /&gt;
&lt;br /&gt;
A [[DF2010:Large pot]] page would be nice. [[User:ZCM|ZCM]] 03:54, 9 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Can you please enable the creation of new pages for my account.  I use to have this ability but somewhere it seems to have disappeared.  I was going to add small pages for beekeeping and wax working. [[User:Profit|Profit]] 18:14, 12 March 2011 (UTC)&lt;br /&gt;
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== Page creation requests ==&lt;br /&gt;
&lt;br /&gt;
Can you please create [[Template:B12Forum]] &amp;amp; [[Template:DFFD]]? I plan on creating up the links to the Bay12 Forums &amp;amp; DF File Depot with these templates. And [[Template:Release date]] I plan to use that for release dates on graphic packs &amp;amp; mods.&amp;lt;small&amp;gt;&amp;amp;nbsp;&amp;lt;span style=&amp;quot;padding:0.3em;border:0.1em solid #AAA;background:#DDD;font-size:11px;color:#000;&amp;quot;&amp;gt;「[[User:gu1dry|'''gu1dry''']]」&amp;lt;small&amp;gt;[[User talk:gu1dry|⊤]]&amp;amp;nbsp;•&amp;amp;nbsp;[[Special:Contributions/Gu1dry|¢]]&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt; 10:04, 17 March 2011 (UTC)&amp;lt;/small&amp;gt;&lt;br /&gt;
*Still waiting for the pages to be created or to be told &amp;quot;no&amp;quot;....&amp;lt;small&amp;gt;&amp;amp;nbsp;&amp;lt;span style=&amp;quot;padding:0.3em;border:0.1em solid #AAA;background:#DDD;font-size:11px;color:#000;&amp;quot;&amp;gt;「[[User:gu1dry|'''gu1dry''']]」&amp;lt;small&amp;gt;[[User talk:gu1dry|⊤]]&amp;amp;nbsp;•&amp;amp;nbsp;[[Special:Contributions/Gu1dry|¢]]&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt; 21:04, 31 March 2011 (UTC)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== User:hapes page ==&lt;br /&gt;
&lt;br /&gt;
I would like to put up quantummenace's aquifer piercing method.  Can you allow me access to my use page so I can do that?  Thanks.&lt;br /&gt;
[[User:Hapes|Hapes]] 17:12, 24 March 2011 (UTC)&lt;br /&gt;
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== New page request ==&lt;br /&gt;
&lt;br /&gt;
Could you add a page for {{L|magma piston}}s? I'll add my edits to the {{L|magma}} page for now, but I'm worried I'm going to make that page too cluttered. -[[User:Norseman|Norseman]] 08:04, 6 April 2011 (UTC)&lt;br /&gt;
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== Yet another new page request ==&lt;br /&gt;
I would like the [[DF2010_Talk:Gear_assembly]] page created, thanks in advance&lt;br /&gt;
&lt;br /&gt;
== Labrynth Page? ==&lt;br /&gt;
&lt;br /&gt;
I found a labrynth in adventure recently, and went through it, documenting everything along the way.&lt;br /&gt;
&lt;br /&gt;
Perhaps a wiki page devoted to labyrinthes.. hm.. labyrinthi?.. hmph.. would be a good idea?&lt;br /&gt;
&lt;br /&gt;
I took a whole bunch of screenshots and stuff that I could write from.&lt;br /&gt;
&lt;br /&gt;
- acetech09 (0153 UTC Apr 6)&lt;br /&gt;
&lt;br /&gt;
== royal jelly page ==&lt;br /&gt;
&lt;br /&gt;
I think we need a royal jelly page. I'm however not experienced in making one could someone set up a template?&lt;br /&gt;
&lt;br /&gt;
== user page request ==&lt;br /&gt;
&lt;br /&gt;
Hello, I'd like a user page please! --[[User:Knaveofstaves|Knaveofstaves]] 14:23, 20 April 2011 (UTC)&lt;br /&gt;
:Created. --[[User:Briess|Briess]] 14:33, 20 April 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== New Page Request: ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;[http://df.magmawiki.com/index.php/User:ANormalUsername1/Aceangel I need this made, please. Thanks!]&amp;lt;/s&amp;gt;&lt;br /&gt;
Never mind! Thanks anyways! --[[User:ANormalUsername1|&amp;lt;span style=&amp;quot;text-shadow:green 0px 0px 3px;&amp;quot;&amp;gt;A&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;text-shadow:blue 0px 0px 3px;&amp;quot;&amp;gt;Normal&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;text-shadow:red 0px 0px 3px;&amp;quot;&amp;gt;Username&amp;lt;/span&amp;gt;]] 01:55, 21 April 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Hey, I'm new here :) [[http://df.magmawiki.com/index.php/User:Chester]]&lt;br /&gt;
&lt;br /&gt;
== User Page Request #9001 ==&lt;br /&gt;
Haha sweet I get the 9001st user page!!! [[User:Pfifo]]&lt;br /&gt;
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== Need a redirect created ==&lt;br /&gt;
&lt;br /&gt;
{{L|Danger rooms}} should probably redirect to {{L|Danger room}}, especially given that there was a link to {{L|Danger rooms}} in {{L|Training weapon}}. (I replaced it with [[Danger room|Danger rooms]] (Links to [[Danger room|Danger room]]))--[[User:Cam94509|Cam94509]] 21:35, 10 May 2011 (UTC)&lt;br /&gt;
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== User page request ==&lt;br /&gt;
&lt;br /&gt;
I reckon I should have a user and user talk page since I've done a few edits and someone might want to discuss them with me. Thanks. [[User:Vitriolum|Vitriolum]] 01:37, 12 May 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I see to have the ability to do this so I went ahead and did it. --[[User:Ral|Ral]] 03:03, 12 May 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== search error ==&lt;br /&gt;
&lt;br /&gt;
searching for &amp;quot;plant/animal&amp;quot; generates quite a few lines of &amp;quot;Warning: preg_match() [function.preg-match]: Unknown modifier 'a' in /var/www/dfwiki/includes/SearchEngine.php on line 1169&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== User Page Request for Root Infinity ==&lt;br /&gt;
&lt;br /&gt;
I want to have a user page - I've been doing some logic work on the forums (see [http://www.bay12forums.com/smf/index.php?topic=86316 here] for the details so far), and I wish to be able to post designs on my user page temporarily, and/or for the more specialized logic (JK/T/D flip-flops; (de)multiplexers, et cetera. Can you please set this up for me?&lt;br /&gt;
&lt;br /&gt;
Also, is there anything that you want me to do? I like doing minor editing, and also like doing logic-based things.&lt;br /&gt;
&lt;br /&gt;
--[[User:Root Infinity|Root Infinity]] 02:28, 11 June 2011 (UTC)&lt;br /&gt;
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== Sidebar broken on Konqueror? ==&lt;br /&gt;
&lt;br /&gt;
See [http://www.bay12forums.com/smf/index.php?topic=85834 here] - basically the sidebar is pushed to down below the bottom of the page.&lt;br /&gt;
--[[User:Root Infinity|Root Infinity]] 02:32, 11 June 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==User Page==&lt;br /&gt;
&lt;br /&gt;
I'd like to upload my tileset with screenshot and make a user page, could you give me permission for that?&lt;br /&gt;
&lt;br /&gt;
[[User:Vidumec|Vidumec]] 19:11, 20 June 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Want to Upload Image of World for Worldgen Examples ==&lt;br /&gt;
&lt;br /&gt;
I added a world to the worldgen examples page but I don't have permission to upload an image of it. ~~Johnnydigs&lt;br /&gt;
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== User page request ==&lt;br /&gt;
&lt;br /&gt;
I'd like to have a user page, please.  --[[User:Triggs|Triggs]] 23:45, 14 July 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Me too, please. --[[User:Kaleb702|Kaleb702]] 22:10, 21 July 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Pop-up ad ==&lt;br /&gt;
&lt;br /&gt;
Just got a pop-up ad.  Since this is the first one I've seen on the wiki, I figured it might be something you're trying to avoid and this one slipped through.  The URL for the ad:&lt;br /&gt;
&lt;br /&gt;
http://survey.suitesmart.com/survey.sp?PAG=H;GID=15896;SID=100472;CRE=227961984;PLA=327539066;ADI=227961984;REF=fw.adsafeprotected.com/rjsi/at/10266/119149/CHI/iview/327539066/direct;wi.160;hi.600/01?click=http://a.rfihub.com/aci/128_0_YWE9MjQ3MTksMTE0NDA1LDIyOTExLDIzMzY2ODEsMTczOSwzOTA1OSxsdGdZNHFzYjFRNlUscCw5OTksNDY4Myw2NTM3MywyNzQzLDkzMDcmcmI9NDQ1JnJlPTEyMzg2;DOM=view.atdmt.com;PAT=/CHI/iview/327539066/direct;wi.160;hi.600/01;SEA=click=http://a.rfihub.com/aci/128_0_YWE9MjQ3MTksMTE0NDA1LDIyOTExLDIzMzY2ODEsMTczOSwzOTA1OSxsdGdZNHFzYjFRNlUscCw5OTksNDY4Myw2NTM3MywyNzQzLDkzMDcmcmI9NDQ1JnJlPTEyMzg2&lt;br /&gt;
&lt;br /&gt;
-- [[User:Khym Chanur|Khym Chanur]] 16:03, 22 July 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:It's unlikely to be an adware infection , given that I'm running Linux. -- [[User:Khym Chanur|Khym Chanur]] 17:26, 23 July 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== User page request ==&lt;br /&gt;
&lt;br /&gt;
It would be really great if you could create my user page.&lt;br /&gt;
Thanks in advance!&lt;br /&gt;
&lt;br /&gt;
[[User:Bionic|Bionic]] 19:32, 22 July 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== User page request ==&lt;br /&gt;
&lt;br /&gt;
Hello there, could you create a user page for me?&lt;br /&gt;
Tack snälla.&lt;br /&gt;
&lt;br /&gt;
-- [[User:Mackeroni the Janitor|Mackeroni the Janitor]] 11:32, 24 July 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Indent with space&amp;quot; box should be monospaced ==&lt;br /&gt;
&lt;br /&gt;
If you indent with text with a space, like this:&lt;br /&gt;
&lt;br /&gt;
 BLAH BLAH&lt;br /&gt;
&lt;br /&gt;
It uses a proportional font.  However, a lot of pages use it as if it was monospaced, which messes up the diagrams in them. Rather than changing all of them to use a diagram template, it'd probably be easier to change indent-with-space to use a monospaced font. -- [[User:Khym Chanur|Khym Chanur]] 01:06, 27 July 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Okay, the problem is on my end.  For some reason, my browser doesn't accept the CSS &amp;quot;font-family: monospace;&amp;quot;, but wants &amp;quot;font-family: mono;&amp;quot; instead. -- [[User:Khym Chanur|Khym Chanur]] 02:20, 27 July 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I'd accidentally set my browser's monospaced font to be proportional. ''*smacks forehead*'' -- [[User:Khym Chanur|Khym Chanur]] 03:24, 27 July 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== want to make user page ==&lt;br /&gt;
&lt;br /&gt;
Hello,&lt;br /&gt;
I want to make a user page of me. Please kindly tell me the procedure to create a user page.&lt;br /&gt;
&lt;br /&gt;
== (another) User page request ==&lt;br /&gt;
&lt;br /&gt;
Just a redirect to the *other* page by the same name, perhaps?&lt;br /&gt;
[[User:Armok|Armok]] 01:17, 3 August 2011 (UTC)&lt;br /&gt;
(why was this name not taken yet? I mean, really...)&lt;br /&gt;
&lt;br /&gt;
== cool Forgotten Beast screeny ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Forgotten Beast Usa Luralutesh has come! A huge blob of vomit. It has a long hanging tail and it undulates rhythmically. Beware it's poisonous vapors!&amp;quot;&lt;br /&gt;
Give me a yell for a copy to put on wiki. --[[User:Yellow|Yellow]]&lt;br /&gt;
&lt;br /&gt;
== I Am Familiar With Rubu on Rails ==&lt;br /&gt;
&lt;br /&gt;
I'm familiar with Ruby on Rails and would love to get involved in any sort of project to hone my skills.&lt;br /&gt;
&lt;br /&gt;
I am also an avid Dwarf Fortress fan ( :P Ok, so that much was probably already obvious) and would love to work on a project to contribute to the community. :-)&lt;br /&gt;
&lt;br /&gt;
[[User:Burlingk|Burlingk]] 03:32, 16 September 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Bloodline:Ugogmomuz ==&lt;br /&gt;
&lt;br /&gt;
Hi Emi - I'd like to start a page at Bloodline:Ugogmomuz to maintain the back-and-forth story for a bloodline game. Would you be able to set that up? Thank you! --[[User:Doom Unicorn|Doom Unicorn]] 19:55, 20 September 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== New page ==&lt;br /&gt;
&lt;br /&gt;
Hi, I'm making more tilesets and I'd like to be able to upload them, and screenshots if possible.&lt;br /&gt;
&lt;br /&gt;
Thanks.&lt;br /&gt;
&lt;br /&gt;
[[User:Ddw|Ddw]] 11:56, 22 September 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Request for a user page ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hello there, I need a userpage to be created and saw the announcements. DrNightKOT [[User:DrNightKOT|DrNightKOT]] 14:35, 26 September 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Database dump?  ==&lt;br /&gt;
&lt;br /&gt;
Is there a complete db dump for this wiki, for offline use? Where would I find it? [[User:Hackworth|Hackworth]] 14:44, 26 September 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Request for a user page ==&lt;br /&gt;
&lt;br /&gt;
Hello, a user page would be much appreciated. Thank You, Krg.&lt;br /&gt;
[[User:Krg|Krg]] 21:28, 26 September 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== User page ==&lt;br /&gt;
&lt;br /&gt;
..and one for me as well, please, Thanks! [[User:UristMcDorf|UristMcDorf]] 07:00, 29 September 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Dwarf Fortress Talk ==&lt;br /&gt;
&lt;br /&gt;
I've just noticed that this particular page has been deleted previously for being an orphan. Since I feel that the official podcast certainly deserves a page, and should be easily linkable to due to containing information, I wonder what the policy on orphans is - simply that no pages link there, or too few links? I've previously added a few links to Dwarf Fortress Talk in an article and an article draft not knowing it had been deleted, and haven't found anything under the deletion policy regarding orphans.&amp;lt;br&amp;gt;&lt;br /&gt;
[[User:Knight Otu|Knight Otu]] 07:32, 29 October 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Thanks for the answer. I think I can come up with something, but I guess I'll be drafting up the page first.&lt;br /&gt;
:[[User:Knight Otu|Knight Otu]] 21:36, 31 October 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Update Problem ==&lt;br /&gt;
&lt;br /&gt;
Chrome doesn't seem to be taking the update very nicely. It's downloading all the links as .gz files. [[Special:Contributions/67.2.140.63|67.2.140.63]] 08:49, 6 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Visual Preferences ==&lt;br /&gt;
&lt;br /&gt;
Is there any possibility to revert back to the old look? I hate how it now looks like Wikipedia, but there's no other options in the preferences :c Or at least move the search box to it's proper place, please? Or better, tell me how to do it myself, that would be the best option. --[[User:Haspen|Haspen]] 20:10, 7 November 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Haspen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Giant_desert_scorpion&amp;diff=144926</id>
		<title>40d Talk:Giant desert scorpion</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Giant_desert_scorpion&amp;diff=144926"/>
		<updated>2011-04-08T08:21:35Z</updated>

		<summary type="html">&lt;p&gt;Haspen: /* They can use weapons. */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Can you really extract venom from the corpses?  The 'extracts' page says that giant scorpion venom can only be imported.  Which is right? --[[User:Sev|Sev]] 23:24, 26 October 2008 (EDT)&lt;br /&gt;
:I highly suspect that this was made up by somebody who was reading the raws and not actually testing it in-game. --[[User:Quietust|Quietust]] 14:52, 3 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Do scorpions go after certain buildings first? ==&lt;br /&gt;
&lt;br /&gt;
I ended up having a scorpion waltz into my base without anyone noticing.  After surviving the stone fall traps at my entrance (admittedly my traps were only 2 rows deep)it proceeded to stroll past my Trade Depot and down the 1-tile wide path between my barracks and dining hall, again without anyone noticing.  No one took any notice of the arachnid terror until it had walked into a room that I had set aside as an archery range and dismantled all of my archery targets.  Anyways, I'm wondering if scorpions have a preference on targets as the one that made it into my fort ignored the Trade Depot, several doors and the beds, table, and chairs behind said doors as it proceeded straight to my archery range and destroyed archery targets. --[[User:Alkyon|Alkyon]] 08:35, 15 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
: I too had a giant desert scorpion enter my base (it went through 3 stonefall traps at minimum), and my hunter was inable to destroy it before it destroyed an archery target. It left everything else alone. --[[User:Erathoniel|Erathoniel]] 14:11, 15 November 2008 (EST)&lt;br /&gt;
:: The Creature Tokens page may solve this mystery.  An excerpt from the BUILDINGDESTROYER token:  &amp;quot;Allows a creature to destroy furniture and buildings. Creatures with BUILDINGDESTROYER will actively seek out your constructions and destroy them. A creature can have this value at 1 or 2. When the value is 1, the creature will go after wooden hatches, wooden doors, supports, statues, windows and archery targets only.&amp;quot;  A wooden archery range in a desert might have been designed to entice scorpions inside!  :D ... D: --[[User:Corona688|Corona688]] 18:55, 28 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== They can use weapons. ==&lt;br /&gt;
&lt;br /&gt;
I just got killed by a G.D.S. who yanked my axe out of my hand and then hacked me to death with it.&lt;br /&gt;
&lt;br /&gt;
Beware.&lt;br /&gt;
--[[User:DarthCloakedDwarf|DarthCloakedDwarf]] 01:02, 14 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
This is a common occurance. I propose putting a warning in the article about this. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:98.231.62.19|98.231.62.19]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:How many people still play 40d? --[[User:Quietust|Quietust]] 16:54, 13 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::A bit, I would say, myself included. --[[User:Haspen|Haspen]] 08:21, 8 April 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Haspen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Haspen&amp;diff=133447</id>
		<title>User:Haspen</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Haspen&amp;diff=133447"/>
		<updated>2010-12-13T21:04:26Z</updated>

		<summary type="html">&lt;p&gt;Haspen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Few things ==&lt;br /&gt;
&lt;br /&gt;
'''1.GROWDUR.'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Season lasts for a GROWDUR of 1008. One month have 28 days, so:&lt;br /&gt;
&lt;br /&gt;
28x3 = 84. 1008/84 = 12.&lt;br /&gt;
&lt;br /&gt;
'''Conclusion:''' GROWDUR:1 is equivalent to 2 hours of a day.&lt;br /&gt;
&lt;br /&gt;
'''Examples:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
One week is GROWDUR:84&amp;lt;br /&amp;gt;&lt;br /&gt;
One month is GROWDUR:336&amp;lt;br /&amp;gt;&lt;br /&gt;
Z days is GROWDUR:(Zx12)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Wee! :D&lt;br /&gt;
&lt;br /&gt;
'''2. Hate!'''&lt;br /&gt;
&lt;br /&gt;
Adding [VERMIN_HATEABLE] to races is fun :3&lt;br /&gt;
&amp;quot;Urist McDwarf absolutely detests elves.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
''ALSO:''&lt;br /&gt;
&lt;br /&gt;
What is Haspen doing on DwarfWiki:&lt;br /&gt;
&lt;br /&gt;
Fixing version links. Everyone adds stuff about new version, while the older have been forgotten! Boo! D:&lt;/div&gt;</summary>
		<author><name>Haspen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Ocean&amp;diff=130081</id>
		<title>v0.31:Ocean</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Ocean&amp;diff=130081"/>
		<updated>2010-10-24T08:56:28Z</updated>

		<summary type="html">&lt;p&gt;Haspen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|08:31, 21 June 2010 (UTC)}} {{av}}&lt;br /&gt;
&lt;br /&gt;
An ocean is an immense volume of {{l|Water#Salt_Water|saltwater}}. They are often bordered by {{l|sand|sandy beaches}} where {{L|driftwood}} can be found. {{L|Marsh}}es and {{L|swamp}}s also tend to form around oceanic coastlines, especially near {{L|river}}s. The land surrounding oceans also tends to have a high water table, resulting in {{L|aquifer}}s close to the surface.&lt;br /&gt;
&lt;br /&gt;
It is not possible to found a fort solely in an oceanic biome; some land is needed.&lt;br /&gt;
&lt;br /&gt;
There are three varieties of oceans, based on temperature, which affects the sea life found there: Arctic, Temperate and Tropical.&lt;br /&gt;
&lt;br /&gt;
== Ocean Waves ==&lt;br /&gt;
&lt;br /&gt;
Waves will periodically wash over the coast. The tiles will not get wet. However, if it washes over a staircase, the floors below it will be slowly flooded. This may be a good way to irrigate tiles.&lt;br /&gt;
&lt;br /&gt;
== Fauna ==&lt;br /&gt;
&lt;br /&gt;
Oceans are an excellent source of {{l|fish|food}} for a new fortress, usually having tons of fish, and containing shell-bearing creatures like {{l|oyster|oysters}} and {{l|mussel|mussels}}.&lt;br /&gt;
&lt;br /&gt;
In {{L|Surroundings#Evil|evil}} oceans {{L|sea monster}}s can be found. Likewise, in {{L|Surroundings#Good|good}} oceans {{L|merperson}}s can be observed.&lt;br /&gt;
&lt;br /&gt;
=== Arctic Ocean ===&lt;br /&gt;
&lt;br /&gt;
Creatures&lt;br /&gt;
&lt;br /&gt;
* {{L|Blue shark}}&lt;br /&gt;
* {{L|Bluefin tuna}}&lt;br /&gt;
* {{L|Cod}}&lt;br /&gt;
* {{L|Conger eel}}&lt;br /&gt;
* {{L|Frill shark}}&lt;br /&gt;
* {{L|Halibut}}&lt;br /&gt;
* {{L|Sea lamprey}}&lt;br /&gt;
* {{L|Sea serpent}}&lt;br /&gt;
* {{L|Sturgeon}}&lt;br /&gt;
* {{L|Walrus}}&lt;br /&gt;
* {{L|Whale}}&lt;br /&gt;
&lt;br /&gt;
Vermin&lt;br /&gt;
&lt;br /&gt;
* {{L|Hagfish}}&lt;br /&gt;
* {{L|Hake}}&lt;br /&gt;
* {{L|Herring}}&lt;br /&gt;
* {{L|Mackerel}}&lt;br /&gt;
* {{L|Mussel}}&lt;br /&gt;
* {{L|Oyster}}&lt;br /&gt;
* {{L|Shad}}&lt;br /&gt;
* {{L|Sole}}&lt;br /&gt;
* {{L|Steelhead trout}}&lt;br /&gt;
&lt;br /&gt;
=== Temperate Ocean ===&lt;br /&gt;
&lt;br /&gt;
Creatures&lt;br /&gt;
&lt;br /&gt;
* {{L|Angelshark}}&lt;br /&gt;
* {{L|Basking shark}}&lt;br /&gt;
* {{L|Blue shark}}&lt;br /&gt;
* {{L|Bluefin tuna}}&lt;br /&gt;
* {{L|Bluefish}}&lt;br /&gt;
* {{L|Cod}}&lt;br /&gt;
* {{L|Common skate}}&lt;br /&gt;
* {{L|Conger eel}}&lt;br /&gt;
* {{L|Frill shark}}&lt;br /&gt;
* {{L|Great white shark}}&lt;br /&gt;
* {{L|Halibut}}&lt;br /&gt;
* {{L|Hammerhead shark}}&lt;br /&gt;
* {{L|Longfin mako shark}}&lt;br /&gt;
* {{L|Marlin}}&lt;br /&gt;
* {{L|Nurse shark}}&lt;br /&gt;
* {{L|Ocean sunfish}}&lt;br /&gt;
* {{L|Opah}}&lt;br /&gt;
* {{L|Sea serpent}}&lt;br /&gt;
* {{L|Sea lamprey}}&lt;br /&gt;
* {{L|Shortfin mako shark}}&lt;br /&gt;
* {{L|Spiny dogfish}}&lt;br /&gt;
* {{L|Spotted wobbegong}}&lt;br /&gt;
* {{L|Sturgeon}}&lt;br /&gt;
* {{L|Swordfish}}&lt;br /&gt;
* {{L|Whale}}&lt;br /&gt;
&lt;br /&gt;
Vermin&lt;br /&gt;
&lt;br /&gt;
* {{L|Anchovy}}&lt;br /&gt;
* {{L|Bat ray}}&lt;br /&gt;
* {{L|Brook lamprey}}&lt;br /&gt;
* {{L|Flounder}}&lt;br /&gt;
* {{L|Hagfish}}&lt;br /&gt;
* {{L|Hake}}&lt;br /&gt;
* {{L|Herring}}&lt;br /&gt;
* {{L|Mackerel}}&lt;br /&gt;
* {{L|Mussel}}&lt;br /&gt;
* {{L|Oyster}}&lt;br /&gt;
* {{L|Salmon}}&lt;br /&gt;
* {{L|Sea nettle jellyfish}}&lt;br /&gt;
* {{L|Seahorse}}&lt;br /&gt;
* {{L|Shad}}&lt;br /&gt;
* {{L|Sole}}&lt;br /&gt;
* {{L|Spotted ratfish}}&lt;br /&gt;
* {{L|Steelhead trout}}&lt;br /&gt;
* {{L|Thornback ray}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Tropical Ocean ===&lt;br /&gt;
&lt;br /&gt;
Creatures&lt;br /&gt;
&lt;br /&gt;
* {{L|Angelshark}}&lt;br /&gt;
* {{L|Blacktip reef shark}}&lt;br /&gt;
* {{L|Blue shark}}&lt;br /&gt;
* {{L|Bluefin tuna}}&lt;br /&gt;
* {{L|Bluefish}}&lt;br /&gt;
* {{L|Bull shark}}&lt;br /&gt;
* {{L|Coelacanth}}&lt;br /&gt;
* {{L|Common skate}}&lt;br /&gt;
* {{L|Frill shark}}&lt;br /&gt;
* {{L|Great barracuda}}&lt;br /&gt;
* {{L|Great white shark}}&lt;br /&gt;
* {{L|Giant grouper}}&lt;br /&gt;
* {{L|Hammerhead shark}}&lt;br /&gt;
* {{L|Longfin mako shark}}&lt;br /&gt;
* {{L|Manta ray}}&lt;br /&gt;
* {{L|Marlin}}&lt;br /&gt;
* {{L|Milkfish}}&lt;br /&gt;
* {{L|Ocean sunfish}}&lt;br /&gt;
* {{L|Opah}}&lt;br /&gt;
* {{L|Sea lamprey}}&lt;br /&gt;
* {{L|Sea serpent}}&lt;br /&gt;
* {{L|Shortfin mako shark}}&lt;br /&gt;
* {{L|Spiny dogfish}}&lt;br /&gt;
* {{L|Spotted wobbegong}}&lt;br /&gt;
* {{L|Stingray}}&lt;br /&gt;
* {{L|Swordfish}}&lt;br /&gt;
* {{L|Tiger shark}}&lt;br /&gt;
* {{L|Whale}}&lt;br /&gt;
* {{L|Whale shark}}&lt;br /&gt;
* {{L|Whitetip reef shark}}&lt;br /&gt;
&lt;br /&gt;
Vermin&lt;br /&gt;
&lt;br /&gt;
* {{L|Bat ray}}&lt;br /&gt;
* {{L|Clownfish}}&lt;br /&gt;
* {{L|Glasseye}}&lt;br /&gt;
* {{L|Mussel}}&lt;br /&gt;
* {{L|Oyster}}&lt;br /&gt;
* {{L|Seahorse}}&lt;br /&gt;
* {{L|Thornback ray}}&lt;br /&gt;
* {{L|White-spotted puffer}}&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
{{Category|World}}&lt;/div&gt;</summary>
		<author><name>Haspen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Large_roach&amp;diff=129052</id>
		<title>40d:Large roach</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Large_roach&amp;diff=129052"/>
		<updated>2010-10-09T18:23:12Z</updated>

		<summary type="html">&lt;p&gt;Haspen: Typo, I think.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{VerminInfo|name=Large roach|symbol=∙|color=6:0:0|biome=* Not freezing|wiki=Cockroach|&lt;br /&gt;
spring=1|summer=1|autumn=1|winter=1}}&lt;br /&gt;
{{av}}{{Quality|Fine}}&lt;br /&gt;
&lt;br /&gt;
'''Large roaches''' are {{L|thought|hateable}} {{L|vermin|vermins}} that will some times occur in groups. They live in any non-freezing {{L|biome}} and during their lives they will eat your {{L|food}}. They can be tamed and suprisingly have a [PETVALUE] of 5.  &lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Vermin}}&lt;/div&gt;</summary>
		<author><name>Haspen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Haspen&amp;diff=128285</id>
		<title>User:Haspen</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Haspen&amp;diff=128285"/>
		<updated>2010-09-27T18:50:47Z</updated>

		<summary type="html">&lt;p&gt;Haspen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Few things:&lt;br /&gt;
&lt;br /&gt;
'''1.GROWDUR.'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Season lasts for a GROWDUR of 1008. One month have 28 days, so:&lt;br /&gt;
&lt;br /&gt;
28x3 = 84. 1008/84 = 12.&lt;br /&gt;
&lt;br /&gt;
'''Conclusion:''' GROWDUR:1 is equivalent to 2 hours of a day.&lt;br /&gt;
&lt;br /&gt;
'''Examples:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
One week is GROWDUR:84&amp;lt;br /&amp;gt;&lt;br /&gt;
One month is GROWDUR:336&amp;lt;br /&amp;gt;&lt;br /&gt;
Z days is GROWDUR:(Zx12)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Wee! :D&lt;br /&gt;
&lt;br /&gt;
'''2. Hate!'''&lt;br /&gt;
&lt;br /&gt;
Adding [VERMIN_HATEABLE] to races is fun :3&lt;br /&gt;
&amp;quot;Urist McDwarf absolutely detests elves.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
''ALSO:''&lt;br /&gt;
&lt;br /&gt;
What is Haspen doing on DwarfWiki:&lt;br /&gt;
&lt;br /&gt;
Fixing version links. Everyone adds stuff about new version, while the older have been forgotten! Boo! D:&lt;/div&gt;</summary>
		<author><name>Haspen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Count_consort&amp;diff=126393</id>
		<title>40d:Count consort</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Count_consort&amp;diff=126393"/>
		<updated>2010-08-26T10:26:51Z</updated>

		<summary type="html">&lt;p&gt;Haspen: Wrong version link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Noble&lt;br /&gt;
| noble=Count consort&lt;br /&gt;
| quarters=Great bedroom&lt;br /&gt;
| dining=Great dining room&lt;br /&gt;
| tomb=Mausoleum&lt;br /&gt;
| stands=2&lt;br /&gt;
| racks=2&lt;br /&gt;
| chests=3&lt;br /&gt;
| cabinets=2&lt;br /&gt;
| arrival=&lt;br /&gt;
* Arrives with {{L|count}}&lt;br /&gt;
| function=&lt;br /&gt;
* Making babies&lt;br /&gt;
}}&lt;br /&gt;
Your '''count consort''' arrives with the {{L|count|count/countess}}.&lt;br /&gt;
&lt;br /&gt;
Thus if your {{L|count|count/countess}} dies, their replacement brings another consort: now you have two (or more...) irritating mandate-issuing blue-bloods about the place.&lt;br /&gt;
&lt;br /&gt;
{{Category|Nobles}}&lt;/div&gt;</summary>
		<author><name>Haspen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Armorsmith&amp;diff=124957</id>
		<title>v0.31:Armorsmith</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Armorsmith&amp;diff=124957"/>
		<updated>2010-08-12T11:42:32Z</updated>

		<summary type="html">&lt;p&gt;Haspen: /* Training armorsmiths */  Changed the mention about metals to reflect new changes (bronze - iron)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Skill&lt;br /&gt;
| color      = 0:1&lt;br /&gt;
| skill      = Armorsmith&lt;br /&gt;
| specialty  = Armorer&lt;br /&gt;
| profession = {{L|Metalsmith}}&lt;br /&gt;
| job name   = Armoring&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Forge {{L|armor}}&lt;br /&gt;
| workshop   =&lt;br /&gt;
* {{L|Metalsmith's forge}}&lt;br /&gt;
* {{L|Magma forge}}}}&lt;br /&gt;
{{av}}{{Quality|Exceptional|09:35, 9 June 2010 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
The '''armorsmith''' skill is used to make all {{L|metal}} {{L|armor}} and {{L|shield|shields}} at a {{L|metalsmith's forge}} (or {{L|magma forge}}).  The corresponding {{L|labor}} is '''armoring'''.&lt;br /&gt;
&lt;br /&gt;
Like all artisans in Dwarf Fortress, skilled armorsmiths make armor more quickly, and of a higher {{L|quality}}, than unskilled dwarves.  The higher the quality of armor, the more damage it can block, which helps to minimize  casualties in {{L|combat}}.  A {{L|legendary}}+5 armorsmith is potentially the most valuable dwarf any fortress could hope to have.  This makes armorsmith skill a very popular choice in {{L|starting builds}}.&lt;br /&gt;
&lt;br /&gt;
== Training armorsmiths ==&lt;br /&gt;
&lt;br /&gt;
To train an armorsmith to legendary (or legendary+5, better still), you must have him or her make hundreds of pieces of armor.  Use {{L|iron}} for this (or {{L|copper}}, if you have a lot of it): save your precious steel or bronze for after the training is done (though you may opt to make a few steel suits early on for your soldiers to wear).  &lt;br /&gt;
&lt;br /&gt;
These hundreds of pieces of armor will rapidly {{L|clutter}} the forge, greatly slowing down the smithy's progress.  To keep up with a high-skill armorsmith, you must employ several full-time {{L|hauler|haulers}} to clear out the shop: either item haulers, to drag the pieces to nearby armor {{L|stockpile}}s, or refuse haulers, to drag the items to a nearby {{L|dump}}.  (Dumping, however, requires periodically redesignating the area over the forge ({{k|d}}-{{k|b}}-{{k|d}}) in order to mark its contents for dumping.)  Setting up several forges and having the smithy move from one to the next when they get cluttered works well in concert with multiple haulers.  You can also employ a spare metalsmith of any sort to keep destroying and rebuilding the forges to clear them out.&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;/div&gt;</summary>
		<author><name>Haspen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Dragonfly&amp;diff=123235</id>
		<title>v0.31:Dragonfly</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Dragonfly&amp;diff=123235"/>
		<updated>2010-07-31T08:17:10Z</updated>

		<summary type="html">&lt;p&gt;Haspen: game appearance fixed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{VerminInfo|name=Dragonfly|symbol=∙|color=3:0:1|biome= * Any {{L|pool}}&lt;br /&gt;
|spring=1|summer=1|autumn=1}}&lt;br /&gt;
{{av}}{{Quality|Exceptional|00:09, 10 June 2010 (UTC)}}&lt;br /&gt;
:''A relatively large insect found in swamps and marshland.''&lt;br /&gt;
&lt;br /&gt;
'''Dragonflies''' are a type of {{L|above ground}} {{L|vermin}}. They are found near {{L|pool|pools}}, and can be seen in any season other than winter.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Vermin-Dragonfly.jpg|Admired for its faceted eyes.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{vermin}}&lt;/div&gt;</summary>
		<author><name>Haspen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Clothier%27s_shop&amp;diff=123234</id>
		<title>v0.31:Clothier's shop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Clothier%27s_shop&amp;diff=123234"/>
		<updated>2010-07-31T07:26:35Z</updated>

		<summary type="html">&lt;p&gt;Haspen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|19:23, 12 June 2010 (UTC)}}{{av}}&lt;br /&gt;
{{Workshop|name=Clothier's shop|key=k|job={{L|Clothesmaking}}&lt;br /&gt;
|construction=&lt;br /&gt;
1 of&lt;br /&gt;
* {{L|Block}}&lt;br /&gt;
* {{L|Stone}}&lt;br /&gt;
* {{L|Wood}}&lt;br /&gt;
|construction_job=&lt;br /&gt;
* {{L|Clothier|Clothesmaking}}&lt;br /&gt;
|use=&lt;br /&gt;
* {{L|Cloth}}&lt;br /&gt;
|production=&lt;br /&gt;
* {{L|Backpack}}&lt;br /&gt;
* {{L|Bag}}&lt;br /&gt;
* {{L|Clothing}}&lt;br /&gt;
* {{L|Quiver}}&lt;br /&gt;
* {{L|Rope}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Clothier's shop''' is a {{L|workshop}} used by a {{L|Clothier}} to make {{L|clothes}}, {{L|rope}}s and {{L|bag}}s out of {{L|cloth}} and {{L|silk}}. It can also be used to {{L|decoration|sew images}} onto {{L|finished goods}}. Cloth and silk must be either bought from {{L|trading|caravans}} or {{L|weaving|weaved}} at a {{L|loom}}.&lt;br /&gt;
&lt;br /&gt;
The clothier's shop can be built with any building material, and must be built by a {{L|dwarf}} with the Clothesmaking {{L|labor}} enabled.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*Cloth is represented internally in terms of size, while the {{L|stocks}} screen lists each cloth as a single unit. As such, if an {{L|announcement}} comes up saying a clothier's shop {{L|job}} was cancelled for lacking 10000 or so cloth, don't think you need a stack of Pig tail cloth [10000] in order to continue making clothes. It just means you are out of cloth, and need to weave more.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*{{L|Textile industry}}&lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;/div&gt;</summary>
		<author><name>Haspen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Calendar&amp;diff=119818</id>
		<title>40d:Calendar</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Calendar&amp;diff=119818"/>
		<updated>2010-06-29T18:36:40Z</updated>

		<summary type="html">&lt;p&gt;Haspen: /* Ages */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Masterwork|08:00, 22 May 2010 (UTC)}}{{av}}&lt;br /&gt;
The dwarven '''calendar''' is used to display dates, and is visible in the upper right corner of the {{L|Status}} Screen ({{key|z}}). One year has 336 days and consists of twelve month in four seasons, with three months per season. Every month has 28 days. The months are named after kinds of {{L|stone}}s, {{L|ore}}, {{L|gem}}s and {{L|wood}}. New Year's Day and the first day of spring both fall on the 1st of Granite. New Year's Eve and the last day of winter both fall on the 28th of Obsidian.&lt;br /&gt;
&lt;br /&gt;
The game's first playable year begins whenever the world stops generating, due to certain parameters you or the game has set up. By default, the world will stop genning when a percentage of megabeasts are dead, currently resulting in the starting years being in the low 200s to mid 300s on average. &lt;br /&gt;
&lt;br /&gt;
== Months and seasons ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #8f8&amp;quot; | {{tile|•|grey|#8f8}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #cfc; width: 10em; text-align: left&amp;quot; | {{L|Granite}}&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #cfc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Early-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #cfc&amp;quot; rowspan=&amp;quot;3&amp;quot; | Spring&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #8f8&amp;quot; | {{tile|•|grey|#8f8}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #cfc; width: 10em; text-align: left&amp;quot; | {{L|Slate}}&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #cfc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Mid-&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #8f8&amp;quot; | {{tile|•|grey|#8f8}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #cfc; width: 10em; text-align: left&amp;quot; | {{L|Felsite}}&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #cfc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Late-&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ff8&amp;quot; | {{tile|*|#800|#ff8}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #ffc; width: 10em; text-align: left&amp;quot; | {{L|Hematite}}&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ffc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Early-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ffc&amp;quot; rowspan=&amp;quot;3&amp;quot; | Summer&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ff8&amp;quot; | {{tile|*|green|#ff8}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #ffc; width: 10em; text-align: left&amp;quot; | {{L|Malachite}}&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ffc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Mid-&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ff8&amp;quot; | {{tile|*|grey|#ff8}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #ffc; width: 10em; text-align: left&amp;quot; | {{L|Galena}}&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ffc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Late-&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #f88&amp;quot; | {{tile|•|white|#f88}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #fcc; width: 10em; text-align: left&amp;quot; | {{L|Limestone}}&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #fcc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Early-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #fcc&amp;quot; rowspan=&amp;quot;3&amp;quot; | Autumn&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #f88&amp;quot; | {{tile|•|grey|#f88}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #fcc; width: 10em; text-align: left&amp;quot; | {{L|Sandstone}}&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #fcc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Mid-&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #f88&amp;quot; | {{tile|▬|#770|#f88}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #fcc; width: 10em; text-align: left&amp;quot; | {{L|wood|Timber}}&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #fcc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Late-&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #88f&amp;quot; | {{tile|♦|white|#88f}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #ccf; width: 10em; text-align: left&amp;quot; | {{L|Moonstone}}&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ccf; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Early-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ccf&amp;quot; rowspan=&amp;quot;3&amp;quot; | Winter&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #88f&amp;quot; | {{tile|♦|white|#88f}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #ccf; width: 10em; text-align: left&amp;quot; | {{L|Opal}}&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ccf; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Mid-&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #88f&amp;quot; | {{tile|•|#444|#88f}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #ccf; width: 10em; text-align: left&amp;quot; | {{L|Obsidian}}&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ccf; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Late-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Ages ==&lt;br /&gt;
&lt;br /&gt;
Ages are determined by the states of the world during world generation. Some of the known things that influence the ages are: number of {{L|megabeast}}s alive and dominant {{L|civilization}}s.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
List of known 'Ages', explanation and their (possible) triggers, the ''italic'' are in-game descriptions:&amp;lt;br /&amp;gt;&lt;br /&gt;
-'''Age of Myth'''&amp;lt;br /&amp;gt;&lt;br /&gt;
-'''Age of Legends'''&amp;lt;br /&amp;gt;&lt;br /&gt;
-'''Age of Heroes'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Those three are most common. Almost every world starts from Age of Myth, goes through Age of Legends and ends with Age of Heroes. Those three are influenced by percentage of alive megabeasts and semimegabeasts. After passing certain (unknown yet) % value, Age of Myth turns to Age of Legends, and Age of Legends turns into Age of Heroes.&amp;lt;br /&amp;gt;&lt;br /&gt;
Killing Megabeasts that visit you in Fortress Mode is known to trigger change of Age. When there are very few Megabeasts/Demons left, breaking into {{L|glowing pits|a very bad place}} can also trigger an Age change.&amp;lt;br /&amp;gt;&lt;br /&gt;
''The Age of Myth was a time when living gods and mighty beasts still held sway.''&amp;lt;br /&amp;gt;&lt;br /&gt;
''The Age of Legends was a time when powers of the world were fading.''&amp;lt;br /&amp;gt;&lt;br /&gt;
''The Age of Heroes was a time when the last of the powers fought their final battles.''&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-'''Age of (Megabeast's/Demon's name)'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Occurs mostly in pocket worlds, where there's one Megabeast/Demon with relative large kill list.&amp;lt;br /&amp;gt;&lt;br /&gt;
''The Age of Flarrgh was a time when the dragon Flarrgh was the only great power in the world.''&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-'''Age of (Megabeast/Demon) and (Megabeast/Demon)''', eg: &amp;quot;'''The Age of Titan and Dragon'''&amp;quot; or &amp;quot;'''The Age of Two Demons'''&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
Same as above, but with two notable Megabeasts/Demons.&amp;lt;br /&amp;gt;&lt;br /&gt;
''The Age of Dragon and Demon was a time when the dragon Flarrgh and the demon Blarrgh were the only great powers in the world.''&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-'''Age of Three Powers'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Even better than above, three notable Megabeasts/Demons.&amp;lt;br /&amp;gt;&lt;br /&gt;
''The Age of Three Powers was a time when the dragon Flarrgh, the demon Blarrgh and the titan Glarrgh were the only great powers in the world.''&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-'''Age of (Race name)''', eg: &amp;quot;'''The Age of Dwarves'''&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
One race becomes dominant in the world, or it's the only race left in the world.&amp;lt;br /&amp;gt;&lt;br /&gt;
''The Age of Dwarves was a time when dwarves ruled the world.''&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-'''The Golden Age'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Civilizations are expanding, and there are no wars and other things for them to worry about.&amp;lt;br /&amp;gt;&lt;br /&gt;
''The Golden Age was a time when various civilized races peopled the world.''&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-'''Age of Fairy Tales'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Toady One' quote from 2008 devlog:&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;quot;I finally saw a world arrive at the Age of Fairy Tales, which happens if mundane creatures (ie humans) make up at least 90% of the world's civilized population with the requirement that there are still a few fantasy creatures lurking around. In this case, it was a kobold cave that their scouts never found. I guess all of the fairy tales were about people having their crap stolen.&amp;quot;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
''The Age of Fairy Tales was a time when fantastic creatures were few and far between, and some even doubted their existence.''&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-'''Age of Twilight'''&amp;lt;br /&amp;gt;&lt;br /&gt;
There are no wars and other worries, but civilizations are too weak to expand or are crumbling apart.&amp;lt;br /&amp;gt;&lt;br /&gt;
''The Twilight Age was a time when fantastic creatures no longer lived in great numbers.''&lt;br /&gt;
&lt;br /&gt;
-'''Age of Civilization'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Seems to be triggered when the world is mostly occupied by civilizations and there's no more fanciful creatures around.&amp;lt;br /&amp;gt;&lt;br /&gt;
''The Age of Civilization was a time when fantastic creatures were but mere stories told by travelers.''&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-'''Age of Death'''&amp;lt;br /&amp;gt;&lt;br /&gt;
The Age of Death is a time when there are ''no civilizations'' left alive. It is respected in Dwarf Mode, so no invaders, merchants, immigrants.&amp;lt;br /&amp;gt;&lt;br /&gt;
''The Age of Death was a time after civilization had crumbled completely.''&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-'''Age of Emptiness'''&amp;lt;br /&amp;gt;&lt;br /&gt;
The Age of Emptiness is a time when there are no civilized beings left alive.  This is a game state that can be achieved in adventure mode, because everything can be killed in adventure mode. However, the Age of Emptiness is not respected in dwarf mode; things will be re-populated.&amp;lt;br /&amp;gt;&lt;br /&gt;
''The Age of Emptiness was a time when no civilized peoples existed in the world.'&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Information taken from [http://www.bay12games.com/forum/index.php?topic=45820.0 this Bay12 forum thread]&amp;lt;br /&amp;gt;&lt;br /&gt;
Information about Age of Death/Emptiness taken from [http://www.bay12games.com/forum/index.php?topic=46033.0 this research thread]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Farming ==&lt;br /&gt;
&lt;br /&gt;
With the changing seasons come different {{L|weather}} conditions, depending on your {{L|climate}}. A typical {{L|temperate}} {{L|mountain}}side fort will have snow in spring and winter, with warm summers and colourful autumns. The seasons correspond to growing seasons from the {{L|farm plot}} {{k|q}} menu, which dictate what can be grown when during the year.  (See the {{L|List of crops}}.)&lt;br /&gt;
&lt;br /&gt;
== Trading ==&lt;br /&gt;
Each season bar winter brings the possibility of {{L|trade}}rs from one race or another.&lt;br /&gt;
&lt;br /&gt;
The fussy &amp;lt;s&amp;gt;hippie tree lovers&amp;lt;/s&amp;gt; {{L|elf|elves}} arrive in Spring with {{L|wood|wooden}} crafts and weapons, cages (often containing exotic {{L|animals}}), various {{L|crop|fruits and berries}}, and {{L|rope reed}} cloth items.&lt;br /&gt;
&lt;br /&gt;
{{L|Human}}s come in Summer with their {{L|wagon}} bursting with supplies, eager for &amp;lt;s&amp;gt;junk&amp;lt;/s&amp;gt; stone craft goods.&lt;br /&gt;
&lt;br /&gt;
Dwarves come in Autumn and their departure is a fortelling of the cold winter to come. Ensuring the dwarves depart with a good profit will bring the best chance of &amp;lt;s&amp;gt;fresh cannon fodder&amp;lt;/s&amp;gt; new migrants in the year ahead.&lt;br /&gt;
&lt;br /&gt;
A {{L|goblin}} caravan may arrive during winter if your civilization is at peace with the goblins. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Category|World}}&lt;/div&gt;</summary>
		<author><name>Haspen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Calendar&amp;diff=119817</id>
		<title>40d:Calendar</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Calendar&amp;diff=119817"/>
		<updated>2010-06-29T18:35:24Z</updated>

		<summary type="html">&lt;p&gt;Haspen: Filled two missing in-game descriptions. Now I can rest in peace.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Masterwork|08:00, 22 May 2010 (UTC)}}{{av}}&lt;br /&gt;
The dwarven '''calendar''' is used to display dates, and is visible in the upper right corner of the {{L|Status}} Screen ({{key|z}}). One year has 336 days and consists of twelve month in four seasons, with three months per season. Every month has 28 days. The months are named after kinds of {{L|stone}}s, {{L|ore}}, {{L|gem}}s and {{L|wood}}. New Year's Day and the first day of spring both fall on the 1st of Granite. New Year's Eve and the last day of winter both fall on the 28th of Obsidian.&lt;br /&gt;
&lt;br /&gt;
The game's first playable year begins whenever the world stops generating, due to certain parameters you or the game has set up. By default, the world will stop genning when a percentage of megabeasts are dead, currently resulting in the starting years being in the low 200s to mid 300s on average. &lt;br /&gt;
&lt;br /&gt;
== Months and seasons ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #8f8&amp;quot; | {{tile|•|grey|#8f8}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #cfc; width: 10em; text-align: left&amp;quot; | {{L|Granite}}&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #cfc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Early-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #cfc&amp;quot; rowspan=&amp;quot;3&amp;quot; | Spring&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #8f8&amp;quot; | {{tile|•|grey|#8f8}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #cfc; width: 10em; text-align: left&amp;quot; | {{L|Slate}}&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #cfc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Mid-&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #8f8&amp;quot; | {{tile|•|grey|#8f8}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #cfc; width: 10em; text-align: left&amp;quot; | {{L|Felsite}}&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #cfc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Late-&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ff8&amp;quot; | {{tile|*|#800|#ff8}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #ffc; width: 10em; text-align: left&amp;quot; | {{L|Hematite}}&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ffc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Early-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ffc&amp;quot; rowspan=&amp;quot;3&amp;quot; | Summer&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ff8&amp;quot; | {{tile|*|green|#ff8}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #ffc; width: 10em; text-align: left&amp;quot; | {{L|Malachite}}&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ffc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Mid-&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ff8&amp;quot; | {{tile|*|grey|#ff8}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #ffc; width: 10em; text-align: left&amp;quot; | {{L|Galena}}&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ffc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Late-&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #f88&amp;quot; | {{tile|•|white|#f88}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #fcc; width: 10em; text-align: left&amp;quot; | {{L|Limestone}}&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #fcc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Early-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #fcc&amp;quot; rowspan=&amp;quot;3&amp;quot; | Autumn&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #f88&amp;quot; | {{tile|•|grey|#f88}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #fcc; width: 10em; text-align: left&amp;quot; | {{L|Sandstone}}&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #fcc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Mid-&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #f88&amp;quot; | {{tile|▬|#770|#f88}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #fcc; width: 10em; text-align: left&amp;quot; | {{L|wood|Timber}}&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #fcc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Late-&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #88f&amp;quot; | {{tile|♦|white|#88f}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #ccf; width: 10em; text-align: left&amp;quot; | {{L|Moonstone}}&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ccf; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Early-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ccf&amp;quot; rowspan=&amp;quot;3&amp;quot; | Winter&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #88f&amp;quot; | {{tile|♦|white|#88f}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #ccf; width: 10em; text-align: left&amp;quot; | {{L|Opal}}&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ccf; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Mid-&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #88f&amp;quot; | {{tile|•|#444|#88f}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #ccf; width: 10em; text-align: left&amp;quot; | {{L|Obsidian}}&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ccf; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Late-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Ages ==&lt;br /&gt;
&lt;br /&gt;
Ages are determined by the states of the world during world generation. Some of the known things that influence the ages are: number of {{L|megabeast}}s alive and dominant {{L|civilization}}s.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
List of known 'Ages', explanation and their (possible) triggers, the ''italic'' are in-game descriptions:&amp;lt;br /&amp;gt;&lt;br /&gt;
-'''Age of Myth'''&amp;lt;br /&amp;gt;&lt;br /&gt;
-'''Age of Legends'''&amp;lt;br /&amp;gt;&lt;br /&gt;
-'''Age of Heroes'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Those three are most common. Almost every world starts from Age of Myth, goes through Age of Legends and ends with Age of Heroes. Those three are influenced by percentage of alive megabeasts and semimegabeasts. After passing certain (unknown yet) % value, Age of Myth turns to Age of Legends, and Age of Legends turns into Age of Heroes.&amp;lt;br /&amp;gt;&lt;br /&gt;
Killing Megabeasts that visit you in Fortress Mode is known to trigger change of Age. When there are very few Megabeasts/Demons left, breaking into {{L|glowing pits|a very bad place}} can also trigger an Age change.&amp;lt;br /&amp;gt;&lt;br /&gt;
''The Age of Myth was a time when living gods and mighty beasts still held sway.''&amp;lt;br /&amp;gt;&lt;br /&gt;
''The Age of Legends was a time when powers of the world were fading.''&amp;lt;br /&amp;gt;&lt;br /&gt;
''The Age of Heroes was a time when the last of the powers fought their final battles.''&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-'''Age of (Megabeast's/Demon's name name)'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Occurs mostly in pocket worlds, where there's one Megabeast/Demon with relative large kill list.&amp;lt;br /&amp;gt;&lt;br /&gt;
''The Age of Flarrgh was a time when the dragon Flarrgh was the only great power in the world.''&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-'''Age of (Megabeast/Demon) and (Megabeast/Demon)''', eg: &amp;quot;'''The Age of Titan and Dragon'''&amp;quot; or &amp;quot;'''The Age of Two Demons'''&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
Same as above, but with two notable Megabeasts/Demons.&amp;lt;br /&amp;gt;&lt;br /&gt;
''The Age of Dragon and Demon was a time when the dragon Flarrgh and the demon Blarrgh were the only great powers in the world.''&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-'''Age of Three Powers'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Even better than above, three notable Megabeasts/Demons.&amp;lt;br /&amp;gt;&lt;br /&gt;
''The Age of Three Powers was a time when the dragon Flarrgh, the demon Blarrgh and the titan Glarrgh were the only great powers in the world.''&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-'''Age of (Race name)''', eg: &amp;quot;'''The Age of Dwarves'''&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
One race becomes dominant in the world, or it's the only race left in the world.&amp;lt;br /&amp;gt;&lt;br /&gt;
''The Age of Dwarves was a time when dwarves ruled the world.''&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-'''The Golden Age'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Civilizations are expanding, and there are no wars and other things for them to worry about.&amp;lt;br /&amp;gt;&lt;br /&gt;
''The Golden Age was a time when various civilized races peopled the world.''&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-'''Age of Fairy Tales'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Toady One' quote from 2008 devlog:&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;quot;I finally saw a world arrive at the Age of Fairy Tales, which happens if mundane creatures (ie humans) make up at least 90% of the world's civilized population with the requirement that there are still a few fantasy creatures lurking around. In this case, it was a kobold cave that their scouts never found. I guess all of the fairy tales were about people having their crap stolen.&amp;quot;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
''The Age of Fairy Tales was a time when fantastic creatures were few and far between, and some even doubted their existence.''&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-'''Age of Twilight'''&amp;lt;br /&amp;gt;&lt;br /&gt;
There are no wars and other worries, but civilizations are too weak to expand or are crumbling apart.&amp;lt;br /&amp;gt;&lt;br /&gt;
''The Twilight Age was a time when fantastic creatures no longer lived in great numbers.''&lt;br /&gt;
&lt;br /&gt;
-'''Age of Civilization'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Seems to be triggered when the world is mostly occupied by civilizations and there's no more fanciful creatures around.&amp;lt;br /&amp;gt;&lt;br /&gt;
''The Age of Civilization was a time when fantastic creatures were but mere stories told by travelers.''&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-'''Age of Death'''&amp;lt;br /&amp;gt;&lt;br /&gt;
The Age of Death is a time when there are ''no civilizations'' left alive. It is respected in Dwarf Mode, so no invaders, merchants, immigrants.&amp;lt;br /&amp;gt;&lt;br /&gt;
''The Age of Death was a time after civilization had crumbled completely.''&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-'''Age of Emptiness'''&amp;lt;br /&amp;gt;&lt;br /&gt;
The Age of Emptiness is a time when there are no civilized beings left alive.  This is a game state that can be achieved in adventure mode, because everything can be killed in adventure mode. However, the Age of Emptiness is not respected in dwarf mode; things will be re-populated.&amp;lt;br /&amp;gt;&lt;br /&gt;
''The Age of Emptiness was a time when no civilized peoples existed in the world.'&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Information taken from [http://www.bay12games.com/forum/index.php?topic=45820.0 this Bay12 forum thread]&amp;lt;br /&amp;gt;&lt;br /&gt;
Information about Age of Death/Emptiness taken from this [http://www.bay12games.com/forum/index.php?topic=46033.0 this research thread]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Farming ==&lt;br /&gt;
&lt;br /&gt;
With the changing seasons come different {{L|weather}} conditions, depending on your {{L|climate}}. A typical {{L|temperate}} {{L|mountain}}side fort will have snow in spring and winter, with warm summers and colourful autumns. The seasons correspond to growing seasons from the {{L|farm plot}} {{k|q}} menu, which dictate what can be grown when during the year.  (See the {{L|List of crops}}.)&lt;br /&gt;
&lt;br /&gt;
== Trading ==&lt;br /&gt;
Each season bar winter brings the possibility of {{L|trade}}rs from one race or another.&lt;br /&gt;
&lt;br /&gt;
The fussy &amp;lt;s&amp;gt;hippie tree lovers&amp;lt;/s&amp;gt; {{L|elf|elves}} arrive in Spring with {{L|wood|wooden}} crafts and weapons, cages (often containing exotic {{L|animals}}), various {{L|crop|fruits and berries}}, and {{L|rope reed}} cloth items.&lt;br /&gt;
&lt;br /&gt;
{{L|Human}}s come in Summer with their {{L|wagon}} bursting with supplies, eager for &amp;lt;s&amp;gt;junk&amp;lt;/s&amp;gt; stone craft goods.&lt;br /&gt;
&lt;br /&gt;
Dwarves come in Autumn and their departure is a fortelling of the cold winter to come. Ensuring the dwarves depart with a good profit will bring the best chance of &amp;lt;s&amp;gt;fresh cannon fodder&amp;lt;/s&amp;gt; new migrants in the year ahead.&lt;br /&gt;
&lt;br /&gt;
A {{L|goblin}} caravan may arrive during winter if your civilization is at peace with the goblins. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Category|World}}&lt;/div&gt;</summary>
		<author><name>Haspen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Mining&amp;diff=116169</id>
		<title>40d:Mining</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Mining&amp;diff=116169"/>
		<updated>2010-05-31T08:53:40Z</updated>

		<summary type="html">&lt;p&gt;Haspen: /* Stone hauling */ wrong main article link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional}}{{av}}&lt;br /&gt;
'''Mining''' is an essential part of building a fort in Dwarf Fortress. There are several reasons you might want to mine, such as {{L|exploratory mining|searching}} for various {{L|stone types}}, or simply to create the basic tunnels and {{L|rooms}} in your fort. Mining a tile preserves both the floor and ceiling of that tile.&lt;br /&gt;
&lt;br /&gt;
== Making a dwarf a miner ==&lt;br /&gt;
&lt;br /&gt;
# Specify your dwarf to be a miner via {{K|v}}iew, {{K|p}}ref, {{K|l}}abor.&lt;br /&gt;
# Select &amp;quot;Mining&amp;quot; using {{K|+}} or {{K|-}}, press {{K|enter}}.&lt;br /&gt;
A {{L|miner}} also requires an available {{L|pick}}.  A dwarf's {{L|Attribute#Agility|Agility}} affects the speed at which material is mined, but the quality or material of a pick has no effect on any aspect of mining - a {{L|quality|no-quality}} {{L|copper}} pick is the same as a {{L|quality|masterwork}} {{L|steel}} or {{L|adamantine}} one.  (The same is not true for picks in {{L|weapon|combat}}.)&lt;br /&gt;
&lt;br /&gt;
== Designating the area to be mined ==&lt;br /&gt;
&lt;br /&gt;
# Press {{K|d}}esignate to bring up the {{L|Designations}} menu.&lt;br /&gt;
# Highlight '''Mine''' (it's highlighted by default) by pressing {{K|d}} again.&lt;br /&gt;
# Move the cursor to the starting point, press {{K|enter}}. You should see a green flashing cross symbol indicating that it's in Selection Mode.&lt;br /&gt;
# Move the cursor to another point to define the opposite corners of a rectangle, press {{K|enter}} again. A yellow area should now be highlighted, indicating the area to be mined.&lt;br /&gt;
&lt;br /&gt;
Mouse users can also select tiles to mine by clicking on them, or by clicking and dragging to select a contiguous region.&lt;br /&gt;
&lt;br /&gt;
== Mined walls ==&lt;br /&gt;
&lt;br /&gt;
When a tile has been mined, the surrounding walls and floor will most likely be some kind of rough stone. To make these surfaces look less primitive, you can {{L|smooth}} and {{L|engrave}} them. {{L|Soil}}s, such as loam, clay, or sand, cannot be smoothed or engraved.&lt;br /&gt;
&lt;br /&gt;
== Stone hauling ==&lt;br /&gt;
{{Main|40d:Stone management}}&lt;br /&gt;
Any useful material such as rock or {{L|ore}} is deposited on the ground excavated by the tile, and while loose stone will not impede movement, it can prop open {{L|door}}s, slow construction, and prevent open space from being used as a {{L|stockpile}}; therefore it is often desirable to haul stones away. You can assign stone hauling duties to specific dwarves just like you assigned them to be a miner. Make sure you have stockpiles where all the different {{L|stone}} types can be stored, too. Be careful which dwarves you assign to hauling if you have a massive dig going, or they might drop whatever other important stuff they were doing just to clear the paths. Typically miners will mine out stone far faster than haulers can properly clear it, particularly if the stockpile is a distance away. It is usually more sensible to designate stone to be {{L|dump}}ed, as a 1x1 garbage dump can hold an infinite number of items.&lt;br /&gt;
&lt;br /&gt;
There are alternatives to hauling. {{L|Mason}}s or {{L|Stone crafter}}s can build their respective {{L|workshops}} next to or on top of a large pile of stone for clearing, and then create items out of the stone to clear it. Masons can create {{L|furniture}} (which takes as much space as the original stone itself, but is at least useful); they can also create {{L|block}}s, which unlike stone and furniture can be stacked in {{L|bin}}s. Craftdwarves can create various smaller items which can also be stacked in bins. Assuming you have sufficient bins, place a stockpile right next to the worksite and your haulers will only have to take the items a very short distance to place them neatly in stacks. This is a huge timesaver on large projects. Just be careful about what you make. Stone blocks are useful, but a bin completely full of stone blocks is extremely heavy and hard to move around. {{L|Crafts}} of all sorts are usually very light, but certain job types make multiple products out of single stones, which will multiply your hauling problem - mugs are always produced in groups of 3, toys and instruments are always made 1 at a time, and a single &amp;quot;make stone crafts&amp;quot; job can produce 1-3 items.&lt;br /&gt;
&lt;br /&gt;
Not hauling at all is also possible. You don't have to clear the rubble.&lt;br /&gt;
&lt;br /&gt;
While legendary miners mine very quickly, they have a near 100% chance of producing a stone upon mining. This can be viewed as a disadvantage where stone production is unwanted.&lt;br /&gt;
&lt;br /&gt;
== Digging in 3D ==&lt;br /&gt;
&lt;br /&gt;
Before digging, you might want to make sure you understand how the {{L|z-level}}s work.&lt;br /&gt;
&lt;br /&gt;
[[Image:DF_Terraform.PNG|thumb|664px|&lt;br /&gt;
&lt;br /&gt;
In the 10 figures above, there are multiple &amp;quot;digging&amp;quot; scenarios shown in cross-section (aka elevation).&lt;br /&gt;
In row 1, the first figure on the left (1a), is starting point for the 4 scenarios to the right (1b-1e).&lt;br /&gt;
In row 2, the first figure on the left (2a), is starting point for the next 3 scenarios to the right (1b-1d). Figure 1d is then used as the starting point for 1e. &lt;br /&gt;
&lt;br /&gt;
Gray/black areas represent un-mined rock, cyan/black represents mined-out areas. Solid green represents  existing floor &amp;quot;tiles&amp;quot;, cyan represents mined-out floor tiles. Up stairs, down stairs, and ramps are red, blue, and mustard (yellow) respectively.&lt;br /&gt;
&lt;br /&gt;
In each of the 8 &amp;quot;digging&amp;quot; scenarios (1b-1e and 2b-e), the dwarf miner is shown as having completed the command(s) listed in that figure, moving from left to right (except in figure 2b).  Each individual command is separated by a comma &amp;quot;,&amp;quot;.  (The &amp;quot;x2&amp;quot; notation indicates that the command is completed twice.) The dwarf has completed those commands in the order they are listed.  Example 1, Second figure from right, on top: &amp;quot;Up/down stairs&amp;quot; is a single command. Example 2, Top right figure: &amp;quot;Down, up/down, up, mine x2&amp;quot; is five separate commands.&lt;br /&gt;
]]&lt;br /&gt;
&lt;br /&gt;
The map is divided in ''layers''. Tiles on each layer are composed by whatever is on that tile, and the floor (or absence of floor) below it. A virgin rock tile is composed of a wall of rock and a floor of rock, for example. The ''ceiling'' of a tile is the same thing as the floor of the layer above that tile.&lt;br /&gt;
&lt;br /&gt;
The most basic dig action is {{K|d}} '''mine'''. When this option is selected you can mark areas to be hollowed out from the current layer. Mining a tile preserves both the floor and the ceiling of that tile. {{L|Channel}}ing, by contrast, removes the current floor and mines out the level below, while {{L|stairs}} and {{L|ramp}}s enable creatures to move between levels.&lt;br /&gt;
&lt;br /&gt;
Indiscriminate digging may cause {{L|Cave-in}}s.&lt;br /&gt;
&lt;br /&gt;
==Dig Priority==&lt;br /&gt;
&lt;br /&gt;
Dwarves mine in veins: after mining a tile, a miner will pick the &amp;quot;next&amp;quot; tile (a tile that is adjacent to the one just mined). If there are several possible &amp;quot;next&amp;quot; tiles, miners use an algorithm to determine which to mine next. This can be inefficient and break a large area into a large number of veins.&lt;br /&gt;
&lt;br /&gt;
To pick a vein (which is to say, a tile designated for some kind of dig job), dwarves seem to use a strategy similar to the one used for chopping {{L|tree}}s or selecting {{L|plants}} to gather. Generally, they seem to pick the deepest, northwestern-most vein. Notably, dwarves &amp;lt;i&amp;gt;do not&amp;lt;/i&amp;gt; pick the closest vein.&lt;br /&gt;
&lt;br /&gt;
Dwarves have a priority over which side they will mine out from. Unless there is something in the way, miners will try to walk around unmined areas to reach these preferred sides, even if that path is very long. In order from most preferred to least preferred, dwarves prefer to stand on the tile to the: &amp;lt;blockquote&amp;gt;West &amp;gt; East &amp;gt; North &amp;gt; South &amp;gt; NW &amp;gt; SW &amp;gt; NE &amp;gt; SE&amp;lt;/blockquote&amp;gt; of the tile being dug.&lt;br /&gt;
&lt;br /&gt;
Because dwarves all use the same method to choose veins, dwarves tend to dig tiles near other dwarves. This makes having multiple dwarves dig together a bit problematic, as they will often get in each others' way.&lt;br /&gt;
&lt;br /&gt;
Z-axis preferences untested, though it appears to me that dwarves prefer to dig out lower areas from a diagonally located area (i.e. not standing on the down stairs while digging out the up stairs directly below the down) {{verify}}.&lt;br /&gt;
&lt;br /&gt;
These details are accurate for version 38b; they are likely to change in later versions.&lt;br /&gt;
&lt;br /&gt;
In .38c the dwarves choose the lowest and northwestern of possible veins.&lt;br /&gt;
&lt;br /&gt;
== Map structure ==&lt;br /&gt;
&lt;br /&gt;
If you are still confused about tunnels, floors and ceilings created by the mine command then look at the following diagram:&lt;br /&gt;
&lt;br /&gt;
 TOP VIEWS:      SIDE VIEW:&lt;br /&gt;
   LAYER 3       FROM -&amp;gt; &lt;br /&gt;
   ██████..-     5 ██████&lt;br /&gt;
   ██████..-     4 ██████&lt;br /&gt;
 -&amp;gt;██████..-     3 ██████__&lt;br /&gt;
   ██████..-     2 ████  &lt;br /&gt;
   ██████..-     1 █████████&lt;br /&gt;
   &lt;br /&gt;
   LAYER 2&lt;br /&gt;
   ████████.&lt;br /&gt;
   ████████.&lt;br /&gt;
 -&amp;gt;████.....&lt;br /&gt;
   ████████. &lt;br /&gt;
   ████████.&lt;br /&gt;
   &lt;br /&gt;
 Key:&lt;br /&gt;
 █ Solid rock&lt;br /&gt;
 . Floor, visible from this layer&lt;br /&gt;
 - Empty space, with a floor below&lt;br /&gt;
 _ Ceiling (undermined section)&lt;br /&gt;
&lt;br /&gt;
The Top Views try to show how digging into the mountain (on Layer 2) leaves a ceiling (floor) on the layer above. This is represented on the Side View by a thin line. Try to think of the {{L|mountain}} as a series of boxes where with a thin lid ontop of each. At any place the box can be filled or empty, and the lid above be there or not there. For example, you can create a {{L|wall}} and build a {{L|floor}} on top of it. (Building a wall creates a floor on the next level by default, but this doesn't stop you building another floor construction on top of it!)&lt;br /&gt;
&lt;br /&gt;
''Revised theory'': Imagine the 3D world as a grid of boxes. Each box can have one of three states; {{L|Wall}}ed, {{L|Open space}}, {{L|Floor}}.&lt;br /&gt;
*Each cube can only be in one of these states.&lt;br /&gt;
*If a tile is Walled it is inaccessible, but the box above can be walked on (if an Open space or a Floor).&lt;br /&gt;
*If it is {{L|Open space}}, then it has no Floor and may be accessible.&lt;br /&gt;
*If a Floor is present, then the box is accessible.&lt;br /&gt;
*Additionally, floor constructions can be built in an Open space or a Floor box provided there is access from the side&lt;br /&gt;
--[[User:Markavian|Markavian]] (Please discuss)&lt;br /&gt;
&lt;br /&gt;
== Caveats ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;''They eat your caves!''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
* Mining into damp walls usually leads {{L|flood}}ing. Be especially careful near large {{L|river}}s and {{L|aquifer}}s. The game will warn you before this actually occurs, unless it happens to be a dry season when water has temporarily dried up.  Note that damp walls still occur below rivers and murky pools but will not flood unless the above floor is removed (digging {{L|ramp|ramps}}, etc).&lt;br /&gt;
* Mining into warm walls usually leads to {{L|magma}} flooding. The game will warn you before this occurs.  Like damp walls, mining warm walls will not flood magma if you are 1 z-level below the magma unless the floor above is also removed. '''Digging upwards, especially with ramps, will NOT warn you.'''&lt;br /&gt;
* Building {{L|channel}}s will not only remove the floors, ramps or walls on the current level, but also mine out the walls on the z-level below. Digging a channel will ALWAYS remove a wall, if there is a wall to remove.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* {{L|Map tile}}s &amp;amp;ndash; Different types of walled, floor and open spaces&lt;br /&gt;
* {{L|Exploratory mining}} &amp;amp;ndash; Mining focused on finding valuable {{L|stone}}&lt;br /&gt;
* {{L|Stone}} &amp;amp;ndash; A list of different types of stones and ores left behind from mining.&amp;lt;br&amp;gt;&lt;br /&gt;
* {{L|Soil}} &amp;amp;ndash; A list of soil types.&lt;br /&gt;
===Other digging actions===&lt;br /&gt;
* {{L|Ramp}}&lt;br /&gt;
* {{L|Stairs}}&lt;br /&gt;
* {{L|Channel}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Haspen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Health_care&amp;diff=114593</id>
		<title>40d:Health care</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Health_care&amp;diff=114593"/>
		<updated>2010-05-23T17:10:25Z</updated>

		<summary type="html">&lt;p&gt;Haspen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{L|Dwarves}} with the '''health care''' {{L|labor}} enabled (default) will rescue {{L|wound}}ed fellow dwarves from the battlefield (any location on the map really), and place them in a {{L|bed}}. The trigger seems to be &amp;quot;can't move himself&amp;quot; as both {{L|unconscious}} dwarves and those with wounded legs are rescued. It can take quite some time till a dwarf gets assigned to the job, possibly implying that the task is still a bit buggy (one would expect it to be high priority). It is suspected that activating/deactivating the injured dwarf may re-query the task.&lt;br /&gt;
&lt;br /&gt;
As with any civilian {{L|job}}, the presence of nearby enemies will cause a dwarf to cancel their Health Care mission of mercy, and instead flee in fear.&lt;br /&gt;
&lt;br /&gt;
Also, injured dwarves displaying the {{L|rest}} status won't eat or drink themselves. Instead they will be given {{L|food}} and {{L|water}} by a dwarf with health care enabled. For giving water, a {{L|bucket}} stored on a furniture {{L|stockpile}}, and obviously a water source, is required. If the dwarf is not supplied by his comrades, he will starve/dehydrate and die.&lt;br /&gt;
&lt;br /&gt;
While most dwarves will get happy thoughts from helping the injured, some dwarves &amp;quot;dislike helping others&amp;quot; and even get unhappy thoughts from helping (but will still do so).&lt;br /&gt;
&lt;br /&gt;
Sometimes an injured dwarf will cancel his resting and try to stand; since he is on the same tile as a bed, nobody will save them; but since he isn't resting and can't do anything on his own, he will simply starve to death because nobody will help him. This can be remedied by removing the bed from underneath them, and another dwarf will come save them.&lt;br /&gt;
''&lt;br /&gt;
(The system will be overhauled in the next patch.)''&lt;br /&gt;
&lt;br /&gt;
Whilst '''hospital''' 'rooms' ''cannot currently be defined'', [[Toady]] has stated that beds which are not in any defined {{L|room}} are considered hospital beds. Dwarves will recover faster when sleeping on them.&lt;br /&gt;
&lt;br /&gt;
As injured dwarves require watering and feeding, hospital beds are best placed near a water source; preferably a {{L|well}}.&lt;br /&gt;
&lt;br /&gt;
{{Category|Rooms}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Category|Jobs}}&lt;/div&gt;</summary>
		<author><name>Haspen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki_talk:Magmawiki_skin&amp;diff=109848</id>
		<title>Dwarf Fortress Wiki talk:Magmawiki skin</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki_talk:Magmawiki_skin&amp;diff=109848"/>
		<updated>2010-05-14T16:09:00Z</updated>

		<summary type="html">&lt;p&gt;Haspen: /* Where's the navigation/search/toolbox menu? */ Problem solved, yay!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Please leave any comments you have regarding the skin in the appropriate section, use a level 3 header (&amp;lt;nowiki&amp;gt; === Example ===&amp;lt;/nowiki&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
== Look and Feel ==&lt;br /&gt;
Possible more DF related? A DF worldgen sreenie perhaps? More DF-y colours, such as red (especially red), green, black, grey etc? {{unsigned|Lord Nincompoop}}&lt;br /&gt;
:The point is a useful and non-intrusive interface, not a df-wiki themed interface. --[[User:Briess|Briess]] 05:55, 26 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
The normal wiki skin is going to stay for those who prefer it, right? --[[User:Untelligent|Untelligent]] 22:00, 28 April 2010 (UTC)&lt;br /&gt;
:Yeah, it won't be going away (and I'm planning on making a monobook-esque theme for magmawiki as wel, for those of you who prefer it's style), though it may no longer be the default. [[user:Emi|&amp;lt;span style=&amp;quot;color:#8a4e4e&amp;quot;&amp;gt;Emi&amp;lt;/span&amp;gt;]] [[user_talk:Emi|&amp;lt;span style=&amp;quot;color:#6a3e4e&amp;quot;&amp;gt;[T]&amp;lt;/span&amp;gt;]] 03:39, 29 April 2010 (UTC)&lt;br /&gt;
::Please do, I like monobook.  But feel free to set another default if you think it works better.  But I'd like monobook just because I&amp;quot;m used to it. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 21:38, 12 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Not Working Right ==&lt;br /&gt;
Could we get the &amp;quot;last changed&amp;quot; back on the bottom somewhere?  Thanks. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 13:30, 25 April 2010 (UTC)&lt;br /&gt;
:We thought it probably wasn't that useful to most people (and keeping it makes our skin alterations drastically harder to keep nice -- this won't be a problem in actual magmawiki though). However, you can re-enable it if you want, on a per-account basis. Just add the following to your magmawiki.css (User:YourName/magmawiki.css).&lt;br /&gt;
:&amp;lt;pre&amp;gt;#lastmod{display: block !important;}&amp;lt;/pre&amp;gt;&lt;br /&gt;
:[[user:Emi|&amp;lt;span style=&amp;quot;color:#8a4e4e&amp;quot;&amp;gt;Emi&amp;lt;/span&amp;gt;]] [[user_talk:Emi|&amp;lt;span style=&amp;quot;color:#6a3e4e&amp;quot;&amp;gt;[T]&amp;lt;/span&amp;gt;]] 17:53, 25 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::It's been specifically requested by a few people, that's why I asked.  If it'll be there in a similar way on magmawiki then I have no problem. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 13:17, 29 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Where's the navigation/search/toolbox menu? ==&lt;br /&gt;
&lt;br /&gt;
It's missing for me. On default Monobook, it's happily there, on the left side, but on MagmaWiki there's no Navigation, Search and Toolbox. Articles are stretched in width, taking place of them. On unrelated side: the skin looks nice! --[[User:Haspen|Haspen]] 09:55, 6 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:It's in the top-right. [[User:SenorPwnage|Señor Pwnage]] 03:04, 11 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Ah yes, Search is indeed there. But what with the rest? The account and 'my' stuff is on that floating bar, yes, but there's still no Navigation/Toolbox --[[User:Haspen|Haspen]] 13:48, 11 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::I finally brought up Monobook and Magmawiki and compared them side by side, and here's what I found:&lt;br /&gt;
&lt;br /&gt;
:::&amp;quot;Main Page&amp;quot;, &amp;quot;Recent changes&amp;quot;, and &amp;quot;Random page&amp;quot; have been moved from the Navigation box to the bottom of the page, with &amp;quot;Centralized discussion&amp;quot; and &amp;quot;Help&amp;quot; missing. &amp;quot;Upload file&amp;quot; and &amp;quot;Special pages&amp;quot; have been moved from the toolbox to the bottom also, with &amp;quot;What links here&amp;quot; and &amp;quot;Related changes&amp;quot; missing.&lt;br /&gt;
&lt;br /&gt;
:::I'm really not sure why the chose to remove what they did. It says in the site announcements at the top of every page to go to &amp;quot;Centralized discussion&amp;quot;, and &amp;quot;Help&amp;quot;... how are newbies supposed to know how to fix things without that? Also, I use &amp;quot;What links here&amp;quot; CONSTANTLY when I'm fixing pages, and I would feel crippled without it.&lt;br /&gt;
&lt;br /&gt;
:::Someone should do something about this. [[User:SenorPwnage|Señor Pwnage]] 01:39, 12 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::Hmm, there's something strange going on then... I don't have anything at the bottom of the page, except Category:something, and that's when I scroll the page down. --[[User:Haspen|Haspen]] 09:54, 12 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::::What browser are you using? Try a different one and see if it works. There should be a bar with orange borders which has &amp;quot;main page&amp;quot;, &amp;quot;recent changes&amp;quot;, &amp;quot;random page&amp;quot;, &amp;quot;special pages&amp;quot; and &amp;quot;upload file&amp;quot;. Also it scrolls along with the window so it's always on top... hard to miss it. --[[User:Speed112|Speed112]] 11:22, 12 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::::Oh! Thanks Speed, for enlightment. On default Monobook, that O-CBB (Orange-Colored Borders Bar :P) was having just two (irrevelant for me) things, so I AdBlocked it ('twas tricky to find the script line, really). Didn't knew that on MagmaWiki O-CBB have actually vital functions. Hmmm... dunno, I hate flowing bars. Too much resembling of advertisements, gotta decide what I like more... Oh well, problem solved anyway! Thanks a lot. --[[User:Haspen|Haspen]] 16:09, 14 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Browser Specific Problems ==&lt;/div&gt;</summary>
		<author><name>Haspen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki_talk:Magmawiki_skin&amp;diff=108676</id>
		<title>Dwarf Fortress Wiki talk:Magmawiki skin</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki_talk:Magmawiki_skin&amp;diff=108676"/>
		<updated>2010-05-12T09:54:54Z</updated>

		<summary type="html">&lt;p&gt;Haspen: /* Where's the navigation/search/toolbox menu? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Please leave any comments you have regarding the skin in the appropriate section, use a level 3 header (&amp;lt;nowiki&amp;gt; === Example ===&amp;lt;/nowiki&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
== Look and Feel ==&lt;br /&gt;
Possible more DF related? A DF worldgen sreenie perhaps? More DF-y colours, such as red (especially red), green, black, grey etc? {{unsigned|Lord Nincompoop}}&lt;br /&gt;
:The point is a useful and non-intrusive interface, not a df-wiki themed interface. --[[User:Briess|Briess]] 05:55, 26 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
The normal wiki skin is going to stay for those who prefer it, right? --[[User:Untelligent|Untelligent]] 22:00, 28 April 2010 (UTC)&lt;br /&gt;
:Yeah, it won't be going away (and I'm planning on making a monobook-esque theme for magmawiki as wel, for those of you who prefer it's style), though it may no longer be the default. [[user:Emi|&amp;lt;span style=&amp;quot;color:#8a4e4e&amp;quot;&amp;gt;Emi&amp;lt;/span&amp;gt;]] [[user_talk:Emi|&amp;lt;span style=&amp;quot;color:#6a3e4e&amp;quot;&amp;gt;[T]&amp;lt;/span&amp;gt;]] 03:39, 29 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Not Working Right ==&lt;br /&gt;
Could we get the &amp;quot;last changed&amp;quot; back on the bottom somewhere?  Thanks. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 13:30, 25 April 2010 (UTC)&lt;br /&gt;
:We thought it probably wasn't that useful to most people (and keeping it makes our skin alterations drastically harder to keep nice -- this won't be a problem in actual magmawiki though). However, you can re-enable it if you want, on a per-account basis. Just add the following to your magmawiki.css (User:YourName/magmawiki.css).&lt;br /&gt;
:&amp;lt;pre&amp;gt;#lastmod{display: block !important;}&amp;lt;/pre&amp;gt;&lt;br /&gt;
:[[user:Emi|&amp;lt;span style=&amp;quot;color:#8a4e4e&amp;quot;&amp;gt;Emi&amp;lt;/span&amp;gt;]] [[user_talk:Emi|&amp;lt;span style=&amp;quot;color:#6a3e4e&amp;quot;&amp;gt;[T]&amp;lt;/span&amp;gt;]] 17:53, 25 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::It's been specifically requested by a few people, that's why I asked.  If it'll be there in a similar way on magmawiki then I have no problem. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 13:17, 29 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Where's the navigation/search/toolbox menu? ==&lt;br /&gt;
&lt;br /&gt;
It's missing for me. On default Monobook, it's happily there, on the left side, but on MagmaWiki there's no Navigation, Search and Toolbox. Articles are stretched in width, taking place of them. On unrelated side: the skin looks nice! --[[User:Haspen|Haspen]] 09:55, 6 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:It's in the top-right. [[User:SenorPwnage|Señor Pwnage]] 03:04, 11 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Ah yes, Search is indeed there. But what with the rest? The account and 'my' stuff is on that floating bar, yes, but there's still no Navigation/Toolbox --[[User:Haspen|Haspen]] 13:48, 11 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::I finally brought up Monobook and Magmawiki and compared them side by side, and here's what I found:&lt;br /&gt;
&lt;br /&gt;
:::&amp;quot;Main Page&amp;quot;, &amp;quot;Recent changes&amp;quot;, and &amp;quot;Random page&amp;quot; have been moved from the Navigation box to the bottom of the page, with &amp;quot;Centralized discussion&amp;quot; and &amp;quot;Help&amp;quot; missing. &amp;quot;Upload file&amp;quot; and &amp;quot;Special pages&amp;quot; have been moved from the toolbox to the bottom also, with &amp;quot;What links here&amp;quot; and &amp;quot;Related changes&amp;quot; missing.&lt;br /&gt;
&lt;br /&gt;
:::I'm really not sure why the chose to remove what they did. It says in the site announcements at the top of every page to go to &amp;quot;Centralized discussion&amp;quot;, and &amp;quot;Help&amp;quot;... how are newbies supposed to know how to fix things without that? Also, I use &amp;quot;What links here&amp;quot; CONSTANTLY when I'm fixing pages, and I would feel crippled without it.&lt;br /&gt;
&lt;br /&gt;
:::Someone should do something about this. [[User:SenorPwnage|Señor Pwnage]] 01:39, 12 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::Hmm, there's something strange going on then... I don't have anything at the bottom of the page, except Category:something, and that's when I scroll the page down. --[[User:Haspen|Haspen]] 09:54, 12 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Browser Specific Problems ==&lt;/div&gt;</summary>
		<author><name>Haspen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki_talk:Magmawiki_skin&amp;diff=108486</id>
		<title>Dwarf Fortress Wiki talk:Magmawiki skin</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki_talk:Magmawiki_skin&amp;diff=108486"/>
		<updated>2010-05-11T13:48:01Z</updated>

		<summary type="html">&lt;p&gt;Haspen: /* Where's the navigation/search/toolbox menu? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Please leave any comments you have regarding the skin in the appropriate section, use a level 3 header (&amp;lt;nowiki&amp;gt; === Example ===&amp;lt;/nowiki&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
== Look and Feel ==&lt;br /&gt;
Possible more DF related? A DF worldgen sreenie perhaps? More DF-y colours, such as red (especially red), green, black, grey etc? {{unsigned|Lord Nincompoop}}&lt;br /&gt;
:The point is a useful and non-intrusive interface, not a df-wiki themed interface. --[[User:Briess|Briess]] 05:55, 26 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
The normal wiki skin is going to stay for those who prefer it, right? --[[User:Untelligent|Untelligent]] 22:00, 28 April 2010 (UTC)&lt;br /&gt;
:Yeah, it won't be going away (and I'm planning on making a monobook-esque theme for magmawiki as wel, for those of you who prefer it's style), though it may no longer be the default. [[user:Emi|&amp;lt;span style=&amp;quot;color:#8a4e4e&amp;quot;&amp;gt;Emi&amp;lt;/span&amp;gt;]] [[user_talk:Emi|&amp;lt;span style=&amp;quot;color:#6a3e4e&amp;quot;&amp;gt;[T]&amp;lt;/span&amp;gt;]] 03:39, 29 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Not Working Right ==&lt;br /&gt;
Could we get the &amp;quot;last changed&amp;quot; back on the bottom somewhere?  Thanks. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 13:30, 25 April 2010 (UTC)&lt;br /&gt;
:We thought it probably wasn't that useful to most people (and keeping it makes our skin alterations drastically harder to keep nice -- this won't be a problem in actual magmawiki though). However, you can re-enable it if you want, on a per-account basis. Just add the following to your magmawiki.css (User:YourName/magmawiki.css).&lt;br /&gt;
:&amp;lt;pre&amp;gt;#lastmod{display: block !important;}&amp;lt;/pre&amp;gt;&lt;br /&gt;
:[[user:Emi|&amp;lt;span style=&amp;quot;color:#8a4e4e&amp;quot;&amp;gt;Emi&amp;lt;/span&amp;gt;]] [[user_talk:Emi|&amp;lt;span style=&amp;quot;color:#6a3e4e&amp;quot;&amp;gt;[T]&amp;lt;/span&amp;gt;]] 17:53, 25 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::It's been specifically requested by a few people, that's why I asked.  If it'll be there in a similar way on magmawiki then I have no problem. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 13:17, 29 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Where's the navigation/search/toolbox menu? ==&lt;br /&gt;
&lt;br /&gt;
It's missing for me. On default Monobook, it's happily there, on the left side, but on MagmaWiki there's no Navigation, Search and Toolbox. Articles are stretched in width, taking place of them. On unrelated side: the skin looks nice! --[[User:Haspen|Haspen]] 09:55, 6 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:It's in the top-right. [[User:SenorPwnage|Señor Pwnage]] 03:04, 11 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Ah yes, Search is indeed there. But what with the rest? The account and 'my' stuff is on that floating bar, yes, but there's still no Navigation/Toolbox --[[User:Haspen|Haspen]] 13:48, 11 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Browser Specific Problems ==&lt;/div&gt;</summary>
		<author><name>Haspen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Trading&amp;diff=107992</id>
		<title>v0.31:Trading</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Trading&amp;diff=107992"/>
		<updated>2010-05-10T09:43:44Z</updated>

		<summary type="html">&lt;p&gt;Haspen: /* Caravans */  mid-AUGUST? What? I believe it was supposed to mean 'mid-autumn'. There's not even August in the game.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional}}&lt;br /&gt;
{{Building|name=Trade depot|key=D&lt;br /&gt;
|job= &lt;br /&gt;
* {{L|Broker}} noble (optional)&lt;br /&gt;
|construction=&lt;br /&gt;
3 of&lt;br /&gt;
* {{L|Block}}&lt;br /&gt;
* {{L|Metal bar}}&lt;br /&gt;
* {{L|Stone}}&lt;br /&gt;
* {{L|Wood}}&lt;br /&gt;
|construction_job=&lt;br /&gt;
* {{L|Architecture}}&lt;br /&gt;
* and 1 of:&lt;br /&gt;
** {{L|Metalsmithing}}&lt;br /&gt;
** {{L|Masonry}}&lt;br /&gt;
** {{L|Carpentry}}&lt;br /&gt;
|purpose=&lt;br /&gt;
Trade goods with merchants.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
:''(:'''''Note:''' Wagons appear to be absent in DF 31.03. Toady has not yet signaled if this is a bug or not, but they are in the RAW files.)''&lt;br /&gt;
&lt;br /&gt;
'''Trading''' in Dwarf Fortress first occurs in the first {{L|Calendar|autumn}} after establishing your fortress, with the arrival of the {{L|dwarf|Dwarven}} {{L|Trading#Caravans|caravan}}. Trading is a good way to acquire resources that are not available or are rare in the local area. It also allows for more freedom in selecting starting gear or purchase of additional skills for the expedition party, because items can always be obtained through trade later.&lt;br /&gt;
&lt;br /&gt;
'''Trader''' is the term used at your Trade Depot to refer to your fortress {{l|Broker}} when dealing with merchants in a visiting caravan ({{key|r}} - &amp;quot;''Trader requested at Depot&amp;quot;'').  As a {{L|profession}}, the term usually only applies to visiting merchants, or to a dwarf whose highest {{L|skill}} is {{L|Appraiser}}.&lt;br /&gt;
&lt;br /&gt;
== Trade Depot ==&lt;br /&gt;
Building a '''Trade Depot''' ({{K|b}} - {{K|D}}) is a requisite for trade with caravans that arrive at your fortress. Trade depots can be created from almost any material, and construction requires the {{L|Architecture}} skill along with the appropriate craft labor ({{L|Carpentry}}, {{L|Masonry}}, or {{L|Metalsmithing}}).  There must be at least 10 spaces between the Depot and the edge of the map.{{version|0.31.01}}&lt;br /&gt;
&lt;br /&gt;
While it may be convenient to build a Trade Depot outside at first, it is usually a really good idea to move it inside or build walls, bridges and other fortifications around it to protect caravans and your goods from animals (guzzlers), {{L|thief|thieves}} and {{L|goblin}}s.&lt;br /&gt;
&lt;br /&gt;
Once built, hit {{K|q}} to bring up the building interaction mode, and then move your cursor over the Trade Depot to gain access to the following options:&lt;br /&gt;
&lt;br /&gt;
=== Move Goods to/from Depot ===&lt;br /&gt;
{{K|g}}: This command becomes active when a caravan arrives on your map.  This screen menu is similar to the {{L|stock}}s menu ({{K|z}} - Stocks).  This is where you select what items you want to trade with the caravan.  If you have particular items you want to sell to the caravan, you can {{K|s}}earch for it.  This is convenient if you want to export all your prepared meals or finished goods. Also shown is the culling on {{K|m}}andate option.  The move to depot screen will not show things that violate an export {{L|mandate}}.  By pressing {{K|m}}, it will change to Ignoring {{K|m}}andates, and you can select banned items for export. For example, if your {{L|mayor}} has a mandate banning the export of iron, this screen will hide bins that contain iron items.  By changing this option, all iron items will be shown.{{Verify}}&amp;lt;br\&amp;gt; &amp;lt;br\&amp;gt;After selecting items and exiting the screen, {{L|job}}s will be queued to move the items to the depot.  All dwarves, regardless of {{L|labor}} settings, can move goods to the depot. Items that have not been moved will show [PENDING], while those that have been brought to the depot and are ready for trade and will be marked as [TRADING].  &amp;lt;br\&amp;gt;&amp;lt;br\&amp;gt;Items selected for trading will remain at the depot until the caravan leaves. Alternatively you can select the item again. Once no longer required at the depot, items will be available for use or hauling to stockpiles as normal. If you don't want all the items to be returned to their stockpiles, you can optionally {{K|f}}orbid them by looking at the {{L|Controls_guide#View_items_in_buildings.2C_t|i{{K|t}}ems}} in the depot.&lt;br /&gt;
&lt;br /&gt;
=== No trader needed at depot or Trader requested at depot ===&lt;br /&gt;
{{K|r}}: This requests a dwarf to come to the depot. To conduct trades with caravans, a trader must be present at the Trade Depot.  Once requested, a dwarf will make their way to the depot, and remain there until released with this setting, or the dwarf decides to drink, sleep, or eat.&lt;br /&gt;
&lt;br /&gt;
=== Only broker may trade or Anyone may trade ===&lt;br /&gt;
{{K|b}}: This setting determines who will perform the trade.  If '''Only broker may trade''' is active, then only the {{L|Broker}} {{L|noble}} will respond to the trader request.  This can become a problem when the broker is sleeping or otherwise occupied, but dwarves with low {{L|Broker skills}} will receive poorer deals when trading. If anyone may trade is selected, and someone other than the broker becomes a better {{L|appraiser}} than the broker, the broker's appraisal skill is still used.&lt;br /&gt;
&lt;br /&gt;
=== Trade ===&lt;br /&gt;
{{K|t}}: This option becomes available once the caravan and your trader are both at the depot. It begins trading.&lt;br /&gt;
&lt;br /&gt;
Everything that is on your map belongs to you, except:&lt;br /&gt;
&lt;br /&gt;
* the items of non-fortress members (only if they are alive, when they are dead they belong to you if you claim the items),{{Verify}}&lt;br /&gt;
* the items that are in trade wagons or on merchant animals{{Verify}}&lt;br /&gt;
* the items that are on the trade depot (they belong to nobody until they are moved out of it)&lt;br /&gt;
&lt;br /&gt;
==Trading Flowchart ==&lt;br /&gt;
{{:Trading/Flowchart}}&lt;br /&gt;
After entering the trade menu, select the items to offer from the right, and the desired items from the left. All caravans have a weight limit which cannot be exceeded, and the allowed additional weight is displayed in the lower right corner. If the acting broker has at least Novice or better {{L|Appraisal}} skill, the value of all items will be displayed.  Once the proposal is ready, press {{K|t}} to make an offer, but merchants will not agree unless they make adequate profit.  Be sure to use '''trade''', not '''offer''' {{K|o}}, as this will make a gift of the selected items. The amount of acceptable profit is determined by the broker's {{L|Broker skills|skills}} and the merchant's mood, described below.  Merchants may attempt to propose counteroffers if they do not accept the proposal, which can then be accepted, rejected, or further amended by the broker.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;A good rule of thumb for inexperienced brokers is to give merchants a 50% or better profit. For example, if the desired goods are worth 500☼, make sure their profit is at least 250☼ (which would make the total worth of goods marked on your side 750☼). This should ensure that the merchants are happy with the trading and that they accept the trade immediately without making ridiculous counteroffers.&amp;lt;/s&amp;gt;&amp;lt;!-- Inexperienced broker, first trade, 10% profit margin was all that was needed wih elves. --&amp;gt; With more experienced brokers or pleased merchants, even marginally profitable trades can be successful, and counteroffers can be rejected safely, offering the same trade again. Note however that a low profit margin for the traders may not be desirable - it has been suggested that both export and profit numbers influence the size of next years caravan and, in the case of the dwarven caravan, immigration numbers.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
Goods brought from caravans do not have base quality higher than superior, but decorations on a good may be of any quality.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
== Trading cue colors ==&lt;br /&gt;
&lt;br /&gt;
* Items in brown have been created (or modified) by your fortress. They can be traded away or offered as a gift.&lt;br /&gt;
* Items in white were created by another source. They can be traded, but if one of these items has been selected, the entire selection cannot be offered as a gift.&lt;br /&gt;
* Items in purple are under a no-export mandate and should not be traded away unless exceptional circumstances (or masochism) push you to do this.{{Verify}}&lt;br /&gt;
* Items in green have just been gifted to the caravan and they will not trade it back.&lt;br /&gt;
* Items in red have been seized from another caravan and cannot be traded as is; you will need to decorate them or turn them into other items for them to become &amp;quot;valid&amp;quot; trading items. However, usually a caravan from a different civilization will accept stolen goods without changing them first.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
== Merchant mood ==&lt;br /&gt;
If your broker has Novice or better {{L|Judge of Intent}} skill, there will be a line added below the merchant's dialogue describing the caravan's attitude. Their attitude rises with successful trades (especially if they get lots of profit) and falls when you propose deals they don't like. &lt;br /&gt;
&lt;br /&gt;
* (trader) seems ecstatic with the trading&lt;br /&gt;
* (trader) seems very happy about the trading&lt;br /&gt;
* (trader) seems pleased with the trading&lt;br /&gt;
* (trader) seems willing to trade (Default, at least for humans)&lt;br /&gt;
* (trader) seems to be rapidly losing patience&lt;br /&gt;
* (trader) is not going to take much more of this&lt;br /&gt;
* (trader) is unwilling to trade&lt;br /&gt;
&lt;br /&gt;
The happier you make a merchant, the less profit margin he will demand in a trade. If merchants reach the lowest level, no further trade will be possible, and they will immediately pack up and leave your depot. Since annoyed traders are more likely to reject deals, you should be generous in initial negotiations. Skilled negotiators seem less likely to offend traders with unsuccessful deals. &lt;br /&gt;
&lt;br /&gt;
An easy way to capitalize on this mood system is to perform several partial trades. First trade for a few items, offering goods twice the value of the items you ask for (eg, offer 2000☼ for 1000☼ of his stuff). This will likely make the merchant ecstatic about trading with you. Exit the trade screen, unpause briefly, and then return to trading with a vengeance. With the merchant in such a good mood, he is more likely to counteroffer than reject a trade outright.&lt;br /&gt;
&lt;br /&gt;
== Seizing items ==&lt;br /&gt;
&lt;br /&gt;
Pressing {{K|s}} from the trade menu will seize the selected items of the merchant's.  If you seize goods from a caravan, the merchant will respond &amp;quot;Take what you want. I can't stop you.&amp;quot; and then leave immediately without the seized goods.  Items cannot be seized from the dwarven caravan, and other races will not buy goods stolen from one of their caravans (then marked in red) unless they are tricked into asking for them via counteroffer, or the items are &amp;quot;laundered&amp;quot; by decoration or used to create other goods.  Seizing goods will hurt diplomatic relations, but is not grounds for an automatic {{L|siege}}.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
Pressing the seize button while no goods are selected will result in the merchant interpreting your seizure as a joke. This apparently does nothing to benefit or hinder your trading.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
As a side note, if you deconstruct your trade depot with a caravan in it, the wagons will be killed and all the caravan's items will drop to the ground, to be readily hauled away by your Dwarves. This does not mark the items as stolen, and the caravan will leave. However, ''next'' year's caravan is partly based on the profits from the previous year - so if you are relying on that race's caravans for needed items, you're hurting yourself in the long run.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
Another way to steal without marking as stolen is to forbid the trade depot just before they leave, causing them to leave their goods at the depot.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
Note that the civilization attached to a particular caravan will keep track of the value of items the caravan was carrying when they set out to trade, and they will compare this value with the value of items they return home with. Regardless of what method you use to confiscate items from a caravan, even if you came to possess the goods through no fault of your own (an {{L|ambush}} killed the caravaners, for example) the parent civilization may decide that you stole from them and send a {{L|siege}} instead of a caravan the following year. It is prudent to take measures to protect caravans visiting your lands!{{Verify}}&lt;br /&gt;
&lt;br /&gt;
==Offering items==&lt;br /&gt;
&lt;br /&gt;
{{key|o}} You can also give away items, as gifts to the leaders of the {{L|civilization}} you are trading with. This presumably helps relations between yourself and the other faction. The exact effects are unknown but it is believed that offering goods increases the quantity and variety of trade goods brought by next year's caravan. Also the {{L|King}} usually requires offerings to be made before his arrival.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
'''''Note:''' There are currently no benefits to offering goods to your king; the game developers have stated that this is to be changed in future versions.'' (&amp;quot;''Req174, REASON FOR OFFERING, (Future): There's no point of offering goods to your own king right now.)&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous Trading Advice ==&lt;br /&gt;
&lt;br /&gt;
* Several small trades, exiting the trade window each time, will increase the Broker's relevant skills during the early game.&lt;br /&gt;
* Food inside the Trade Depot can go bad. Have a food stockpile nearby so you can quickly haul goods inside.&lt;br /&gt;
* Thieves and thieving critters tend to follow caravans. Expect assaults and intruders.&lt;br /&gt;
* Be careful about asking traders to bring lots of individual lightweight items (such as meat and fish) as it can result in traders taking a very long time to unload their goods. Unless the path to your depot is extremely long, though, this is unlikely to cause significant problems.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
== Caravans ==&lt;br /&gt;
Each friendly race will send a caravan per year, linked to one season, which is autumn for dwarves, summer for humans, spring for elves. In rare cases, goblins will show up in winter.{{verify}} However, in the first year only a dwarven caravan will arrive, although it will tend to arrive later than mid-autumn, unlike previous versions {{verify}}. Caravans will only show up if that race considers the fortress site accessible (as denoted on the embark screen), with the exception of dwarves, who always arrive unless they are extinct.{{verify}}  Caravans appear to enter the map from a random direction which does not coincide with the relative direction of the originating {{L|civilization}}, and they may appear from different directions or z-levels each year.  Caravans may leave without trading if it takes too long to reach the trade depot. Caravans with wagons cannot use stairs. Caravans will embark on their journey back exactly one month after their arrival, whether they have succeeded in reaching the depot or not.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
Note that if traders or their animals are prevented from leaving, they will eventually go {{L|insane}}. {{Verify}}&lt;br /&gt;
&lt;br /&gt;
Also worth mention is the pathing behavior of the entire caravan. If one member of the caravan reaches a block in their chosen path (ie. a raised drawbridge that was lowered when they entered the map) the entire caravan will re-path, instead of encountering the obstacle one by one.&lt;br /&gt;
&lt;br /&gt;
== Liaisons ==&lt;br /&gt;
{{L|Liaison}}s may be sent with caravans to speak to important dwarves.  They will allow you to choose the type of items that your fortress is interested in, and will focus on bringing more of that kind of item on the next caravan (however those items will also be more expensive).  They will also present you with a list of the items they're willing to pay more for, which will be effective upon their next arrival.&lt;br /&gt;
&lt;br /&gt;
Trade agreements can be viewed at a later time through the Civilization menu ({{k|c}}). These trade agreements are cleared when a liason of the corresponding civilization enters the screen, so they are generally not accessible after the caravan has arrived.&lt;br /&gt;
&lt;br /&gt;
Note that if a liaison is prevented from leaving, they will eventually go {{L|insane}}. {{Verify}}&lt;br /&gt;
&lt;br /&gt;
== Races ==&lt;br /&gt;
The following races send caravans.&lt;br /&gt;
&lt;br /&gt;
==== {{L|Dwarves}} ====&lt;br /&gt;
The dwarven caravan:&lt;br /&gt;
* arrives in {{L|Calendar|autumn}}.&lt;br /&gt;
* carries metal bars, {{L|leather}}, weapons and armor, food and booze, and more.  Dwarves alone may carry {{L|steel}} and steel goods.&lt;br /&gt;
* well guarded.&lt;br /&gt;
* sends a liaison who will speak with the {{L|Expedition leader}} (or {{L|Mayor}}) to negotiate prices.&lt;br /&gt;
* influences the number of immigrants received (if the caravan leaves intact).{{verify}}&lt;br /&gt;
* will not cause sieges when repeatedly destroyed or lost.&lt;br /&gt;
* is the only caravan to arrive during a fortress' first year.&lt;br /&gt;
* always arrives regardless of embark location.{{verify}}&lt;br /&gt;
* cannot have its goods seized from the trade menu.&lt;br /&gt;
* may not arrive if your civilization lacks any notable figures.&lt;br /&gt;
&lt;br /&gt;
==== {{L|elf|Elves}} ====&lt;br /&gt;
[[Image:Evil_elves.png|thumb|400px|A typical elven caravan.]]&lt;br /&gt;
&lt;br /&gt;
The elven caravan:&lt;br /&gt;
* arrives in {{L|Calendar|spring}}.&lt;br /&gt;
* carries {{L|cloth}}, {{L|rope}}s, various above ground seeds, {{L|plant}}s and their byproducts, {{L|log}}s, {{L|wood}}en goods &amp;amp; {{L|weapon}}s, clothing and {{L|armor}}, and may carry tame {{L|creature}}s.&lt;br /&gt;
* unguarded.&lt;br /&gt;
* does not accept some items in trade:&lt;br /&gt;
&lt;br /&gt;
Elven traders do not like to be offered any tree byproducts.  Forbidden items include:&lt;br /&gt;
&lt;br /&gt;
* {{L|Wood}}en items, and items derived from wood (including {{L|tower-cap}} logs), such as {{L|charcoal}} and {{L|pearlash}}&lt;br /&gt;
* Items made from clear and crystal {{L|glass}} (because {{L|pearlash}} is used in their creation) - green glass appears to be perfectly acceptable&lt;br /&gt;
* Items {{L|decoration|decorated}} with any of the above materials&lt;br /&gt;
* {{L|Obsidian}} shortswords (since they have wooden handles)&lt;br /&gt;
* {{L|Soap}} (made with {{L|ash}})&lt;br /&gt;
&lt;br /&gt;
Offering or trading forbidden items will cause the mood of the trader to drop rapidly, usually causing him after the first offer to refuse to trade any more that season and leave immediately.  Additionally you will be called uncouth, crude, and barbaric.&lt;br /&gt;
&lt;br /&gt;
However, {{L|stone}} and {{L|metal}} items, even when {{L|charcoal}} is used in production, are acceptable. Items made from {{L|silk}} are acceptable, as are all non-wooden plant-derived products such as {{L|cloth}} and {{L|thread}}. Items made of bone (totems too), horn, shell or leather are acceptable, so are meat and fish. You can also transport your goods to the {{L|trade depot}} in a wooden {{L|bin}}, as long as you do not try to sell the bin. Living animals are acceptable, as long as the {{L|cage}} or {{L|trap}} is not made of {{L|wood}}.&lt;br /&gt;
&lt;br /&gt;
Be especially careful with reselling decorated items from other caravans, as non-wood/glass items may have decorations of wood or clear/crystal glass.  All items that elven caravans sell are also unacceptable to sell back to elves, as the dwarves have no means of proving that they were made in an &amp;quot;elf kosher&amp;quot; way &amp;amp;mdash; and all dwarves know that elves have terrible memory.&lt;br /&gt;
&lt;br /&gt;
==== {{L|Human}}s ====&lt;br /&gt;
The human caravan:&lt;br /&gt;
* arrives in {{L|Calendar|summer}}.&lt;br /&gt;
* carries metal bars, sand, {{L|leather}}, cloth, food and booze, ropes, waterskins, quivers, backpacks,  bronze weapons and (wrongsized) clothing and armor, cages and a few domestic animals.&lt;br /&gt;
* moderately guarded.&lt;br /&gt;
* sends a liaison who will speak with the broker to negotiate prices if the fortress is big enough.&lt;br /&gt;
&lt;br /&gt;
==== {{L|Goblin}}s{{Verify}} ====&lt;br /&gt;
A goblin caravan ''may'' arrive if your civilization is at peace with the goblins.&lt;br /&gt;
&lt;br /&gt;
The goblin caravan:&lt;br /&gt;
*will arrive every season, four times per year{{verify}}&lt;br /&gt;
*unguarded&lt;br /&gt;
*brings mostly food and cloth&lt;br /&gt;
*does not send a liaison or a guild representative&lt;br /&gt;
*does not make import/export agreements&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
* All caravans &amp;lt;small&amp;gt;(goblins too?{{verify}})&amp;lt;/small&amp;gt; will carry extra wooden logs if the supplies of your fortress are low enough, independent of whether or not you requested them. This does not apply in the case that the weight limit is exceeded by (other) items you requested.&lt;br /&gt;
&lt;br /&gt;
== Destruction ==&lt;br /&gt;
If caravans are destroyed (intentionally or unintentionally), the items may remain for use. Traders caught in a {{L|cave-in}} will flee as if they were attacked but will leave all the items dropped by the caravan behind. Pack animals carrying items are affected just like a normal tamed {{L|mule}} and must be killed in the cave-in for them to drop items on the ground. It is however much more likely that the pack animal(s) will only be stunned or rendered unconscious and flee shortly after recovering from the hit. Wagons will collapse if caught in a cave-in, leaving all that it was carrying on the ground as a result. Wagons can also be destroyed by {{L|ocean}} waves coming up onto the shore if you have settled in the appropriate area. The only difference between collapsing under waves or a cave-in is a higher probability of recovering items if the wagon is destroyed by a wave.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
While caravans can defend themselves, they don't like being ambushed. An encounter with unfriendly creatures may cause them to retreat and forget about trading with you for the season.{{verify}}  Repeated caravan destruction (intentional or unintentional) will strain diplomatic relations and may result in a {{L|siege}}.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
== Caravan Delay ==&lt;br /&gt;
If a caravan has arrived at your trade depot and is unable to leave for about six months after they arrived, the merchants and animals will go insane.  This can result in a bunch of merchants attacking your dwarves, or just standing around moping until they starve to death.  It is not known for certain if this hurts diplomatic relations, but most likely it's the same as any case where the entire caravan fails to return home.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
If you have locked the caravan into your fortress to hold out against a siege, it's a good idea to station a squad of soldiers near the trade depot in case the merchants {{L|Insanity#Types|go berserk}}. You may also want to make the depot a restricted area to encourage civilians to go around it. Alternatively, you can design the trade depot using drawbridges so that it can be sealed off from the rest of the fortress during a siege.&lt;br /&gt;
&lt;br /&gt;
If you want the merchants to leave safely, you can build four or more tunnels to each corner of the map, connected to your fortress only by drawbridges. As long as there is no other way to enter and exit your fortress, invaders and merchants will both go towards any tunnel that you activate. You can lock the merchants into the trade depot, and then open a tunnel entrance on one side of the map to make the invaders head towards that tunnel. When they get close to it, you can close it, and then open the entrance on the other side of the map, and let the traders out of the depot. If your fortress and depot are in the middle of the map, this will give the traders quite a head-start to get away.{{Verify}}&lt;/div&gt;</summary>
		<author><name>Haspen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki_talk:Magmawiki_skin&amp;diff=104036</id>
		<title>Dwarf Fortress Wiki talk:Magmawiki skin</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki_talk:Magmawiki_skin&amp;diff=104036"/>
		<updated>2010-05-06T09:55:43Z</updated>

		<summary type="html">&lt;p&gt;Haspen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Please leave any comments you have regarding the skin in the appropriate section, use a level 3 header (&amp;lt;nowiki&amp;gt; === Example ===&amp;lt;/nowiki&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
== Look and Feel ==&lt;br /&gt;
Possible more DF related? A DF worldgen sreenie perhaps? More DF-y colours, such as red (especially red), green, black, grey etc? {{unsigned|Lord Nincompoop}}&lt;br /&gt;
:The point is a useful and non-intrusive interface, not a df-wiki themed interface. --[[User:Briess|Briess]] 05:55, 26 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
The normal wiki skin is going to stay for those who prefer it, right? --[[User:Untelligent|Untelligent]] 22:00, 28 April 2010 (UTC)&lt;br /&gt;
:Yeah, it won't be going away (and I'm planning on making a monobook-esque theme for magmawiki as wel, for those of you who prefer it's style), though it may no longer be the default. [[user:Emi|&amp;lt;span style=&amp;quot;color:#8a4e4e&amp;quot;&amp;gt;Emi&amp;lt;/span&amp;gt;]] [[user_talk:Emi|&amp;lt;span style=&amp;quot;color:#6a3e4e&amp;quot;&amp;gt;[T]&amp;lt;/span&amp;gt;]] 03:39, 29 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Not Working Right ==&lt;br /&gt;
Could we get the &amp;quot;last changed&amp;quot; back on the bottom somewhere?  Thanks. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 13:30, 25 April 2010 (UTC)&lt;br /&gt;
:We thought it probably wasn't that useful to most people (and keeping it makes our skin alterations drastically harder to keep nice -- this won't be a problem in actual magmawiki though). However, you can re-enable it if you want, on a per-account basis. Just add the following to your magmawiki.css (User:YourName/magmawiki.css).&lt;br /&gt;
:&amp;lt;pre&amp;gt;#lastmod{display: block !important;}&amp;lt;/pre&amp;gt;&lt;br /&gt;
:[[user:Emi|&amp;lt;span style=&amp;quot;color:#8a4e4e&amp;quot;&amp;gt;Emi&amp;lt;/span&amp;gt;]] [[user_talk:Emi|&amp;lt;span style=&amp;quot;color:#6a3e4e&amp;quot;&amp;gt;[T]&amp;lt;/span&amp;gt;]] 17:53, 25 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::It's been specifically requested by a few people, that's why I asked.  If it'll be there in a similar way on magmawiki then I have no problem. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 13:17, 29 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Where's the navigation/search/toolbox menu? ==&lt;br /&gt;
&lt;br /&gt;
It's missing for me. On default Monobook, it's happily there, on the left side, but on MagmaWiki there's no Navigation, Search and Toolbox. Articles are stretched in width, taking place of them. On unrelated side: the skin looks nice! --[[User:Haspen|Haspen]] 09:55, 6 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Browser Specific Problems ==&lt;/div&gt;</summary>
		<author><name>Haspen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Haspen&amp;diff=103521</id>
		<title>User:Haspen</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Haspen&amp;diff=103521"/>
		<updated>2010-05-05T11:35:43Z</updated>

		<summary type="html">&lt;p&gt;Haspen: Created page with 'Few things:  1.GROWDUR.&amp;lt;br /&amp;gt; Season lasts for a GROWDUR of 1008. One month have 28 days, so:  28x3 = 84. 1008/84 = 12.  Conclusion: GROWDUR:1 is equivalent to 2 hours of a day. …'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Few things:&lt;br /&gt;
&lt;br /&gt;
1.GROWDUR.&amp;lt;br /&amp;gt;&lt;br /&gt;
Season lasts for a GROWDUR of 1008. One month have 28 days, so:&lt;br /&gt;
&lt;br /&gt;
28x3 = 84. 1008/84 = 12.&lt;br /&gt;
&lt;br /&gt;
Conclusion: GROWDUR:1 is equivalent to 2 hours of a day.&lt;br /&gt;
&lt;br /&gt;
Examples:&amp;lt;br /&amp;gt;&lt;br /&gt;
One week is GROWDUR:84&amp;lt;br /&amp;gt;&lt;br /&gt;
One month is GROWDUR:336&amp;lt;br /&amp;gt;&lt;br /&gt;
Z days is GROWDUR:(Zx12)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Wee! :D&lt;br /&gt;
&lt;br /&gt;
2. Hate!&lt;br /&gt;
&lt;br /&gt;
Adding [VERMIN_HATEABLE] to races is fun :3&lt;br /&gt;
&amp;quot;Urist McDwarf absolutely detests elves.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
ALSO:&lt;br /&gt;
&lt;br /&gt;
What is Haspen doing on DwarfWiki:&lt;br /&gt;
&lt;br /&gt;
Fixing version links. Everyone adds stuff about new version, while the older have been forgotten! Boo! D:&lt;/div&gt;</summary>
		<author><name>Haspen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Haspen&amp;diff=103520</id>
		<title>User talk:Haspen</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Haspen&amp;diff=103520"/>
		<updated>2010-05-05T11:33:51Z</updated>

		<summary type="html">&lt;p&gt;Haspen: /* Some things */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Haspen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Metalsmith&amp;diff=103517</id>
		<title>40d:Metalsmith</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Metalsmith&amp;diff=103517"/>
		<updated>2010-05-05T11:01:28Z</updated>

		<summary type="html">&lt;p&gt;Haspen: wrong version links at skill table [all 5]&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
'''Metalsmith''' is a category profession. It contains skills relating to the {{L|smelting}} of {{L|metal}}s and {{L|alloy}}s and the crafting of various metal products.  Confusingly, the 'metalsmith' skill is available for purchase prior to embarking.  This skill actually correlates to {{L|Blacksmith|Blacksmithing}}.&lt;br /&gt;
&lt;br /&gt;
An adult {{L|dwarf}} whose best {{L|skill}} is in this category, and who has accumulated ranks in other metalsmithing skills (exactly how much is not clear) will be known as a metalsmith.&lt;br /&gt;
&lt;br /&gt;
Once he has achieved 'grand master' skill in one of these skills, but not in the others, he will be known by this skill.&lt;br /&gt;
&lt;br /&gt;
If a dwarf has {{L|experience}} in only one metalsmith skill he will be known by his or her highest skill.&lt;br /&gt;
&lt;br /&gt;
The metalsmith skills are:&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|Metalsmith|#888|#888|&lt;br /&gt;
* {{L|Armorer}}&lt;br /&gt;
* {{L|Furnace Operator}}&lt;br /&gt;
* {{L|Metal Crafter}}&lt;br /&gt;
* {{L|Blacksmith}}&lt;br /&gt;
* {{L|Weaponsmith}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;See also:&lt;br /&gt;
:* {{L|Skill#Professions.2C_colors.2C_.26_skill_categories|Skill categories}}&lt;br /&gt;
:* {{L|Metalsmith's forge}}&lt;br /&gt;
:* {{L|Blacksmith}}&lt;br /&gt;
{{skills}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Professions}}&lt;/div&gt;</summary>
		<author><name>Haspen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Thief&amp;diff=103516</id>
		<title>40d:Thief</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Thief&amp;diff=103516"/>
		<updated>2010-05-05T10:52:55Z</updated>

		<summary type="html">&lt;p&gt;Haspen: wrong version link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{fine}}&lt;br /&gt;
In Fortress mode, a '''thief''' is a disgusting dishonorable creature that can skulk around the map unseen until it moves adjacent to a {{L|dwarf}}, guard {{L|dog}} or other similar {{L|animal}}, or other helpful creature.  When a thief does move adjacent to such, the game pauses with an  identifying {{L|announcement}} and moves the game view to include the threat.&lt;br /&gt;
&lt;br /&gt;
There are two types of intelligent thieves: '''{{L|kobold}} pilferers''' and '''{{L|goblin}} baby-snatchers''':&lt;br /&gt;
&lt;br /&gt;
:'''Kobold thieves''' can start appearing quite early (first year) and will sneak right past all of your {{L|trap}}s, only triggering them if they are injured during their escape attempt and happen to fall unconscious. Armed with only a copper dagger, they offer little threat to anyone - an untrained dwarf or dog should be able to take them down, but extreme bad luck is always a possibility in any {{L|combat}} situation. While they sometimes steal low value items left outside (intentionally or not), there seems to be a mechanism that makes them target other, higher value items inside instead, too.  &lt;br /&gt;
&lt;br /&gt;
:The announcement for a kobold thief is...&lt;br /&gt;
::{{Gametext|Thief!  Protect the hoard from skulking filth!|4:1}}&lt;br /&gt;
:...and the game will zoom to a section of your fortress with a small grey &amp;quot;'''k'''&amp;quot; visible - that's your intruder.&lt;br /&gt;
&lt;br /&gt;
:'''Goblin snatchers''' happily run into any kind of trap. Armed with an iron dagger they should be approached with a little bit more caution, but any average soldier should take them down unharmed. When they get their hands on one of your beloved(?) children, they will stuff them in a bag they carry with them for that purpose.  (Needless to say, this creates a very {{L|thought|bad thought}} in the parents of the lost child.)  The child is considered part of the snatcher's inventory -- in particular, if the goblin is caught in a cage trap, the child will be caught with him.  Left in this condition for too long, the child may go insane.&lt;br /&gt;
&lt;br /&gt;
:The announcement for a goblin child-snatcher is...&lt;br /&gt;
::{{Gametext|Snatcher!  Protect the children!|4:1}}&lt;br /&gt;
:...and the game will zoom to a section of your fortress with a small grey &amp;quot;'''g'''&amp;quot; - if you use {{k|v}} or {{k|u}}, these will be listed as &amp;quot;goblin ''thief''&amp;quot; but they're cut from the same stuff and should be terminated with equally extreme prejudice.&lt;br /&gt;
&lt;br /&gt;
:If caged by a trap, the zooming for either may only reveal a flashing {{L|cage}}, a &amp;quot;'''‼'''&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Both kinds will usually come in small groups of about 1 to 4 individuals. They try to escape once detected and only fight when cornered. Their ability to sneak into your fortress is not to be underestimated; locked doors do not slow them down, although similar barriers that are linked to a {{L|trigger}} (and are closed) will.  They can lurk around the map for quite some time and wait for their opportunity, even when they are already inside your fortress. They may arrive more or less simultaneously with sieges or ambushes, distraction and general turmoil working in their favor. Guarding any entrance with {{L|restraint|guard animals}} is a safe countermeasure, though. A successful theft of item or child will be announced once the thief leaves the map.&lt;br /&gt;
&lt;br /&gt;
Spotting the thief is winning the battle, but catching and killing them just feels better. A thief armed with only a knife will rarely - but sometimes - injure or even kill an untrained, unarmoured recruit, but typically the thief just gets worked by the dwarf. A typical thief can outrun a &amp;quot;{{L|Attribute#Agile|very agile}}&amp;quot;, unarmoured dwarf, but can only just keep their own against an &amp;quot;extremely agile&amp;quot; unarmoured pursuer.  Sending more than one respondent to cut off any retreat may yield a more satisfying result.&lt;br /&gt;
&lt;br /&gt;
Certain &amp;quot;playful&amp;quot; {{L|creatures}} will also try to steal items from your hoard, if left open to more general traffic.  These include {{L|raccoon}}s, which tend to be solitary, and groups of {{L|rhesus macaque}}s and {{L|mandrill}}s (which aren't just playful, but downright dangerous).  In addition, {{L|black bear|bear}}s and {{L|gnome}}s will try to steal your {{L|alcohol|booze}} if they can get at it.  None of these animals has any special ability to avoid standard traps or bypass locked doors.&lt;br /&gt;
&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
{{Category|Professions}}&lt;/div&gt;</summary>
		<author><name>Haspen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Stoneworker&amp;diff=103515</id>
		<title>40d:Stoneworker</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Stoneworker&amp;diff=103515"/>
		<updated>2010-05-05T10:51:41Z</updated>

		<summary type="html">&lt;p&gt;Haspen: wrong version links [all 5]&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{elven}}&lt;br /&gt;
'''Stoneworker''' is one of the professions. Stoneworkers work, unsurprisingly, with {{L|stone}}.&lt;br /&gt;
&lt;br /&gt;
An adult dwarf whose best skill is either {{L|engraver}} or {{L|mason}}, and who has accumulated enough experience in the other skill (exactly how much is not clear), will be known as a stoneworker. Otherwise the dwarf will be known by his or her higher skill.&lt;br /&gt;
&lt;br /&gt;
The two Stoneworker skills are:&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|Stoneworker|#fff|#fff|&lt;br /&gt;
* {{L|Engraver}}&lt;br /&gt;
* {{L|Mason}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Professions}}&lt;/div&gt;</summary>
		<author><name>Haspen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Stone&amp;diff=103514</id>
		<title>40d Talk:Stone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Stone&amp;diff=103514"/>
		<updated>2010-05-05T10:42:49Z</updated>

		<summary type="html">&lt;p&gt;Haspen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== 'Stone is divided into a few key categories:' ==&lt;br /&gt;
The statement that stone is divided into a few key categories means the categories are arranged in such a way so that each stone is in exactly one of them. &amp;quot;Metal ores&amp;quot;, &amp;quot;gems&amp;quot; and &amp;quot;other stone&amp;quot; is one example of such a division. &amp;quot;Metal ores&amp;quot;, &amp;quot;gems&amp;quot;, and &amp;quot;economic stones&amp;quot; is an example of something that isn't. This is because everything that is a metal ore is also an economic stone. Here are two possible divisions:&lt;br /&gt;
#Economic stone&lt;br /&gt;
#Gems&lt;br /&gt;
#Other&lt;br /&gt;
&lt;br /&gt;
#Ores&lt;br /&gt;
#Gems&lt;br /&gt;
#Other&lt;br /&gt;
In one case 'other' is everything that isnt economic or a gem. In the other case other is everything that isnt an ore or a gem. Since eventually more types of stone will have special uses, and the economic stone feature may be expanded to include everything, I think the second division is better. Thoughts? [[User:VengefulDonut|VengefulDonut]] 11:03, 28 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Clicking on &amp;quot;metal bars&amp;quot; and landing on the grating, from a discussion of the stone it comes from may be good wiki, but it strikes me as bad 'help'.  Revert if you want, but I'm trying to simplify redirects and 'illogical' links. --[[User:Nightwind|Nightwind]] 03:21, 1 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Old stuff==&lt;br /&gt;
=== Where did the ore and economic stones go? ===&lt;br /&gt;
I've moved the [[economic stone]] and [[ore]] categories to their own articles, as was suggested. I've reorganized this to reflect the change [[User:VengefulDonut|VengefulDonut]] 22:38, 6 November 2007 (EST)&lt;br /&gt;
:Oh! and if someone decides to make the ores redirect to the [[ore]] page instead of the [[stone]] page, keep in mind that it would be nicer of you to turn them into something like [[malachite]] instead [[User:VengefulDonut|VengefulDonut]] 22:42, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I notice that [[Economic stone]] lists economic + metal ores, my edit to the stone page&lt;br /&gt;
divides it as the stockpiles do. -- infinity&lt;br /&gt;
&lt;br /&gt;
Is there any kind of stone that isn't mineable?  If not, then I don't think that &amp;quot;Mineable Stone&amp;quot; makes sense as a section header. --[[User:Peristarkawan|Peristarkawan]] 13:36, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Good point, I think I was trying to separate that from &amp;quot;soil&amp;quot; and other things that don't leave behind anything ... I shouldn't edit so early in the morning.  --[[User:Infinity|Infinity]] 20:45, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Now all we need is graphical representations! [[User:Schm0|Schm0]] 16:24, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
What about ICE BLOCKS? those count as stones for some purposes. --[[User:Thehunterunseen|Thehunterunseen]] 19:27, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I haven't been able to get my dorfs to do anything with ice blocks yet.  Haven't managed them to go down (or up) the stairs into the frozen river I had anyway, so... (I was explicitly trying NOT to mine out the side of it)--[[User:Draco18s|Draco18s]] 00:48, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Shouldn't raw adamantine be under metal ore as opposed to &amp;quot;other stone&amp;quot;? --[[User:RedKing|RedKing]] 00:43, 2 November 2007 (EDT)&lt;br /&gt;
:It's probably due to where it's grouped in the raws. --[[User:Alfador|Alfador]] 14:40, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Why are we listing [[platinum nuggets]] instead of [[native platinum]], when talking about it in it's unmined state? --[[User:Trukkle|Trukkle]] 10:23, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
I am thinking about implementing a more detailed table style for this area. The existing tables are nice, but there should be much more information on this page. Perhaps something like this:&lt;br /&gt;
&lt;br /&gt;
{| border = 1&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Tile !! Type !! Uses&lt;br /&gt;
|-&lt;br /&gt;
| Olivine || sytle=&amp;quot;padding:0&amp;quot; | [[Image:olivine_raw.gif]][[Image:olivine_stone.gif]] || Generic || Stoneworking&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
What do you guys think? [[User:Schm0|Schm0]] 15:41, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I really like that, Schm0 --[[User:Tracker|Tracker]] 18:29, 3 November 2007 (EDT)&lt;br /&gt;
::I agree it looks good, but can it be accomplished without using gifs? we have a raw tile template so we could do something like this:&lt;br /&gt;
&lt;br /&gt;
{| border = 1 cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Name &lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Tiles &lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Type &lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Uses&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Value&lt;br /&gt;
|-&lt;br /&gt;
| Olivine &lt;br /&gt;
| {{Raw Tile|%|#0B0|#000}} {{Raw Tile|•|#0B0|#000}} {{Raw Tile|╬|#0B0|#000}}{{Raw Tile|║|#0B0|#000}}{{Raw Tile|═|#0B0|#000}} &lt;br /&gt;
| Generic &lt;br /&gt;
| Stoneworking&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Microcline&lt;br /&gt;
| {{Raw Tile|%|#66B|#000}} {{Raw Tile|•|#66B|#000}} {{Raw Tile|╬|#66B|#000}}{{Raw Tile|║|#66B|#000}}{{Raw Tile|═|#66B|#000}} &lt;br /&gt;
| Generic &lt;br /&gt;
| Stoneworking&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Native Platinum (Raw) | Platinum Nuggets (Mined)&lt;br /&gt;
| {{Raw Tile|*|#FFF|#000}} {{Raw Tile|•|#FFF|#000}} {{Raw Tile|╬|#FFF|#000}}{{Raw Tile|║|#FFF|#000}}{{Raw Tile|═|#FFF|#000}}&lt;br /&gt;
| Metal Ore &lt;br /&gt;
| Stoneworking, Smelting&lt;br /&gt;
| 40&lt;br /&gt;
|}&lt;br /&gt;
--[[User:Matryx|Matryx]] 06:10, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Someone, with correct formatting, add this to the bottom of the page. http://idisk.mac.com/fire_drake-Public/DF_StoneOre_Table.htm  -penguin&lt;br /&gt;
: I'd try, but what does the 'V' or 'C' mean in the table? --[[User:Valdemar|Valdemar]] 10:06, 4 November 2007 (EST)&lt;br /&gt;
:: &amp;quot;vein&amp;quot; and &amp;quot;cluster&amp;quot; [[User:VengefulDonut|VengefulDonut]] 17:29, 4 November 2007 (EST)&lt;br /&gt;
: Okay, I've added something like it with some of my own formatting through a program, but it will still need a lot of cleanup. --[[User:Valdemar|Valdemar]] 17:53, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
=== Individual pages ===&lt;br /&gt;
&lt;br /&gt;
I'm of the opinion that [[ore]]s and [[economic stone]]s should probably get their own page, but the rest can just redirect here. There just isn't much to say about [[cryolite]] or [[jet]]. They're rocks, they have about such-and-such a value, the end. How about it? --[[User:Turgid Bolk|Turgid Bolk]] 20:59, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Yes, the pages about the all the stones in the 'other stone' category should be deleted, any information about them can just be included in the table on this page. All the info from the raws is now summed up in the table.  --[[User:Valdemar|Valdemar]] 21:06, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Instead of deleting, let's redirect to this page. Just replace them with &amp;lt;nowiki&amp;gt;#REDIRECT [[Stone]]. (The #R button above the edit box helps with this.)&amp;lt;/nowiki&amp;gt; --[[User:Turgid Bolk|Turgid Bolk]] 22:13, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
On different note, I think that Ores should be on a separate page to Stone. I don't consider 'Ore' to be stone, although I agree there is little difference in the way that stones and ore operate in the game. One alternative; add information about metal ores to the [[metal]]s page, which doesn't exist at the moment, ores could more usefully redirect there. I was trying to find out what metals tetrahedtrite produced by starting on the metal page, but found no reference. I was then confused to find myself redirect from ores to stones. --[[User:Markavian|Markavian]] 21:09, 6 November 2007 (EST)&lt;br /&gt;
:'''An ore''': ''A mineral or an aggregate of minerals from which a valuable constituent, especially a metal, can be profitably mined or extracted.'' [http://www.answers.com/ore Answers.com/ore]&lt;br /&gt;
:Perhaps you would have found the [[tetrahedrite]] page helpful. (look at the beautiful template) [[User:VengefulDonut|VengefulDonut]] 21:18, 6 November 2007 (EST)&lt;br /&gt;
::Unfortunately, not all of the ores have beautiful templated pages like that just yet. You can help [[User:VengefulDonut|VengefulDonut]] 21:21, 6 November 2007 (EST)&lt;br /&gt;
:I did see the tetrahedrite page eventually, it was very plush. I look forward to the other ores exhibiting a similar likeness. :) --[[User:Markavian|Markavian]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Does anyone know what calcareous ooze is, or what siliceous ooze is?  It's listed as a stone under the stockpile menu.  [[User:Bouchart|Bouchart]] 02:27, 23 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
=== Stones water permeability ===&lt;br /&gt;
&lt;br /&gt;
hi all! can someone tell me where I can find water permeability of stone?&lt;br /&gt;
&lt;br /&gt;
I didn´t find it...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
and could someone tell me how mica wall reacts on water? (I am looking for the cave river...digging nets and such stuff)&amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:EdwinBG2|EdwinBG2]] ([[User talk:EdwinBG2|talk]]•[[Special:Contributions/EdwinBG2|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
:The types of stone listed as an aquifer are permeable and those that aren't aren't. The only two types of stone aquifer are [[sandstone]] and [[conglomerate]]. If that doesn't help, you may be asking about a feature I have't heard of yet; could you explain? [[User:VengefulDonut|VengefulDonut]] 10:02, 24 December 2007 (EST)&lt;br /&gt;
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::ok thank you! that was exacly what I meant! I risk it...(could be a sea and my legendary miner is dead...no risk no fun!)&lt;br /&gt;
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== Petrified wood ==&lt;br /&gt;
&lt;br /&gt;
does petrified wood count as wood or stone? also, does it count as fire-safe?--[[User:0todd0|0todd0]] 21:57, 3 June 2008 (EDT)&lt;br /&gt;
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:I haven't been able to use it as wood. I'm almost positive it just functions as stone.--[[User:Mrdudeguy|Mrdudeguy]] 22:04, 21 May 2009 (UTC)&lt;br /&gt;
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::Otodd- you never seen petrified wood?  100% STONE, 0% WOOD. And yes, as a stone, it's [[fire-safe]].--[[User:Albedo|Albedo]] 22:18, 21 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Damage/Block Percentages ==&lt;br /&gt;
&lt;br /&gt;
Do all stones have the 133% Dam and Block percentages, like Obsidian or is that mutually exclusive to [SHARP] or [LAVA] stones? --[[User:MagmaSeven|MagmaSeven]] 22:03, 23 February 2009 (GMT)&lt;br /&gt;
:No other stones can be made into anything resembling weapons or armor, so I guess not. Although I wouldn't say for sure. --[[User:Zchris13|Zchris13]] 21:19, 23 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Other Stone changes ==&lt;br /&gt;
I added a new row to other stone to address the argument on the talk page of [[Olivine]]. Please only list interesting stones with [[material value]] of 2 or more.--[[User:Mrdudeguy|Mrdudeguy]] 22:10, 21 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
The use of double question marks in the &amp;quot;Can Contain&amp;quot; column is confusing to new users; it gives the appearance that the page is in need of updating.  Since as a more senior wiki editor pointed out to me that the info should be confirmed from the /raw/objects files first, I suggest that the &amp;quot;Can Contain&amp;quot; should be eliminated since it is misleading to imply that some stones will contain only one kind of gem (i.e. that the ONLY gems you can find in Bauxite are Rubies or Saphires) and that the matgloss_stone_mineral.txt file is not organized as such.  (The [[Gem]] page is currently organized better for the purpose of finding which stones to mine for particular gems, plus is clearly based on the matgloss_stone_gem.txt raw object.) --[[User:3lB33|3lB33]] 18:51, 6 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
Alternatively the &amp;quot;can contain&amp;quot; column can say &amp;quot;various ores and gems&amp;quot; so as to include all the gems and ores that are in the &amp;quot;ALL_STONE&amp;quot; environment. --[[User:3lB33|3lB33]] 19:08, 6 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
 is confusing to new users&lt;br /&gt;
&lt;br /&gt;
:In your opinion.  The &amp;quot;discussion&amp;quot; page is not so much to announce radical changes as a place to discuss them ''before'' they are implemented - collaborative effort and all that.  Now, upon reflection, I happen to agree 100% - it ''is'' misleading, and the &amp;quot;??&amp;quot; should be improved as well - but the column is useful (it was added for those stones that are not &amp;quot;generic&amp;quot; yet don't really deserve their very own page) - so I changed the heading of that column.  Not as radical a change as deleting it entirely.  If others agree it should be gone, then it can go - once and if others agree.  Not sure what the ??'s should be replaced with - I think as it stands they ''do'' mean those entries needs to be updated, altho' many will indeed be &amp;quot;none&amp;quot;. --[[User:Albedo|Albedo]] 23:07, 6 August 2009 (UTC)&lt;br /&gt;
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:: Quoting from the [[http://www.mediawiki.org/wiki/Help:Editing_pages|Media Wiki Help Pages]]:  &amp;quot;The number one rule of wiki editing, is to be bold. Dive in and make changes. Other people can correct mistakes later, so have confidence, and give it a try! There can be all kinds of editing conventions, rules, and philosophy governing the editing of wiki pages, but the &amp;quot;be bold&amp;quot; rule overrides these!&amp;quot;  If others don't like my changes they're more than welcome to roll them back.  I'm just doing what the &amp;quot;number one rule&amp;quot; says I should do, sorry if I offended.--[[User:3lB33|3lB33]] 04:58, 7 August 2009 (UTC)&lt;br /&gt;
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::Deleted? No way... It's necessary, and &amp;quot;can contain&amp;quot; wasn't all that confusing really. Maybe, &amp;quot;Can also contain&amp;quot; with it being stated that most gems/ores not listed can be found in almost all stones. [[User:Shardok|Shardok]] 23:23, 6 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Either heading seems like a decent compromise to me.   But, the question marks still scream, &amp;quot;We, the DF wiki editors, don't know enough info for this section, please sign up and help us out!&amp;quot;  I've seen it so often before on other custom wikis (particularly the ones which are rarely updated, but I'm glad to see my changes challenged so quickly!)  Can't we just leave those table cells blank? --[[User:3lB33|3lB33]] 04:58, 7 August 2009 (UTC)&lt;br /&gt;
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::The last column makes the table looks ugly, and adds very little value since it is nowhere near complete. It should either be finished or removed. [[User:VengefulDonut|VengefulDonut]] 00:53, 10 August 2009 (UTC)&lt;br /&gt;
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::: No offense - and I'm not married to the current heading by any means, but I think that column serves a purpose, even if it still needs refining/completing.  It was originally a compromise for stones that were not perfectly generic - but many are. So, it actually is close to complete, it just needs to have a lot of the &amp;quot;nope, nothing here&amp;quot; stones blanked in that column. Busy work that no one is yet excited about.--[[User:Albedo|Albedo]] 17:35, 10 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::So you think it should be finished rather than scrapped. But not badly enough to fill it in :P&lt;br /&gt;
::Perhaps we can set it aside onto the talk page to wait for someone who wants it in the article badly enough to make it. [[User:VengefulDonut|VengefulDonut]] 18:15, 10 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Heh, no, just not badly enough to prioritize it as &amp;quot;Must be done yesterday!&amp;quot;.  I have other projects in mind, and the time/benefit return for this one, for my tastes, is not as attractive as for those.--[[User:Albedo|Albedo]] 18:45, 10 August 2009 (UTC)&lt;br /&gt;
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:There, is that better? No, I don't like it much right now, seems to empty, which is why I am asking, do you think it would look better if I also added ores (Yes, I said I will do it, don't fret about added work) [[User:Shardok|Shardok]] 19:33, 10 August 2009 (UTC)&lt;br /&gt;
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::I think it would look better in a separate section specifically dedicated to that purpose rather than added onto that table. It really doesn't seem like it's going to fit nicely. [[User:VengefulDonut|VengefulDonut]] 23:41, 10 August 2009 (UTC)&lt;br /&gt;
::Actually, I'm not entirely sure what we want out of something like that. The gem locations we can already see in one place. There is one dedicated to ores as well. What exactly is the goal here? Could it instead be accomplished by copying over those tables to here? (Or perhaps linking them?) [[User:VengefulDonut|VengefulDonut]] 23:48, 10 August 2009 (UTC)&lt;br /&gt;
::: The reason I've visualized in my head is when you have your miners digging, and they hit Bauxite, and I want to know what's so unique about Bauxite, well, I can come here and see that it's the exclusive source of Rubies, Saphires, and Star Rubies and Saphires.   Yey!  Now my dorfs can hollow out the the whole bauxite cluster looking for the gems.  Otherwise I agree with you, this column doesn't make sense here, and doesn't reflect how Toady One designed the RAW files. --[[User:3lB33|3lB33]] 01:28, 11 August 2009 (UTC)&lt;br /&gt;
:::: Well, unless you are searching for specific gems, I don't see the point to this column. Even more since there's some information already in the [[Gem#Precious|precious gem]] section of the wiki. For the [[bauxite]] example, it's already listed in the article that's the only stone containing rubies and sapphires. If a new player saw this table, he might miss the part about the bauxite being the only magman proof stone. --[[User:Karl|Karl]] 01:42, 11 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
 I don't see the point to this column&lt;br /&gt;
&lt;br /&gt;
 It was originally a compromise for stones that were not perfectly generic.&lt;br /&gt;
Which is to say, that column was intended to cover information that set some few stones apart from truly &amp;quot;generic&amp;quot; ones (like, say, microcline) without needing their own page, which would all be stubs and even more offensive.  If a stone has only a couple minor details that make it stand out, that single column covers them all nicely and completely - and in a single glance.  --[[User:Albedo|Albedo]] 03:33, 11 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Telling someone why the column was created is not relevant when they are asking what the point of the column is. (&amp;quot;Why was is created&amp;quot; vs. &amp;quot;Why do I want it here&amp;quot;). Also, I would find individual stone stubs to be less offensive than the current arrangement. Can you really tell me you find the thing aesthetically pleasing? The framework for putting the stone infobars together is already set up and since they are almost all generic most of them wont need any special treatment. Probably a 15-30 min copy/past job. [[User:VengefulDonut|VengefulDonut]] 08:22, 11 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::If you *really* have a problem with it, make the pages yourself. As it stands now, most of the people that like it this way are the only people that might make a bunch of individual pages for the stone, unless you actually have plan to create them. Complaining about the way it is when it's okay as it is and you have no plans to change anything really doesn't do anything unless you can find someone that will do something. We've got it looking good enough right now and to some it is pleasing to look at.[[User:Shardok|Shardok]] 08:27, 11 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::: First, by most of the people, you are speaking of the 4-5 peoples out of hundred who wrote here ? The fact is, this column serve no real purpose, the information is easily available elsewhere. An old timer would know this information already or know where he might find it, a new player might not even care to find some specific gems. 7 of the 40 entries are not empty, of these 7, 4 already have articles with the information available. And after a quick glance at the ores and gems articles I don't see how we could add more information to this column. I would rather create the 3 missing articles, remove the column and add an asterisk or some markup to the specific articles so we can better see that they are not link to wikipedia. There's already this little bit of text, upside of the table : ''The types of stone listed here that do not link to their own article are generic.'' (I'll not do it right now, since we are discussing about it... that's the point of a talk page. It's just a suggestion that will remove the ''ugliness'' of the table, without really removing the &amp;quot;information&amp;quot; part) --[[User:Karl|Karl]] 11:45, 11 August 2009 (UTC)&lt;br /&gt;
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:Well, actually, I may have been unclear here. I meant should I put in what ores are found specifically in certain stones. Which, I noticed afterward was already stated (Platinum being the only one). [[User:Shardok|Shardok]] 04:00, 11 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;Why was is created&amp;quot; vs. &amp;quot;Why do I want it here&amp;quot;&lt;br /&gt;
The diff is subtle - &amp;quot;Why it was created&amp;quot; is the reason why ''some'' wanted it here; whether that's seen as a valid reason by all is not my job to intuit.  If &amp;quot;some&amp;quot; users found it useful, then by definition it's ''useful'', whether or not it's useful to you or me.&lt;br /&gt;
 I would find individual stone stubs to be less offensive than the current arrangement.&lt;br /&gt;
(You realize that is the ''exact opposite'' from your stance from your view on the [[Olivine]] article, which, if you recall, was the spark that led to this column in the first place.  Currently, the only stone articles with minimal text are ones for individual [[layer]] stones, which is the only reason those exist.  Views change, all good - just saying.)&lt;br /&gt;
 I would rather create the 3 missing articles&lt;br /&gt;
And they would say ''&amp;quot;this is a stone, and it has this one quirk.&amp;quot;''  Meh, personally, I dislike having to go to a separate page for each stone just to find that out, when I can see all that and more at a glance on a table.&lt;br /&gt;
 you are speaking of the 4-5 peoples out of hundred who wrote here &lt;br /&gt;
We are speaking of the people who are vocal here and now, which is all we can speak of (besides keeping to the guidelines and existing style of this wiki.)&lt;br /&gt;
 An old timer would know this information already&amp;lt;br /&amp;gt;a new player might not even care to find some specific gems&lt;br /&gt;
With that philosophy we can delete 90% of the wiki, leaving only &amp;quot;advanced but not too advanced&amp;quot; stuff- but based on ''who's'' perspective?  &amp;lt;br /&amp;gt;&lt;br /&gt;
The wiki starts at square 1 and goes as deep as the users care to offer.  Having info on different pages is not always the best plan.  The column looks odd because most stones ''are'' generic - it's the few exceptions that it addresses, and it covers them well - aesthetics aside, it does the job from a functional perspective.  In the end, that is the large part of what we're talking about - style and personal preference.  The only functional distinction is whether that information is better served scattered on several articles, or living in this one table.--[[User:Albedo|Albedo]] 18:09, 11 August 2009 (UTC)&lt;br /&gt;
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::I have always been a proponent for having individual articles for every stone. This is how the wiki ended up with so many stone articles despite occasional opposition (look at the histories :). If you reread the arguments on the olivine page carefully, you will find that I have never said I oppose such a plan. [[User:VengefulDonut|VengefulDonut]] 03:15, 13 August 2009 (UTC)&lt;br /&gt;
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: Quote to quote is somehow annoying, anyway. Should we edit the other table to add a special row for the granite to see that it's the only stone where you can find bismuthinite? It's redundant information and goes against the R policy ''Redundancy: Before creating a new page, do a search to find out if the topic is already discussed in detail somewhere else. If you find that redundant pages already exist, merge their content and have one redirect to the other. '''This rule also refers to redundant material inside pages'''. '' We basically duplicate information already available in this wiki. It's not like it's hard to click a link, except if the person is '''lazy''' :p --[[User:Karl|Karl]] 23:32, 11 August 2009 (UTC)&lt;br /&gt;
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::Redundancy is not evil if done correctly. [[User:VengefulDonut|VengefulDonut]] 03:15, 13 August 2009 (UTC)&lt;br /&gt;
::: True enough, but in this case it's better served by this article ; [[The_Non-Dwarf's_Guide_to_Rock]]. Not only is it good looking, but it list every type of rock, not only the &amp;quot;other rocks&amp;quot;. --[[User:Karl|Karl]] 10:57, 13 August 2009 (UTC)&lt;br /&gt;
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::: I removed the last column of the table, added the 3 missing link... 2 of them were created, the third one already existed... which is odd, since the table linked to the wiki article. Like I said, it's duplicated information, you have it inside 5 of the 7 stones articles, 2 of them where created instead. It's possible to find this information, and a lot more inside the non-dwarf guide, and AFAIK, if someone struck a new stone he didn't know or remember, is first move, if he ever come here, will be to search for the stone name, not for the &amp;quot;other stone&amp;quot; article. So by having articles for specific stone, we actually help them navigate this wiki.&lt;br /&gt;
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::: Semantically, a table with a lot of duplicate or repetitive information doesn't really serve it purpose, either. --[[User:Karl|Karl]] 00:55, 16 August 2009 (UTC)&lt;br /&gt;
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== Alluvial ==&lt;br /&gt;
What is this? I found it all over the raws containing several shiny ores and gems, except I can't seem to find any information on where it's found. I would love to add it to the list of stones though, as these gems found in it aren't too valuable, but are still unique to find there. [[User:Shardok|Shardok]] 19:33, 10 August 2009 (UTC)&lt;br /&gt;
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:Alluvial = soil, at least in DF. [[User:VengefulDonut|VengefulDonut]] 23:45, 10 August 2009 (UTC)&lt;br /&gt;
::Actually, alluvial is '''not''' soil, at least in 40d - all of the gems and minerals stated to appear in ALLUVIAL layers never actually show up in soil. If I change all instances of ENVIRONMENT:ALLUVIAL to ENVIRONMENT:SOIL in the raws, then I end up with soil layers containing small clusters of gold, cassiterite, and tons of gems. The [ALLUVIAL] tag itself doesn't seem to have any effect. --[[User:Quietust|Quietust]] 19:59, 10 September 2009 (UTC)&lt;br /&gt;
I'd have to guess it's another of T's over-plotting elements, one that (as yet) has not been developed.  And, yes, from the evidence it seems that &amp;quot;alluvial&amp;quot; is not &amp;quot;soil&amp;quot;, not by DF definitions anyway.--[[User:Albedo|Albedo]] 21:56, 10 September 2009 (UTC)&lt;br /&gt;
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== Dorfen nuke? ==&lt;br /&gt;
&lt;br /&gt;
Has anyone figured out how to crack the secret of pitchblende?&lt;br /&gt;
&lt;br /&gt;
Well, for that matter, a while I was keeping blocks of brimstone, saltpeter, and coke/charcoal next to the alchemist's shop in case someone had a ''really'' strange mood, but despite the suggestive materials I don't know if anything is implemented. [[User:Dorf and Dumb|Dorf and Dumb]] 07:12, 16 September 2009 (UTC)&lt;br /&gt;
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== Actual pictures ==&lt;br /&gt;
&lt;br /&gt;
I've been thinking about adding pictures of the actual stones to the pages, is this okay? ([[User:Justyn|Justyn]] 07:44, 23 September 2009 (UTC))&lt;br /&gt;
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:The general rule I've been told is to just do things, rather than wait for some force to give you permission (provided you respect the stylistic choices of the site). In this case, I think adding it to the &amp;quot;DF Geology and real-world Geology&amp;quot; section would be fine. -- [[User:RomeoFalling|RomeoFalling]] 08:00, 23 September 2009 (UTC)&lt;br /&gt;
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:: I was asking to see if there were any ''objections'' rather than asking permission, I should have said that flat out. ([[User:Justyn|Justyn]] 09:21, 23 September 2009 (UTC))&lt;br /&gt;
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== If you can't move a rock ==&lt;br /&gt;
This is for DF beginners as well as a question.  If you reclaim a fortress and destroy a pre-existing wall, suddenly the rock you destroyed cannot move.  That is because it is, like everything else you reclaim, set to &amp;quot;forbidden&amp;quot;, in order to fix this you need to &amp;quot;claim&amp;quot; the rock before your dwarves will move it.  Also, if you are building a large wall on top of pre-existing rock sometimes your dwarves will try to build the wall but say something is blocking the way, this is because the rock you want to build with is not the one the dwarves will try to pick up (instead of using the rock &amp;quot;0 spaces away&amp;quot; they will try to use the one next to it, and when they try to build the one next to it they will encounter the same problem).  To avoid that you should build the walls one segment at a time (1x1, not 1x10 as usual).&lt;br /&gt;
&lt;br /&gt;
Now for the question.  I have a few rocks in my reclaimed fortress that are not forbidden but simply will NOT move.  I cannot get dwarves to dump them, I cannot get dwarves to haul them off to a &amp;quot;Rock storage pile&amp;quot; I cannot get my dwarves to do anything with them but they are in the middle of my supply piles and my dwarves will not put supplies where these rocks are.  Any ideas?&lt;br /&gt;
:Known issue - anything which is '''T'''a'''SK'''ed at the time of abandon will be impossible to interact with unless you force the object to be moved by some other means (such as flowing water, cave-in dust, or simply channeling the floor out from underneath it). Also, please sign your comments. --[[User:Quietust|Quietust]] 04:54, 21 February 2010 (UTC)&lt;br /&gt;
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== Layer 'main' link issue ==&lt;br /&gt;
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The 'Main: Layer' thing at Layer section points to the newest version, instead of 40d. I would fix it myself, but alas I can't get it working, no matter what I do. Can someone better at wiki-formattomg fix that? --[[User:Haspen|Haspen]] 10:42, 5 May 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Haspen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Textile_industry&amp;diff=103512</id>
		<title>40d:Textile industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Textile_industry&amp;diff=103512"/>
		<updated>2010-05-05T10:25:47Z</updated>

		<summary type="html">&lt;p&gt;Haspen: /* Thread */ wrong version link&lt;/p&gt;
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&lt;div&gt;{{av}}&lt;br /&gt;
This article is a quick guide to running a self-sufficient '''textile industry''', which includes making {{L|thread}} and {{L|cloth}} of both {{L|plant fiber}} and {{L|silk}}, {{L|dye}}ing that material, manufacturing {{L|clothing}}, {{L|bag}}s, {{L|rope}}s and plant fiber or silk {{L|crafts}}, and {{L|decoration|decorating}} with thread.&lt;br /&gt;
&lt;br /&gt;
==Plants or Silk==&lt;br /&gt;
''Requires: A {{L|farm}}, a {{L|farmer}}, and the appropriate {{L|seeds}}''&amp;lt;br /&amp;gt;&lt;br /&gt;
and/or: ''A {{L|weaver}}, a {{L|loom}}, and spider webs''&lt;br /&gt;
&lt;br /&gt;
There are six {{L|crops}} that you can {{L|Farming|grow}} that are used in the clothing industry (2 for cloth, 4 for dyes), and three types of raw silk that can be harvested with varying degrees of difficulty.  Above-ground crops can be {{L|herbalist|gathered}} rather than farmed, if you don't mind having an unpredictable harvest.  If you are lucky enough to have spiders on your map, or unlucky enough to have {{L|giant cave spider}}s on your map, you can produce silk cloth in addition to plant fiber cloth.  If you would prefer not to worry about creating the raw materials, you can usually {{L|Trading|trade}} for thread and dyes.&lt;br /&gt;
&lt;br /&gt;
=====Under ground crops=====&lt;br /&gt;
*{{L|Pig tail}}s are used to make [[#Thread|thread]], and can be grown in Summer and Autumn.&lt;br /&gt;
*{{L|Dimple cup}}s are used to make [[#Dyeing|dye]], and can be grown all year round.&lt;br /&gt;
&lt;br /&gt;
=====Above ground crops=====&lt;br /&gt;
*{{L|Rope reed}} is used to make [[#Thread|thread]], and can be grown all year round.&lt;br /&gt;
*{{L|Hide root}}, {{L|Sliver barb}} and {{L|Blade weed}} can be used to make [[#Dyeing|dye]], and can be grown all year round.&lt;br /&gt;
&lt;br /&gt;
=====Silk=====&lt;br /&gt;
*Raw {{L|silk}} is harvested from spider webs created by {{L|phantom spider}}s, {{L|cave spider}}s, and {{L|giant cave spider}}s.&lt;br /&gt;
&lt;br /&gt;
==Thread==&lt;br /&gt;
''Requires: A {{L|farmer's workshop}}, a {{L|thresher}}, and the appropriate [[#plants|plant]]''&amp;lt;br /&amp;gt;&lt;br /&gt;
and/or: ''A {{L|weaver}}, a {{L|loom}}, and spider webs''&lt;br /&gt;
&lt;br /&gt;
To create thread from harvested plants, you must {{k|q}}uery the {{L|farmer's workshop}} and order it to {{k|p}}rocess the pig tails and/or rope reed.  Creating thread from silk is somewhat easier: if there are spider {{L|web}}s available on your map, dwarves with the {{L|weaving}} labor enabled will gather the webs and automatically spin them into {{L|silk}} thread.  You may want to make sure that your dwarves are not trying to gather webs from a {{L|giant cave spider}} without a military escort -- check the {{k|u}}nits list to see if any non-{{L|vermin}} spiders are listed.&lt;br /&gt;
&lt;br /&gt;
==Cloth==&lt;br /&gt;
''Requires: A {{L|loom}}, a {{L|weaver}}, and spider {{L|web}}s or plant fiber [[#Thread|thread]]''&lt;br /&gt;
&lt;br /&gt;
By default any thread produced will be automatically woven at the {{L|loom}}.  Plant fibers will be queued for weaving into cloth as soon as they are processed at the {{L|farmer's workshop}}.  Dwarves will automatically gather {{L|giant cave spider|spider}} silk if it's available, spin it into {{L|silk}} thread, and this thread will also be automatically woven into silk {{L|cloth}}.  If you prefer to create dyed cloth by dyeing the thread beforehand, you may want to Set Workshop {{L|Orders}} so that dwarves only weave [[#Dyeing|dyed]] thread.  Cloth can still be dyed after weaving.&lt;br /&gt;
&lt;br /&gt;
==Clothes==&lt;br /&gt;
''Requires: A {{L|clothier's shop}}, a {{L|clothier}}, and some [[#Cloth|cloth]]''&lt;br /&gt;
&lt;br /&gt;
Once the cloth is ready you can sew it into {{L|clothes}}, either for {{L|trading}} or for your own {{L|dwarves}} to wear.  The clothier's shop is also where you can {{L|decorate}} cloth items with a sewn image.  Decorating an imported item (e.g. {{L|narrow}} goblin clothing) makes it local for purposes of trade offerings, and depending on the quality of the decoration can add significant value to an item. {{L|Rope}}s and {{L|bag}}s are all also produced at the clothier's shop.  Bags are critical to establishing a {{L|glass industry}}.&lt;br /&gt;
&lt;br /&gt;
==Dyeing==&lt;br /&gt;
Dyeing is very useful because it adds to the {{L|value}} of the finished clothes. You can dye either thread or cloth to increase its value. Cloth created from dyed thread cannot be dyed again.&lt;br /&gt;
&lt;br /&gt;
=====Creating dye=====&lt;br /&gt;
''Requires: A {{L|millstone}} or {{L|quern}}, a {{L|miller}}, an empty {{L|bag}}, and the appropriate {{L|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 {{L|dyer's shop}}, a {{L|dyer}}, and some dye''&lt;br /&gt;
&lt;br /&gt;
Having the dye, you can dip the cloth or thread into it to increase its value.&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
=====Required worker / labor=====&lt;br /&gt;
*{{L|Grower}} / Field working&lt;br /&gt;
*{{L|Thresher}} / Plant processor&lt;br /&gt;
*{{L|Weaver}} / Weaving&lt;br /&gt;
*{{L|Clothier}} / Clothes making&lt;br /&gt;
*{{L|Miller}} / {{L|Milling}}&lt;br /&gt;
*{{L|Dyer}} / Dyeing&lt;br /&gt;
&lt;br /&gt;
=====Required buildings=====&lt;br /&gt;
*{{L|Farm}}&lt;br /&gt;
*{{L|Farmer's workshop}}&lt;br /&gt;
*{{L|Loom}}&lt;br /&gt;
*{{L|Clothier's shop}}&lt;br /&gt;
*Either a {{L|Millstone}} or a {{L|Quern}}&lt;br /&gt;
**A Millstone requires a {{L|power}} {{L|machinery|connection}}.  A quern requires nothing else.&lt;br /&gt;
*{{L|Dyer's shop}} which also requires&lt;br /&gt;
**{{L|Barrel}}&lt;br /&gt;
**{{L|Bucket}}&lt;br /&gt;
&lt;br /&gt;
==Sample Industry Plan==&lt;br /&gt;
&lt;br /&gt;
If your intent is to produce equal volumes of thread and dye (so that all of your thread can be dyed) then you could establish a year-round growing cycle with two equally-sized plots above and below ground as follows:&lt;br /&gt;
::{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
! Spring&lt;br /&gt;
! Summer&lt;br /&gt;
! Autumn&lt;br /&gt;
! Winter&lt;br /&gt;
|-&lt;br /&gt;
| '''Underground'''&lt;br /&gt;
| {{L|Dimple cup}}&lt;br /&gt;
| {{L|Pig tail}}&lt;br /&gt;
| {{L|Pig tail}}&lt;br /&gt;
| {{L|Dimple cup}}&lt;br /&gt;
|-&lt;br /&gt;
| '''Above ground'''&lt;br /&gt;
| {{L|Rope reed}}&lt;br /&gt;
| {{L|Sliver barb}}&lt;br /&gt;
| {{L|Blade weed}}&lt;br /&gt;
| {{L|Rope reed}}&lt;br /&gt;
|}&lt;br /&gt;
This will give you one cloth crop and one dye crop each harvest.  This is not the only way to do it, and the above-ground and dimple cups lose any extra growth that comes by growing the same crop in the same plot over consecutive seasons, but it is an example of a growing plan that will keep a {{L|miller}}, a {{L|thresher}}, a {{L|dyer}}, a {{L|weaver}}, and some {{L|grower}}s employed evenly year-round and provide high-value materials for any tailors in your fort.  If you have access to {{L|silk}} on your map, you may prefer to substitute a food crop for one of the fiber crops, or brew the excess {{L|pig tail}} into {{L|dwarven ale}}.&lt;br /&gt;
&lt;br /&gt;
Large fields, {{L|fertilizer}}, and skilled {{L|grower}}s will produce more raw materials; skilled craftsdwarves will use up the materials faster.  Choose the largest plot size you can sustainably plant and harvest, because eventually your craftsdwarves will be able to go through materials faster than you can grow them and you'll find yourself queueing up new orders each season.  To boost profits, set your workshop {{L|orders}} to use only dyed thread, leave out {{L|hide root}} from your growing plan because of its lower {{L|item value}}, and keep the supply channels full of plant products so that you've always got materials to support standing (repeat) work orders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''See Also'''&lt;br /&gt;
*{{L|Clothing}}&lt;br /&gt;
*{{L|Leather industry}}&lt;br /&gt;
*{{L|Farming}}&lt;br /&gt;
*{{L|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>Haspen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Weapon&amp;diff=103228</id>
		<title>40d:Weapon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Weapon&amp;diff=103228"/>
		<updated>2010-05-04T21:44:09Z</updated>

		<summary type="html">&lt;p&gt;Haspen: wrong version links [a few]&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{human}}&lt;br /&gt;
'''Weapons''' are items that increase the {{L|damage}} dealt by {{L|creatures}} in combat.  In fortress mode, after accessing the {{L|military}} screen with {{K|m}}, pressing {{K|w}} gives a list of which weapons you desire your {{L|dwarves}} to use. Dwarves only carry a weapon if their profession requires one: that is, if they are a {{L|miner}}, {{L|woodcutter}}, {{L|hunter}}, or soldier. Dwarves working in other trades will only collect a weapon upon being drafted, which may cause a long walk to '''collect equipment''' depending on weapon availability and settings.&lt;br /&gt;
&lt;br /&gt;
==Availability==&lt;br /&gt;
Some types of weapons cannot be used by dwarves in Fortress mode, such as {{L|bow}}s, and only 7 can be manufactured. Some can however be used if recovered from enemies or gained by trade, and all can be used in {{L|Traps|weapon traps}} just fine. &lt;br /&gt;
&lt;br /&gt;
In Adventure mode, all weapons are usable; an adventurer can become a bowdwarf, or use a {{L|human}} great axe or longsword in one hand despite the fact that he is smaller than the minimum size required to use the axe at all, with both hands or one. It is not clear if there are any penalties associated with using over-sized weapons.&lt;br /&gt;
&lt;br /&gt;
==Manufacture==&lt;br /&gt;
Dwarves with relevant {{L|skill}}s can create weapons using an appropriate {{L|workshop}} and {{L|material|raw material}}.  {{L|Wood|Wooden}} and {{L|bone}} crossbow bolts and {{L|Obsidian}} short swords can be created at the {{L|craftsdwarf's workshop}}.  (Metal) bolts and melee weapons can be created at a {{L|metalsmith's forge}} (or the {{L|magma forge|magma equivalent}}).  Crossbows can be made at a {{L|bowyer's workshop}}.  Dwarves can only create weapons they themselves can wield, with the occasional exception of {{L|legendary artifact|artifacts}}.&lt;br /&gt;
&lt;br /&gt;
Most weapons can be made of a single bar of {{L|iron}}, {{L|silver}}, {{L|copper}}, {{L|bronze}}, {{L|steel}}, {{L|bismuth bronze}}, or {{L|adamantine}}.  (Short swords can also be made from obsidian, with a {{L|wood}}en handle.)  The rare exception is a {{L|strange mood}}, which can produce a weapon from almost anything.&lt;br /&gt;
&lt;br /&gt;
The material of crossbows does not affect the damage of fired bolts, although it does affect the damage of the crossbow when it is used as a bludgeon (when striking the opponent with the weapon itself - bolts determine the damage when fired at range).&lt;br /&gt;
&lt;br /&gt;
There are a few enormous weapons that no race can wield, these are only usable when mounted into weapon {{L|trap}}s.  These are the {{L|spike|menacing spike}}, the {{L|large, serrated disc}}, the {{L|Trap component#spiked ball|spiked ball}}, {{L|enormous corkscrew}}, and the {{L|Trap component#Giant axe blade|giant axe blade}}.&lt;br /&gt;
&lt;br /&gt;
==Use in Fortress mode==&lt;br /&gt;
Upon being drafted, dwarves will get a &amp;quot;pick up equipment&amp;quot; job and go and pick up the assigned weapon and armor.  However, there are three labors, when enabled, allow the dwarf to be fully equipped (but not in the military). This can be very useful to quickly defend against an ambush or attack.&lt;br /&gt;
*A {{L|woodcutter}} carries a {{L|battle axe}} even as a civilian. If a woodcutter is assigned to use an axe as a weapon he or she will only need get the assigned {{L|armor}}. The caveat is that woodcutters need to be cross-trained as axedwarfs (as wielding an axe requires the axe skill) and if you designate a section of trees for wood-cutting, all your dwarves will rush out to cut them down.&lt;br /&gt;
*A {{L|miner}} carries a {{L|pick}} at all times. The drawback is that picks are mediocre weapons (see {{L|Weapon#Weapon_statistics|below}}) and a miner will still need to equip the desired armor. Because wielding the pick is based on the civilian &amp;quot;mining&amp;quot; skill, miners don't have to train as soldiers to be semi-effective fighters. Picks will only be used as weapons by miners who are holding picks and instructed to fight unarmed.&lt;br /&gt;
*A {{L|hunter}} will equip the armor and weapon assigned to hunt with (Note: this needn't be a crossbow with leather armor).  Military dwarves that are deactivated while fully equipped with a weapon and armor '''and''' have the hunting labor enabled will keep their weapon and armor equipped. This case is only practical when the surrounding wild animals have been depleted and armor and weapons are plentiful.&lt;br /&gt;
&lt;br /&gt;
==Effectiveness==&lt;br /&gt;
Weapons vary in the amount and type of damage inflicted, according to raw/objects/item_weapon.txt{{version|0.28.181.40d}}. Blunt weapons like hammers and {{L|mace}}s tend to deal large amounts of damage to external body parts, and never get stuck in targets. Slashing or cutting weapons such as {{L|axe}}s or swords have a tendency to sever limbs on good hits, but sometimes get stuck in their victims.  Piercing weapons such as {{L|spear}}s or crossbow bolts have a high chance to deal damage to internal organs, possibly resulting in instant kills, but have the highest chance to get stuck in victims.  Weapons that get stuck in their victims cannot be reused until pulled free, which can leave the attacker vulnerable.  While stuck, the weapon can be twisted in the wound, possibly causing the victim to pass out from pain.&lt;br /&gt;
&lt;br /&gt;
High &amp;quot;Crit. Boost&amp;quot; is a better chance of causing internal injuries, rather than simply wounding body parts. This is useful against big, hard-to-damage enemies -- piercing weapons like {{L|spear}}s will tend to damage their organs, which is usually a faster way to take them out.&lt;br /&gt;
&lt;br /&gt;
==Weapon statistics==&lt;br /&gt;
These have been taken from /raw/objects/item_weapon.txt:&lt;br /&gt;
===Melee Weapons===&lt;br /&gt;
====Dwarf weapons====&lt;br /&gt;
:(Main article: '''{{L|Dwarf weapon}}''')&lt;br /&gt;
&lt;br /&gt;
In Fortress mode, these are the only weapons dwarves can manufacture themselves.&lt;br /&gt;
{|cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Name !! Damage !! Damage Type !! Skill Used !! Crit. Boost &lt;br /&gt;
|-&lt;br /&gt;
| {{L|Battle axe}} || 110 || Slash || Axe || None&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Crossbow}}(melee only)&amp;amp;dagger; || 70 || Bludgeon || Hammer || None&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Mace}} || 120 || Bludgeon || Mace || None&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Pick}}&amp;amp;dagger; || 70 || Pierce || Mining || 2&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Short sword}} || 100 || Slash || Sword || 1&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Spear}} || 100 || Pierce || Spear || 2&lt;br /&gt;
|-&lt;br /&gt;
| {{L|War hammer}} || 120 || Bludgeon || Hammer || None&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Other weapons ====&lt;br /&gt;
:(Main article: '''{{L|Other weapon}}''')&lt;br /&gt;
&lt;br /&gt;
(Note - dwarves can not use these in fortress mode unless marked with an *)&lt;br /&gt;
{|cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Name !! Damage !! Damage Type !! Skill Used !! Crit. Boost &lt;br /&gt;
|-&lt;br /&gt;
| {{L|Other weapon#Blowgun|Blowgun}}&amp;amp;dagger; (melee) || 20 || Bludgeon || Sword || None&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Bow}}&amp;amp;dagger; (melee) || 40 || Bludgeon || Sword || None&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Other weapon#Large dagger|Large dagger}} || 70 || Slash || Dagger || 1&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Flail}} || 130 || Bludgeon || Mace || None&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Other weapon#Great axe|Greate axe}}&amp;amp;Dagger; || 150 || Slash || Axe || None&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Other weapon#Halberd|Halberd}}&amp;amp;Dagger; || 140 || Slash || Axe || None&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Long sword}}* &amp;amp;dagger; || 120 || Slash || Sword || 1&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Other weapon#Maul|Maul}}&amp;amp;Dagger; || 160 || Bludgeon || Hammer || None&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Morningstar}}* || 120 || Bludgeon || Mace || None&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Other weapon#Pike|Pike}}&amp;amp;Dagger; || 120 || Pierce || Pike || 2&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Other weapon#Scimitar|Scimitar}}* || 100 || Slash || Sword || 1&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Scourge}} || 30 || Gore || Whip/Lasher || None&lt;br /&gt;
|-&lt;br /&gt;
| Two-handed sword&amp;amp;Dagger; || 140 || Slash || Sword || 1&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Whip}}&amp;amp;dagger; || 20 || Gore || Whip/Lasher || None&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;amp;dagger; ''Dwarves wield weapon two-handed (set number of weapons to 2 in fort mode ({{k|v}}-{{k|p}}-{{k|s}}-{{k|m}}))'' &amp;lt;br&amp;gt; &amp;amp;Dagger; ''Dwarves cannot wield weapon (too large)''&amp;lt;br&amp;gt; * ''Can be worn in fortress mode''&lt;br /&gt;
&lt;br /&gt;
===Missile ammunition statistics===&lt;br /&gt;
These have been taken from /raw/objects/item_ammo.txt:&lt;br /&gt;
{|cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Name !! Damage !! Damage Type !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Arrow}} || 100 || Pierce || Invaders' weapon&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Other weapon#Blowgun|Blowdart}} || 10 || Pierce || Invaders' weapon&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Bolt}} || 100 || Pierce || Dwarf &amp;amp; Invaders' weapon&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Trap weapon statistics===&lt;br /&gt;
&lt;br /&gt;
(See {{L|Trap component|Trap Weapon}} for more information.)&lt;br /&gt;
&lt;br /&gt;
{|cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Name !! Damage !! Damage type !! Number of hits !! Critical boost !! Wood?&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Trap component#Giant axe blade|Giant axe blade}} || 220 || Slash || 1 || None || No&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Enormous corkscrew}}&amp;amp;dagger; || 150 || Pierce || 1 || 2 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Trap component#Spiked ball|Spiked ball}} || 100 || Pierce || 3 || 1 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Large, serrated disc}} || 120 || Slash || 3 || None || No&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Menacing spike}}&amp;amp;Dagger; || 150 || Pierce || 1 || 2 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| colspan=6 | &amp;amp;dagger; ''This trap component is a screw and can also be used in {{L|screw pump}}s.'' &amp;lt;br&amp;gt; &amp;amp;Dagger; ''This trap component is a spike and can also be used in {{L|Trap#Upright_Spear/Spike|upright spike traps}}.''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
:''(This data has been compiled from raw/objects/item_trapcomp.txt)''&lt;br /&gt;
&lt;br /&gt;
== Damage calculation ==&lt;br /&gt;
Weapons and {{L|trap}}s do one of four types of damage, the type of damage influences what type of critical hits it can inflict.&lt;br /&gt;
Damage is reduced by the targets {{L|armor}} and {{L|toughness}}.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
!Type&lt;br /&gt;
!Criticals&lt;br /&gt;
!Weapons and Traps&lt;br /&gt;
|-&lt;br /&gt;
|Slash&lt;br /&gt;
|Sever Limbs&lt;br /&gt;
|{{L|axe}}, {{L|sword}}, {{L|dagger}}, {{L|Trap component#Giant axe blade|giant axe blade}}, {{L|large, serrated disc|serrated disc}}&lt;br /&gt;
|-&lt;br /&gt;
|Pierce&lt;br /&gt;
|Organ damage&lt;br /&gt;
|{{L|Other weapon#Pike|pike}}, {{L|pick}}, {{L|spear}}, {{L|bolt}}, {{L|arrow}}, {{L|Other weapon#Blowgun|blowdart}}, {{L|enormous corkscrew}}, {{L|menacing spike}}, {{L|Trap component#spiked ball|spiked ball}}&lt;br /&gt;
|-&lt;br /&gt;
|Bludgeon&lt;br /&gt;
|Break bones&lt;br /&gt;
|{{L|war hammer}}, {{L|mace}}, unloaded {{L|crossbow}} or {{L|bow}} or {{L|Other weapon#Blowgun|blowdart}}, {{L|Other weapon#Maul|maul}}, {{L|flail}}, {{L|morningstar}}, {{L|fist}}, stone-fall {{L|trap}}&lt;br /&gt;
|-&lt;br /&gt;
|Gore&lt;br /&gt;
|Heavy Bleeding and Pain(?)&lt;br /&gt;
|{{L|whip}}, {{L|Scourge}}&lt;br /&gt;
|-&lt;br /&gt;
|Burn&lt;br /&gt;
|Extreme Pain&lt;br /&gt;
|Special {{L|Creature token|Creature Tokens}}(Attack)&lt;br /&gt;
|-&lt;br /&gt;
|Heat&lt;br /&gt;
|Ignition of target&lt;br /&gt;
|Special {{L|Creature token|Creature Tokens}}(Attack)&lt;br /&gt;
|-&lt;br /&gt;
|Cold&lt;br /&gt;
|Freezing/Frostbite&lt;br /&gt;
|Special {{L|Creature token|Creature Tokens}}(Attack)&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Material damage modifiers===&lt;br /&gt;
Dwarves can only make metal weapons out of {{L|copper}}, {{L|iron}}, {{L|bronze}}, {{L|bismuth bronze}}, {{L|steel}}, {{L|silver}} or {{L|adamantine}}, the only so-called &amp;quot;'''weapons-grade'''&amp;quot; metals in the game. ''(Short swords can also be made from one {{L|obsidian}} plus one {{L|log}} for a {{L|wood}}en handle.)''  The exceptions are from elves, who commonly trade wooden weapons, and a {{L|strange mood}} from a {{L|weaponsmith}}, which can produce a weapon from almost anything (which would then fall into the &amp;quot;other&amp;quot; category*).&lt;br /&gt;
&lt;br /&gt;
:''(* but with a huge quality bonus. Artifact weapons consistently appear to be superiorly lethal, regardless of their material.  Once you're reliably cutting a goblin in twain, there's not much room to measure improvement.)''&lt;br /&gt;
&lt;br /&gt;
Actual weapon damage depends partially on the material from which the weapon was forged, then multiplied by quality (see next section). For example, a copper battle axe does a base 73 damage (110 x 66%), while a steel axe does 146 damage (110 x 133%), etc.&lt;br /&gt;
&lt;br /&gt;
{|cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Material !! Damage %&lt;br /&gt;
|-&lt;br /&gt;
|  {{L|Adamantine}} || 500&lt;br /&gt;
|-&lt;br /&gt;
|  {{L|Steel}} and {{L|Obsidian}}&amp;amp;dagger; || 133&lt;br /&gt;
|-&lt;br /&gt;
|  {{L|Iron}} || 100&lt;br /&gt;
|-&lt;br /&gt;
|  {{L|Bronze}} and {{L|Bismuth bronze}} || 75&lt;br /&gt;
|-&lt;br /&gt;
|  {{L|Copper}} || 66&lt;br /&gt;
|-&lt;br /&gt;
| All other materials&amp;amp;dagger; ({{L|wood}}, {{L|silver}}, {{L|glass}}, etc.) || 50&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &amp;amp;dagger; ''This value could not be verified from the raws. It is believed to still be accurate but use at your own risk.''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Item quality ===&lt;br /&gt;
&lt;br /&gt;
[[Toady]] has [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=12&amp;amp;t=000013 stated] that {{L|quality}} increases an item's damage (in the case of weapons, or protection in the case of armour), namely, &lt;br /&gt;
:&amp;quot;''Quality has a huge effect on damage and damage reduction... 'Exceptional' is almost double damage/damage block.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
::* '''x1.0''' damage: no-quality weapon  &lt;br /&gt;
::* '''x1.2''' damage: - Well Crafted weapon -&lt;br /&gt;
::* '''x1.4''' damage: + Finely Crafted weapon +&lt;br /&gt;
::* '''x1.6''' damage: * Superior Quality weapon * &lt;br /&gt;
::* '''x1.8''' damage: ≡ Exceptional weapon ≡&lt;br /&gt;
::* '''x2.0''' damage: ☼ Masterful weapon ☼&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Quality/Material equivalence ====&lt;br /&gt;
&lt;br /&gt;
This table shows the (rough) equivalent multiplier for a given material and quality combination.  The exact values have been rounded to the nearest 1/10th to save space on the chart.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- I have no idea how to do a graph in wiki, short of a jpeg, which didn't turn out so well. Feel free to improve if you have the skillz. please!--&amp;gt;&lt;br /&gt;
:{| {{prettytable}}&lt;br /&gt;
|- style=&amp;quot;background:#dddddd&amp;quot;&lt;br /&gt;
! Material \ Multiplier!! .5 !!  .6 !! .7 !! .8 !! .9  !! 1.0  !! 1.1  !! 1.2 !! 1.3  !! 1.4  !! 1.5 !!  1.6 !! 1.7  !! 1.8 !! 1.9 !! 2.0 !! 2.1 !! 2.2 !! 2.3 !! 2.4 !! 2.5 !! 2.6 !! 2.7&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
! Other&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
| '''Ø''' ||  '''-''' || '''+''' || *  || '''≡''' || ☼  ||   ||  ||  || ||  || || || || || || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
! {{L|Copper}}&lt;br /&gt;
| ||  || '''Ø''' ||'''-''' || '''+''' || || * || '''≡''' || ☼ || || || || || || || || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
! {{L|Bronze}}&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
| ||   ||  || '''Ø''' || '''-''' || || '''+''' || * ||  || '''≡''' || ☼ ||  || || || || || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
! {{L|Iron}}&lt;br /&gt;
| ||   ||  ||  ||  ||'''Ø''' ||  ||  '''-''' ||  || '''+''' || ||  *  || || '''≡'''|| ||  ☼ || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
! {{L|Steel}}&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
| ||   ||  ||  ||  || ||  ||   || '''Ø''' ||  || || '''-''' || || ||'''+'''  || || *||   || ||'''≡''' || || ||☼&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:Notes:&lt;br /&gt;
::1) ''includes bone, silver, wood, glass, and any other material not listed (except obsidian&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;).  The net effect of non-standard &amp;quot;other&amp;quot; materials on artifact weapons is not known.''&lt;br /&gt;
::2) ''includes {{L|bismuth bronze}}''&lt;br /&gt;
::3) Currently{{v|0.28.181.40d}}, {{L|obsidian}} has the same modifiers as steel.&lt;br /&gt;
&lt;br /&gt;
So at a glance we can see that even a no-quality steel item is the equivalent to the best copper item possible, and that no copper item will ever be as good as a +fine iron+ one. (It is not known whether {{L|artifact}} quality items have ''additional'' modifiers above and beyond &amp;quot;masterpiece&amp;quot; level.)&lt;br /&gt;
&lt;br /&gt;
{{L|Adamantine}} items start at a multiplier of 5.00 for no-quality items, and sky-rocket from there.&lt;br /&gt;
&lt;br /&gt;
''(Note that for crossbows and bows, the quality and material of the {{L|ammo}} affect ranged damage. As with any melee weapon, both quality and material combined affect melee combat and melee damage with these weapons.)''&lt;br /&gt;
&lt;br /&gt;
=== Damage Formula ===&lt;br /&gt;
&lt;br /&gt;
Toady One recently revealed the actual damage formula for normal hits. This formula is in effect until the next version comes out, at which point there will be a new one.&lt;br /&gt;
&lt;br /&gt;
[prone]{standing} 2*( RND(DMG*QLT*MAT/10) + RND(STR) + {berserk} RND(4) + {charging} RND(5) -RND(DMBL*2) + {bigger} RND(DIFFSIZE) - {smaller} DIFFSIZE - RND(TOU*2) - [berserk] RND(4) )&lt;br /&gt;
&lt;br /&gt;
* RND(X) = random number from 0 to X&lt;br /&gt;
* DMG = weapon damage&lt;br /&gt;
* QLT = weapon quality modifier&lt;br /&gt;
* MAT = material modifier&lt;br /&gt;
* STR = strength level of attacker&lt;br /&gt;
* DMBL = damblock of defender&lt;br /&gt;
* DIFFSIZE = size difference between attack and defender&lt;br /&gt;
* TOU = toughness level of defender&lt;br /&gt;
* {xxx} = if attacker is xxx, then apply the following&lt;br /&gt;
* [xxx] = if defender is xxx, then apply the following&lt;br /&gt;
&lt;br /&gt;
Skill modifiers and armor values also apply into the formula. Criticals are not included in the formula.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''See Also:'''&lt;br /&gt;
&lt;br /&gt;
:* {{L|Soldier}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Fortress defense}}&lt;br /&gt;
{{Category|Weapons}}&lt;br /&gt;
{{Category|Items}}&lt;br /&gt;
{{Category|Military}}&lt;br /&gt;
{{Category|Traps}}&lt;br /&gt;
{{Category|Weapons| }}&lt;/div&gt;</summary>
		<author><name>Haspen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Underground_pool&amp;diff=102622</id>
		<title>40d:Underground pool</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Underground_pool&amp;diff=102622"/>
		<updated>2010-05-04T08:03:18Z</updated>

		<summary type="html">&lt;p&gt;Haspen: wrong version link [all 15]&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{L|Underground pool}}s can be found buried in {{L|mountain|mountains}}. They are about the size of a {{L|magma}} chamber but only two or three levels deep.  This is a finite water source.  If the water is drained or pumped out, it will not be replaced.&lt;br /&gt;
&lt;br /&gt;
Finding an underground pool (or an {{L|underground river}}) is required for farming {{L|tower-cap|tower-caps}} for wood, but that water need not provide the {{L|irrigation}} for those tower-caps.&lt;br /&gt;
&lt;br /&gt;
Underground pools are also inhabited by various dangerous {{L|creatures}} such as {{L|frogman|frogmen}}, {{L|lizardman|lizardmen}}, {{L|snakeman|snakemen}}, {{L|olmman|olmmen}}, {{L|cave crocodile|cave crocodiles}}, {{L|giant toad|giant toads}}, {{L|giant olm|giant olms}}, and {{L|mud man|mud men}}.&lt;br /&gt;
&lt;br /&gt;
[[Category:World]]&lt;/div&gt;</summary>
		<author><name>Haspen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Armor_stand&amp;diff=102621</id>
		<title>40d:Armor stand</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Armor_stand&amp;diff=102621"/>
		<updated>2010-05-04T07:58:41Z</updated>

		<summary type="html">&lt;p&gt;Haspen: wrong version links [all 9]&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{elven}}&lt;br /&gt;
An '''armor stand''' is used to hang {{L|armor}} on. Dwarves will currently hang pieces of armor that they acquire on armor stands in their rooms but won't use them. It can be made of {{L|stone}}, {{L|glass}}, {{L|wood}}, or {{L|metal}}.&lt;br /&gt;
&lt;br /&gt;
As with the {{L|weapon rack}}, they may be used for laying down an official {{L|barracks}}. Outside of that, if you already have an {{L|armor}} stockpile, they will be largely for decoration and to appease {{L|noble|nobles}}.&lt;br /&gt;
&lt;br /&gt;
It requires 3 metal bars to make an armor stand out of metal.&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
{{Category|Furniture}}&lt;/div&gt;</summary>
		<author><name>Haspen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Immigration&amp;diff=102620</id>
		<title>40d:Immigration</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Immigration&amp;diff=102620"/>
		<updated>2010-05-04T07:55:45Z</updated>

		<summary type="html">&lt;p&gt;Haspen: /* How immigration is calculated */  wrong version links [7]&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
'''Immigration''' can occur during any {{L|season}}. A '''migrant''' is a member of a wave of immigration.&lt;br /&gt;
&lt;br /&gt;
Migrants will spawn at the edge of your local zone and move towards any meeting area that you have designated. They will travel single file from this one location until the last one of this wave has arrived.&lt;br /&gt;
&lt;br /&gt;
If there is no meeting zone they will simply sit at the edge of the map until their &amp;quot;migrant&amp;quot; status fades and they find a {{L|job}}. Keep in mind that they can spawn on '''any''' open edge of the map, on any Z-level; if there is no available path to your {{L|fortress}}, they will sit and wait until one is opened up or until they go crazy and die. Additionally, if you change orders so that Dwarves are not allowed outside ({{K|o}} - {{K|i}}) immediately after immigrants begin arriving they will freeze in place, with no path to your fortress. Some players have reported that their migrants spawn in the middle of nowhere. This behaviour is a bug, though an entertaining one.&lt;br /&gt;
&lt;br /&gt;
By default, immigration will stop when your fortress reaches 200 or more, but you can change this in the {{L|init.txt}} file. It will take several years to reach this number, assuming you want to reach it at all. Once your population falls below this number, immigration will begin again.&lt;br /&gt;
&lt;br /&gt;
== How immigration is calculated ==&lt;br /&gt;
&lt;br /&gt;
Immigration figures are influenced by your fortress's total &amp;quot;Created {{L|Wealth}}&amp;quot;, probably further influenced by reporting of the yearly dwarven {{L|caravan}}.{{verify}} If, for any reason, the caravan does not arrive, or does not make it off the map alive the first year, no wealth is reported{{verify}}, and this will seriously hurt your chances for immigration.{{verify}} Later, if they fail to make it off your map, then the previous year's caravan report is used to determine the next immigration waves.{{verify}} The other known factor that influences immigration is that dwarf deaths in your fortress will make immigrating dwarves scared, reducing immigrant numbers possibly down to zero.  If this reduces the number of immigrants, the message announcing the seasonal immigrants will include comments to this effect.&lt;br /&gt;
&lt;br /&gt;
Created Wealth is visible on the Status ({{K|z}}) screen once you get a {{L|broker}} with the {{L|appraiser}} skill. All objects with any {{L|value}} (including mined-out areas, {{L|bridge|bridges}}, and just about every kind of created {{L|crafts|good}}) will be included in the total. {{L|Artifact|Artifacts}} usually are one of the largest influences of fortress wealth. Artifacts made of precious resources and heavily {{L|decoration|decorated}} can potentially double fortress wealth early in the game. Forbidden items are included in your wealth &amp;quot;properly&amp;quot; as of [http://www.bay12games.com/dwarves/dev_now.html 09/02/2008].&lt;br /&gt;
&lt;br /&gt;
It is not a hard formula - identical fortresses with identical created wealth will tend to get more or less based on that wealth, but can experience some differences in the exact number arriving.  The wealth seems to create a target number, and the exact number of immigrants varies around that target.&lt;br /&gt;
&lt;br /&gt;
Immigration is rarely greater than 24 dwarves per wave, not including {{L|pet}}s, {{L|children|kids}} and spouses, though rarely larger numbers have been reported.&lt;br /&gt;
&lt;br /&gt;
Immigration will be stopped if your fortress reaches the Population Cap set in the {{L|init}} file, but a given wave may cause your total to exceed that number.  If your current population is even 1 less than the Population Cap, a full wave of 2 dozen (or more?) immigrants can arrive.&lt;br /&gt;
&lt;br /&gt;
== When does Immigration usually occur? ==&lt;br /&gt;
Usually you have to wait until the dwarven {{L|caravan}} arrives - and leaves alive - in {{L|Autumn}} to start the immigrants on their way.  If the caravan reports a high Created Wealth ''(of perhaps over 60,000? - an approximate number, there is no hard formula or known cutpoint)'', you can expect to receive maybe eight or more migrants in {{L|Winter}} after the Caravan, and/or more in the {{L|Spring}} following.  If your dwarves are extremely productive, immigration can occur before the caravan arrives, in Autumn or even in {{L|Summer}} of your first year.  Even with low created wealth, immigration does usually begin in Spring of the second year on.&lt;br /&gt;
&lt;br /&gt;
Migrants seem to have a greater tendency to arrive in Spring and in greater numbers, but can arrive in any season.&lt;br /&gt;
&lt;br /&gt;
==Immigrants' skills==&lt;br /&gt;
Migrants are never very skilled.  They arrive with one of the following mixes:&lt;br /&gt;
:* {{L|Peasant}}s - No skills at all&lt;br /&gt;
:* Novice level (level 1) of two or three related skills from a single {{L|profession}} &lt;br /&gt;
:* A (no adjective) level (level 2) of a single {{L|skill}} &lt;br /&gt;
:* A {{L|Soldier}} - Novice level each of {{L|wrestler}}, {{L|armor user}}, one {{L|Weapons#Weapon &amp;amp; Military Skills|weapon skill}} (and {{L|shield user}} if ''not'' a {{L|marksdwarf}}.)&lt;br /&gt;
&lt;br /&gt;
Migrants will sometimes bring their unskilled {{L|spouse}}s, {{L|child}}ren, and even their {{L|pet}} {{L|animal}}s.  Children can perform some jobs, and will slowly grow to become adults, and any adult dwarf can be given any job, and eventually learn that {{L|skill}} while performing that {{L|labor}}. &lt;br /&gt;
&lt;br /&gt;
=== How to influence the types of dwarves that immigrate ===&lt;br /&gt;
Note that the greater the number of dwarven {{L|civilization}}s, the greater your ability to influence immigration.{{verify}}&lt;br /&gt;
&lt;br /&gt;
The immigrants' {{L|skills}}/{{L|jobs|careers}} might be influenced by the type and number of {{L|workshops}} available, but also might be influenced by the population of the surviving dwarven civilizations. (Similar to that {{L|goblin}}s sometimes have dwarves in their armies, that were previously snatched from you!)&lt;br /&gt;
&lt;br /&gt;
{{L|Soldiers}} will only arrive if you have made or decorated their type of {{L|weapon}}; if you make one {{L|battle axe}}, you will only get {{L|axedwarf|axedwarves}}. If you make a {{L|crossbow}} and a {{L|war hammer}}, you will get {{L|marksdwarf|marksdwarves}} and {{L|hammerdwarf|hammerdwarves}}. This is not affected by weapons brought to your fort; getting immigrant {{L|woodcutter}}s won't let you get immigrant axedwarves. It is not known if the number of weapons created matters.{{verify}}&lt;br /&gt;
&lt;br /&gt;
When you meet certain requirements in your outpost, like population or created wealth, some {{L|nobles}} will immigrate, like the {{L|Dungeon master}}.&lt;br /&gt;
&lt;br /&gt;
==Immigrant's equipment==&lt;br /&gt;
A migrant may not always come with the necessary equipment to perform their jobs.  For example, a {{L|Wood cutter}} may or may not come with a {{L|battle axe}}.  {{L|Soldiers}} may appear with only the clothes on their back, or geared up in full steel armor and weapon.  Rarely, a migrant may come with equipment they ''don't'' need to do their jobs - for example, a {{L|Carpenter}} may come with a {{L|battle axe}}.&lt;br /&gt;
&lt;br /&gt;
== What are the drawbacks to immigration? ==&lt;br /&gt;
Most of the time, immigration is a ''Good Thing,'' and the more, the merrier. More dwarves means more work gets done (especially hauling, since immigrants are basically peasants), more dwarves can be given &amp;quot;luxury&amp;quot; tasks like defending the fortress or making {{L|dye}}d {{L|cloth}}, and some nobles require a certain number of dwarves before they arrive. However, more dwarves also means more CPU cycles eaten up, especially if your fortress is already taxing on your computer.&lt;br /&gt;
&lt;br /&gt;
Of course, additional dwarves also require additional {{L|bedroom}}s, workshops, and {{L|alcohol|booze}} before they can be properly productive, and some players prefer to increase their population slowly to allow them to add the extra infrastructure at a more sedate pace.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;Useless tossers&amp;lt;/s&amp;gt; Nobles also can come with immigration waves and will require posh rooms immediately and other items eventually.&lt;br /&gt;
&lt;br /&gt;
== How can I curb immigration? ==&lt;br /&gt;
The easiest method to handle immigration is to change the point when immigration stops in {{L|Init.txt#POPULATION|init.txt}}, under &amp;quot;population_cap&amp;quot;.  You can first set it low and raise it as you see fit.  Note that you may consider this to be cheating, and it also requires exiting the game each time you want more immigrants.&lt;br /&gt;
&lt;br /&gt;
You can also make sure your fort does not produce or build much. Of course, this is not an especially interesting way to play the game. Since artifacts often account for most of your fortress' wealth, killing dwarves that enter {{L|strange mood}}s, or turning the moods off entirely in the init file, may be a better option. This can often be accomplished by making sure all your {{L|workshop}}s are in enclosed {{L|room}}s, then locking the {{L|door}} on them until they go {{L|insane}}, then starve to death. This has a drawback in that dwarves that do manage to produce an artifact often gain a desirable {{L|legendary}} {{L|skill}}. Lock the door at your own discretion.&lt;br /&gt;
&lt;br /&gt;
You can also kill the immigrants themselves, deliberately or otherwise.  Large numbers of deaths will reduce immigration or prevent it entirely.&lt;br /&gt;
&lt;br /&gt;
Several immigration messages are possible:&lt;br /&gt;
&lt;br /&gt;
* ''A migrant have arrived.''&lt;br /&gt;
: This occurs when only one migrant comes. &lt;br /&gt;
* ''Some migrants have arrived.''&lt;br /&gt;
: This is the normal message.&lt;br /&gt;
* ''Some migrants have arrived, despite the danger.''&lt;br /&gt;
: This occurs if there are many deaths but not enough to stop immigration.&lt;br /&gt;
* ''Migrants were too nervous to make the journey this season.''&lt;br /&gt;
: No migrants.&lt;br /&gt;
* ''Some migrants have decided to brave this terrifying place, knowing it may be their tomb.''&lt;br /&gt;
: Appears to be caused by a lot of deaths (80+?) yet with a fortress wealthy enough (2 million?) to attract immigrants anyway. The death of Nobles appears to carry significantly more weight than non-noble dwarves, and may well be a qualifier in and of itself. {{verify}}&lt;br /&gt;
* ''Migrants refused to journey to such a dangerous fortress this season''&lt;br /&gt;
: Very large numbers of deaths at a fortress can cause all immigration (except nobles) to cease for a while.  Killing nobles seems to have a magnified effect here, and killing even a single noble can cause no immigrants to arrive in the next {{L|season}}.&lt;br /&gt;
* ''No one even considered making the journey to such a cursed death-trap this season.''&lt;br /&gt;
: Like above, but even worse - so many dwarves have died at your fortress (whether due to invasions, {{L|hidden fun stuff}}, or death-traps gone horribly wrong) that nobody wants to come anywhere near your fortress.&lt;br /&gt;
&lt;br /&gt;
== Migrants in {{L|Adventure Mode}} ==&lt;br /&gt;
Roving bands of migrants may be found on the world map. These migrants can be linked to any of the major civilizations found on the world. This includes {{L|goblin}}s and {{L|kobold}}s. Such bands will consist of non-specialized adults and children.&lt;br /&gt;
&lt;br /&gt;
== Migration Effects on the World ==&lt;br /&gt;
It is possible for migration to change the population levels of settlements on the map over time, and to cause factions of a civilization to merge. This can be discovered through talking to individuals in Adventurer mode, and will subsequently show up in {{L|Legends mode}}.&lt;br /&gt;
&lt;br /&gt;
{{Category|Dwarves}}&lt;br /&gt;
{{Category|World}}&lt;br /&gt;
&lt;br /&gt;
{{Starting FAQ}}&lt;/div&gt;</summary>
		<author><name>Haspen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Advanced_world_generation&amp;diff=102598</id>
		<title>40d:Advanced world generation</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Advanced_world_generation&amp;diff=102598"/>
		<updated>2010-05-03T23:56:12Z</updated>

		<summary type="html">&lt;p&gt;Haspen: /* Advanced Parameters */ wrong version links, many&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{stub}}&lt;br /&gt;
[[World generation]] allows advanced options for customizing worlds. These [[World tokens|parameters]] are not all well understood, so please contribute here as you experiment. [http://www.bay12games.com/forum/index.php?topic=20512.0 This forum post] has additional information on the parameters.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Advanced Parameters =&lt;br /&gt;
&lt;br /&gt;
To access advanced parameters, press 'e' when at the screen for creating new worlds with parameters screen. This will bring you to an editable list of various guidelines the world-gen process will use when creating your new world.&lt;br /&gt;
&lt;br /&gt;
Parameter sets are stored in ''world_gen.txt'' in the ''\data\init'' folder, using {{L|world tokens}}. You can copy and paste other player's sets of parameters into your ''world_gen.txt'' to use their parameter sets, and some are provided at {{L|Pregenerated worlds}}. Another place to find parameter sets is the [http://www.bay12games.com/forum/index.php?topic=20638.0 Worldgen cookbook] thread on the official forums.&lt;br /&gt;
&lt;br /&gt;
== Seed Parameters ==&lt;br /&gt;
&lt;br /&gt;
==== Use Seed ====&lt;br /&gt;
This determines the seed number that will be used by the random-number generator in determining the randomness factors that go into creating your world. &lt;br /&gt;
&lt;br /&gt;
==== Use History Seed ====&lt;br /&gt;
Same as above but instead of determining terrain and world structure it handles historical figures and event outcomes. Some experimenting will need to be done to see if the same seed and a different World seed produce different events and figures. &lt;br /&gt;
&lt;br /&gt;
==== Use Name Seed ====&lt;br /&gt;
Same as above but used to determine the randomly selected name used by the program. &lt;br /&gt;
&lt;br /&gt;
== Terrain Parameters ==&lt;br /&gt;
&lt;br /&gt;
==== &amp;amp;lt;REGION-QUALITY&amp;gt; &amp;amp;lt;X/Y&amp;gt;-Variaton ====&lt;br /&gt;
&lt;br /&gt;
The variation parameters control how much or how little elevation, rainfall, temperature, drainage, volcanism, and savagery change over distance along the world's X-axis (west-east) and Y-axis (north-south).  High values will cause the things to change quickly over short distances, while small values means that it will take some distance for these to change.  Setting all of these to their maximum value (1600) will make it more likely that lots of different {{L|biome}}s will fit into a single fortress {{L|location|site}}. ('''NOTE''': Increasing variance increases the number of subregions generated, so you'll likely need to increase the ''Maximum Number of Subregions'' parameter to prevent too many (or all) worlds from being {{L|World generation#Rejects|rejected}}, or reduce the world size if the maximum of 5,000 subregions is reached).&lt;br /&gt;
&lt;br /&gt;
Setting an X variance to 0 will cause the elevation/rainfall/etc to be exactly the same for any world-spanning west-east strip of the world.  Setting a Y variance to 0 will do the same, but for north-south strips.  If you set both the X and Y variance for something (say elevation) to 0, then a single elevation will be randomly picked and applied to the entire world, resulting in one vast plain or ocean.&lt;br /&gt;
&lt;br /&gt;
==== &amp;amp;lt;REGION-QUALITY&amp;gt; Weighted Ranges ====&lt;br /&gt;
&lt;br /&gt;
Elevation, rainfall, temperature, drainage, volcanism, and savagery can vary from 0 to 100 (with a later noted exception for elevation).  The weighted ranges parameters let you decide how common or rare different range of these value will be, with the five available ranges being 0-20, 20-40, 40-60, 60-80, and 80-100.  For example, with the weighted temperature ranges, you could choose for 50% 0-20 and 50% 80-100, to have a world made up entirely of freezing {{L|tundra}}/{{L|glacier}}s and burning {{L|desert}}s, or you could set it to 100% 40-60, to have the entire world be temperate.&lt;br /&gt;
&lt;br /&gt;
The value used for each range is not a percentage, but a relative weight: you add up all the values for a particular quality and then divide that sum into each individual value to get a percentage.  Some examples (with &amp;quot;0&amp;quot; meaning &amp;quot;None&amp;quot;):&lt;br /&gt;
&lt;br /&gt;
{| border = 1&lt;br /&gt;
|- bgcolor=lightgrey&lt;br /&gt;
! Weights !! Percentages&lt;br /&gt;
|-&lt;br /&gt;
| 1, 1, 1, 1, 1 || 20%, 20%, 20%, 20%, 20%&lt;br /&gt;
|-&lt;br /&gt;
| 2, 1, 1, 1, 1 || 33%, 16%, 16%, 16%, 16%&lt;br /&gt;
|-&lt;br /&gt;
| 1, 0, 0, 0, 1 || 50%,  0%,  0%,  0%,  50%&lt;br /&gt;
|-&lt;br /&gt;
| 0, 0, 1, 0, 0 || 0%, 0%, 100%, 0%, 0%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Note on elevation''': The values the game uses for elevation don't actually stop at 100, but rather 400.  For the Elevation Weighted Ranges parameters, 100 means &amp;quot;100% of the maximum possible elevation&amp;quot;, 40 mean &amp;quot;40% of the maximum possible elevation&amp;quot;, and so on.&lt;br /&gt;
&lt;br /&gt;
==== Minimum Savagery/Maximum Savagery ====&lt;br /&gt;
Defines the minimum and maximum savagery per tile.&lt;br /&gt;
* 0 -  32: Benign&lt;br /&gt;
*33 -  65: Neutral &lt;br /&gt;
*66 - 100: Savage&lt;br /&gt;
&lt;br /&gt;
Humans and Dwarves will not settle in savage areas.&lt;br /&gt;
&lt;br /&gt;
Note that this setting is closely tied to the savagery squares settings.  If you increase this number beyond 25 or so but do not increase the minimum number of mid- and high-savagery squares for your map you will have endless world rejects.  The opposite is also true.  If you specify a large number of high-savagery squares and no low-savagery squares and then set the above Minimum Savagery/Maximum Savagery percentage to 0, you will also have endless map rejects.&lt;br /&gt;
&lt;br /&gt;
==== Minimum Volcanism/Maximum Volcanism ====&lt;br /&gt;
&lt;br /&gt;
From what I have found out so far I can say {{L|igneous extrusive layer}} are only found in areas with a volcanism higher than 90. {{L|Volcanoes}} are only placed on tiles with a volcanism of 100.&lt;br /&gt;
&lt;br /&gt;
==== Minimum Volcano Number ====&lt;br /&gt;
&lt;br /&gt;
Places {{L|volcanoes}} on tiles with a volcanism of 100.  If there are not enough viable tiles the world is rejected.&lt;br /&gt;
&lt;br /&gt;
==== Minimum Mountain Peak Number ====&lt;br /&gt;
&lt;br /&gt;
Places {{L|mountain}} peaks on tiles with an pre-erosion elevation of at least 380.  If there are not enough viable tiles the world is rejected.&lt;br /&gt;
&lt;br /&gt;
I'm not exactly sure what effect the peaks have but I suppose they withstand erosion better.&lt;br /&gt;
&lt;br /&gt;
==== Minimum Initial &amp;amp;lt;TERRAIN TYPE&amp;gt; Square Count ====&lt;br /&gt;
&lt;br /&gt;
Sets the absolute minimum number of &amp;amp;lt;TERRAIN TYPE&amp;gt; tiles on the map, pre-erosion.  If the number is too few for any one of these, the map will be {{L|World generation#Rejects|rejected}} and things will start over.  This is a fairly powerful tool and is very closely related to the mesh sizes and weights if you use them.  Remember that as you change the meshes, you also have to change these since your ratios will be very different!&lt;br /&gt;
&lt;br /&gt;
==== Minimum Initial &amp;amp;lt;TERRAIN TYPE&amp;gt; Region Count ====&lt;br /&gt;
&lt;br /&gt;
Sets the absolute minimum number of &amp;amp;lt;TERRAIN TYPE&amp;gt; regions on the map at the start, pre-erosion.  If the number is too few for any one of these, the map will be {{L|World generation#Rejects|rejected}} and things will start over.  Regions are the contiguous clusters of one terrain type.  If you set this to be large, then aside from generating tons and tons of rejects, you'll get a map that's got a very broken appearance.&lt;br /&gt;
&lt;br /&gt;
==== Minimum Final &amp;amp;lt;TERRAIN TYPE&amp;gt; Region Count ====&lt;br /&gt;
&lt;br /&gt;
Sets the absolute minimum number of &amp;amp;lt;TERRAIN TYPE&amp;gt; tiles on the map, post-erosion.  If the number is too few for any one of these, the map will be {{L|World generation#Rejects|rejected}} and things will start over.  The difference between this and the above trait is dependent on what terrain type it is.  Mountains get eaten and fractured by rivers and erosion.  So, you should probably expect to GAIN mountain regions after erosion.  Marshes tend to grow as rivers and lakes cut away at other terrains, so they become more contiguous and reach around other barriers.  You should expect to LOSE marsh regions after erosion.&lt;br /&gt;
&lt;br /&gt;
==== Erosion Cycle Count ====&lt;br /&gt;
&lt;br /&gt;
Higher numbers make the {{L|mountain}}s less steep and {{L|river}} canyons deeper.&lt;br /&gt;
&lt;br /&gt;
==== Minimum Number of &amp;amp;lt;REGION-QUALITY&amp;gt; Squares ====&lt;br /&gt;
&lt;br /&gt;
A world will be {{L|World generation#Rejects|rejected}} if there are less than the number of required squares for each different region type.  This can lead to a ''huge'' number of rejections, so you might want to turn these all down to zero.&lt;br /&gt;
&lt;br /&gt;
== Historical Parameters ==&lt;br /&gt;
&lt;br /&gt;
==== End Year ====&lt;br /&gt;
&lt;br /&gt;
Used to determine when the program will cease its generation and allow for play. As of right now other factors prevent the generator from getting to this date and is often cut off long before reaching it.  If you want to play a game while two particular civilizations are at war, you can create a world, look through its history, then regenerate the world with the exact same seed and history seed, but set the End Year parameter to the year the war started.&lt;br /&gt;
&lt;br /&gt;
==== Population Cap after Civ Creation ====&lt;br /&gt;
&lt;br /&gt;
How many creatures can exist in the game once civilizations have been added into generation.&lt;br /&gt;
&lt;br /&gt;
==== Percentage Beasts Dead for Stoppage ====&lt;br /&gt;
&lt;br /&gt;
Determines how many {{L|megabeast}}s need to be dead before the world gen stops creating history. Is one likely cause for why the generator rarely reaches the entered End Date.&lt;br /&gt;
&lt;br /&gt;
==== Year to Begin Checking Megabeast Percentage ====&lt;br /&gt;
&lt;br /&gt;
Determines when the game begins checking for the above precentage to see when the game should stop generating the world. &lt;br /&gt;
&lt;br /&gt;
==== Cull Unimportant Historical Figures ====&lt;br /&gt;
&lt;br /&gt;
Instead of listing every event that happens, this option removes those events without related importance to the wider world, effectively reducing the number of events reviewable in the Legends screen. Changing this setting to &amp;quot;Yes&amp;quot; will result in culled figures being referred to as &amp;quot;Unknown Creature&amp;quot; in the kill lists of other Historical Figures.&lt;br /&gt;
&lt;br /&gt;
==== Reveal All Historical Events ====&lt;br /&gt;
&lt;br /&gt;
Determines whether all events are open to review in the legends screen when you choose to begin a game. Setting this to no would require the usual exploration, talking, and engraving searching as before. &lt;br /&gt;
&lt;br /&gt;
== Creature Parameters ==&lt;br /&gt;
&lt;br /&gt;
==== Maximum Natural Cave Size ====&lt;br /&gt;
&lt;br /&gt;
Determines the size and depth of caves formed by world-gen. A cave with a greater &amp;quot;size&amp;quot; will be deeper and more sprawling, and therefore have more and more dangerous creatures.  It is believed that large caves increases the lifespan of {{L|megabeast}}s.&lt;br /&gt;
&lt;br /&gt;
==== Number of Mountain Caves ====&lt;br /&gt;
&lt;br /&gt;
Determines the number of caves to be placed in mountain regions. It is believed that large number of caves increases the lifespan of {{L|megabeast}}s.&lt;br /&gt;
&lt;br /&gt;
==== Number of Non-Mountain Caves ====&lt;br /&gt;
&lt;br /&gt;
Determines the number of caves to be placed in other regions. It is believed that large numbers of caves increases the lifespan of {{L|megabeast}}s.&lt;br /&gt;
&lt;br /&gt;
==== Make Caves Visible ====&lt;br /&gt;
&lt;br /&gt;
Makes caves visible on the world location selection screen.&lt;br /&gt;
&lt;br /&gt;
==== Number of Civilizations ====&lt;br /&gt;
&lt;br /&gt;
Determines how many civilizations will be seeded into the generated world. Five is the typical number to produce the usual Dwarves, Humans, Elves, Goblins, and Kobolds. &lt;br /&gt;
&lt;br /&gt;
* Error Code: Not enough entity placement locations: Decrease the Number of Civilizations, edit the settings so proper biomes are generated or generate bigger map.&lt;br /&gt;
&lt;br /&gt;
==== Playable Civilization Required ====&lt;br /&gt;
&lt;br /&gt;
If set, all worlds where the no playable civilization has been placed at the beginning of history are rejected.&lt;br /&gt;
&lt;br /&gt;
* Error Code: No controllable entity definitions available: Add some high (mountain) elevations to the map. Dwarf civ's will only appear on these tiles.&lt;br /&gt;
&lt;br /&gt;
= Influencing Non-parameterized Features =&lt;br /&gt;
&lt;br /&gt;
== Reducing {{L|Aquifers}} ==&lt;br /&gt;
&lt;br /&gt;
It is believed that there will be many less aquifers if you make sure that there are no oceans (set ''Elevation Weighted Ranges'' 0-20 and 20-40 to 0/None to ensure that the minimum elevation is above 100, and set ''Minimum Ocean Edges'' to 0/None).  High drainage will also reduce aquifers, but with the side effect of reducing {{L|lake}}s and {{L|swamp}}s.  Also, widespread high draining might lead to too many worlds being {{L|World generation#Rejects|rejected}}.&lt;br /&gt;
&lt;br /&gt;
Or you could just {{L|modding|mod}} the &amp;lt;tt&amp;gt;{{L|raw file|raw/objects/matgloss_stone_layer.txt}}&amp;lt;/tt&amp;gt; file and remove all of the {{L|Matgloss tokens|[AQUIFER}}] tokens.&lt;br /&gt;
&lt;br /&gt;
= Experimenting with Parameters =&lt;br /&gt;
&lt;br /&gt;
To experiment with the parameters and to effectively see why rejections are coming back because of changes to the parameters, first you need to edit your init.txt and set&lt;br /&gt;
[LOG_MAP_REJECTS:NO] to YES. This will create a text document that will describe why each copy of the generated world is rejected. &lt;br /&gt;
&lt;br /&gt;
By going back and forth between this document and the parameters, you can begin to get an idea as to why endless cycles of rejected worlds come up. As you experiment please share your findings under each heading.&lt;br /&gt;
&lt;br /&gt;
You can also directly edit the world_gen.txt file in \data\init to get around limits in the Advanced world generator.  For example, you are limited to having 5000 max subregions, but if you go into the aforementioned file, you can go over this limit.  This is especially useful when you encounter map rejects that say, for example, too many subregions.&lt;br /&gt;
&lt;br /&gt;
== World Painter Parameters ==&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style=&amp;quot;background:#dddddd&amp;quot;&lt;br /&gt;
!Icon !!Biome !!Elevation !!Rainfall !!Drainage&lt;br /&gt;
|-&lt;br /&gt;
|{{Biome|~|≈|#0000FF|#0000FF}}&lt;br /&gt;
|{{L|Ocean|Water}} ||0-99 ||Any ||Any&lt;br /&gt;
|-&lt;br /&gt;
|{{Biome|~|≈|#FFFF00|#FFFF00}}&lt;br /&gt;
|{{L|Sand}} {{L|Desert}} ||rowspan=&amp;quot;13&amp;quot;|100-299 ||rowspan=&amp;quot;4&amp;quot;|0-9 ||0-32&lt;br /&gt;
|-&lt;br /&gt;
|{{Biome|,|´|#808000|#808080}}&lt;br /&gt;
|Rock {{L|Desert}} ||33-49&lt;br /&gt;
|-&lt;br /&gt;
|{{Biome|n|∩|#808080|#808000}}&lt;br /&gt;
|{{L|Desert}} {{L|Badlands}} A ||50-65&lt;br /&gt;
|-&lt;br /&gt;
|{{Biome|V|√|#808000|#808000}}&lt;br /&gt;
|{{L|Desert}} {{L|Badlands}} B ||66-100&lt;br /&gt;
|-&lt;br /&gt;
|{{Biome|.|ⁿ|#00FF00|#00FF00}}&lt;br /&gt;
|{{L|Grassland}} ||rowspan=&amp;quot;2&amp;quot;|10-19 ||0-49&lt;br /&gt;
|-&lt;br /&gt;
|{{Biome|n|∩|#00FF00|#00FF00}}&lt;br /&gt;
|{{L|Hills}} ||50-100&lt;br /&gt;
|-&lt;br /&gt;
|{{Biome|&amp;quot;|ⁿ|#00FF00|#00FF00}}&lt;br /&gt;
|{{L|Savanna}} ||rowspan=&amp;quot;2&amp;quot;|20-32 ||0-49&lt;br /&gt;
|-&lt;br /&gt;
|{{Biome|n|∩|#00FF00|#00FF00}}&lt;br /&gt;
|{{L|Hills}} ||50-100&lt;br /&gt;
|-&lt;br /&gt;
|{{Biome|&amp;quot;|&amp;quot;|#008000|#008000}}&lt;br /&gt;
|{{L|Marsh}} ||rowspan=&amp;quot;3&amp;quot;|33-65 ||0-32&lt;br /&gt;
|-&lt;br /&gt;
|{{Biome|&amp;quot;|γ|#00FF00|#00FF00}}&lt;br /&gt;
|{{L|Shrubland}} ||33-49 &lt;br /&gt;
|-&lt;br /&gt;
|{{Biome|n|∩|#00FF00|#00FF00}}&lt;br /&gt;
|{{L|Hills}} ||50-100&lt;br /&gt;
|-&lt;br /&gt;
|{{Biome|⌠|⌠|#008000|#008000}}&lt;br /&gt;
|{{L|Swamp}} ||rowspan=&amp;quot;2&amp;quot;|66-100 ||0-32&lt;br /&gt;
|-&lt;br /&gt;
|{{Biome|↑|↨|#00FF00|#00FF00}}&lt;br /&gt;
|{{L|Forest}} * ||33-100&lt;br /&gt;
|-&lt;br /&gt;
|{{Biome|⌂|⌂|#808080|#808080}}&lt;br /&gt;
|Low {{L|Mountain}} ||300-332 ||Any ||Any&lt;br /&gt;
|-&lt;br /&gt;
|{{Biome|▲|▲|#808080|#808080}}&lt;br /&gt;
|{{L|Mountain}} ||333-365 ||Any ||Any&lt;br /&gt;
|-&lt;br /&gt;
|{{Biome|▲|▲|#C0C0C0|#C0C0C0}}&lt;br /&gt;
|High {{L|Mountain}} ||366-399 ||Any ||Any&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|^|#808080|#000000}}&lt;br /&gt;
|{{L|Peak}} ||400{{verify}} ||Any ||Any&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; The forest regions can be changed between conifer, to broadleaf types by varying the temperature (to around &amp;gt; 65, depending on rain value).&lt;br /&gt;
&lt;br /&gt;
The magma value (at 100%) can produce volcanoes if painted on the same tile as a mountain.&lt;br /&gt;
&lt;br /&gt;
{{Category|World}}&lt;br /&gt;
{{Category|Guides}}&lt;/div&gt;</summary>
		<author><name>Haspen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Milker&amp;diff=102595</id>
		<title>40d:Milker</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Milker&amp;diff=102595"/>
		<updated>2010-05-03T23:51:37Z</updated>

		<summary type="html">&lt;p&gt;Haspen: wrong version links [2]&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = #880&lt;br /&gt;
| skill      = Milker&lt;br /&gt;
| profession = {{L|Farmer}}&lt;br /&gt;
| job name   = Milking&lt;br /&gt;
| tasks      =&lt;br /&gt;
* {{k|m}} {{L|Milk}} Creature&lt;br /&gt;
| workshop = &lt;br /&gt;
* {{L|Farmer's workshop}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A '''milker''' is a dwarf that will {{L|milk}} {{L|creature}}s in a {{L|Farmer's workshop}}. For older versions{{version|0.28.181.40d}}, the only milkable creatures are {{L|purring maggot}}s (to milk something it has to be carryable, and the only milkable thing you can carry is a purring maggot), though {{L|civilization}}s seem to milk other  creatures off-screen (and {{L|trade}} the milk with you).&lt;br /&gt;
&lt;br /&gt;
Unless you embark on a suitable {{L|chasm}}, milkers tend to be only as useful as {{L|peasant}}s. Suggested tasks include:&lt;br /&gt;
* Military&lt;br /&gt;
* Stone hauler&lt;br /&gt;
* Any other task almost&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
{{Category|Skills}}&lt;br /&gt;
{{Category|Jobs}}&lt;/div&gt;</summary>
		<author><name>Haspen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Liaison&amp;diff=101355</id>
		<title>40d:Liaison</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Liaison&amp;diff=101355"/>
		<updated>2010-05-01T13:57:41Z</updated>

		<summary type="html">&lt;p&gt;Haspen: /* Interaction */ wrong version link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
'''Liaisons''' are emissaries from different civilizations that accompany traders to your fortress.  They can have different titles ({{L|Humans}} will send a '''guild representative''', dwarves will send an '''outpost liaison'''), but their functions are the same. Like actual '''diplomats''' they are listed as ''diplomat'' in the unit list. &lt;br /&gt;
&lt;br /&gt;
If your liaison dies then you will ''never'' get a replacement from that race, so protect him well if you rely on the caravan for a source of something that you request.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
=== Arrival and Departure ===&lt;br /&gt;
&lt;br /&gt;
The entry point on the map for a liaison is determined before that of the caravan wagons. This can result in the liaison taking a different route to your fortress than the rest of the caravan if the route chosen is not suitable for wagons; the wagons will then enter from a different spot. This means the diplomat has to travel unprotected but this is really the only downside to forcing the wagons to use one particular route. The liaison will then also leave without the caravan once the meeting is done. Providing your own armed escort for the liaison is not a bad plan.&lt;br /&gt;
&lt;br /&gt;
=== Interaction ===&lt;br /&gt;
&lt;br /&gt;
Dwarven liaisons will speak with the highest ranking {{L|noble}} in your fort, one of: &lt;br /&gt;
* {{L|Duke|Duke/Duchess}}&lt;br /&gt;
* {{L|Count|Count(ess)}}&lt;br /&gt;
* {{L|Baron|Baron(ess)}}&lt;br /&gt;
* {{L|Leader|Expedition Leader/Mayor}}&lt;br /&gt;
&lt;br /&gt;
Human liaisons will only speak with your {{L|broker}}.  Their function is to ask which goods you would like to have sent with their next caravan (for a higher price), and inform you what goods they would like to buy from you the next time, which they too will pay extra to purchase.&lt;br /&gt;
&lt;br /&gt;
Make sure to turn off all labor for the dwarf who needs to meet with the liaison, even the &amp;quot;dwarves all harvest&amp;quot; {{K|o}}rder, because your leader tends to walk away from the meeting, and liaisons will eventually get {{L|insanity|depressed}} or go {{L|berserk}} if they do not get their meeting.  This also causes a message saying &amp;quot;A trader went away unhappy&amp;quot; although it's unknown if this has any current in-game effect. A liaison can also go insane if prevented from leaving; this can happen after as little as two months of game time.&lt;br /&gt;
&lt;br /&gt;
If your leader is dead, there is nothing you can do but hope that a new one is elected before the liaison arrives or he/she will leave without a {{L|meeting}}.  If the leader is too injured to hold a meeting, then you must either arrange for them to have an {{L|unfortunate accident}} in time for a new one to be elected and hold a meeting, or wait for the liaison to go {{L|insane}} and kill themselves.  Decisions, decisions...&lt;br /&gt;
&lt;br /&gt;
If you are desperate to complete a meeting, consider locking the {{L|door}} on the meeting room until the meeting is complete. You don't even have to catch both in the office, the liaison is so keen on his bureaucracy, he will happily shout through the door, or even a thin wall.  A sleeping dwarf leader can be woken up by deconstructing his {{L|bed}}, although this will often generate an unhappy {{L|thought}}.  Lastly, an easy way to force the leader into the meeting room is to draft him (this can cause an unhappy thought if he has no military skills) and station him in the meeting room. Undrafting him may or may not be necessary to force the meeting to start.&lt;br /&gt;
&lt;br /&gt;
The meeting can take place independent of {{L|Trade|trading}} sessions - although the liaison and traders often arrive together, they are not tied in any other way.&lt;br /&gt;
 &lt;br /&gt;
The meeting consists of 8 screens with breaks, the breaks giving your leader a welcome opportunity to walk away from the meeting. Don't think you are done until the liaison confirms it and says farewell!&lt;br /&gt;
&lt;br /&gt;
Conducting a meeting in a public place can generate an unhappy {{L|thought}}. Conducting a meeting in the leader's private office can generate a happy thought based on the quality of the room{{v|0.27.176.38c}}.&lt;br /&gt;
&lt;br /&gt;
Oddly enough, liaisons don't need to eat, drink or sleep. There is a statement from one of our mayors on this:&lt;br /&gt;
&lt;br /&gt;
:Ironblood: ''&amp;quot;This damn human thingy keeps following me around, suckling on me when I pause for too long. I think it's a foreign custom, but I dare not emulate. He's all disgusting and clean. Though his clothes are almost completely rotted off...&amp;quot;&lt;br /&gt;
''&lt;br /&gt;
&lt;br /&gt;
==Differences by race==&lt;br /&gt;
The liaisons and diplomats sent by different races differ in certain ways. Note that here, ''race'' refers to the overall civilization, not the individual liaison. It is quite possible to have a liaison of a different race than its parent civ, if that civ has conquered and assimilated members of another race. &lt;br /&gt;
&lt;br /&gt;
===Dwarven===&lt;br /&gt;
The name of your dwarven liaison will be upgraded to names such as ''city'' or ''metropolis'' liaison, corresponding to your fortress development.&lt;br /&gt;
&lt;br /&gt;
Once your {{L|King}} arrives, the liaison will become the royal {{L|Advisor}} and will no longer perform his previous duties.&lt;br /&gt;
&lt;br /&gt;
===Human===&lt;br /&gt;
The human '''guild representative''' will have different names based on the importance of your fortress. Such names include '''merchant baron''' and '''merchant princess'''.&lt;br /&gt;
&lt;br /&gt;
Humans will also often send a '''diplomat''' separate from the guild representative when your fortress becomes important enough to rate a baron or better noble.  This individual will only speak to your baron (or better), and generally says something inane such as &amp;quot;What a nice place you've carved out for yourself here.&amp;quot;  As the noble the diplomat wants to speak with never does anything anyway, you need do nothing to ensure the meeting occurs. If you're in a state of war with the human civilization, the diplomat may come proposing a peace treaty.&lt;br /&gt;
&lt;br /&gt;
===Elven===&lt;br /&gt;
The elves will not send trade emissaries, but will occasionally send a '''diplomat''' who meets with your head noble (such as the {{L|Duke}}) to talk about the &amp;quot;tree situation&amp;quot; at your fort. If you don't cut ''any'' trees he will actually be happy with you (a happy hippie - impossible). He may also appear and complain without negotiating an actual tree cutting limit (yet), but for most fortresses he will demand that you limit the number of trees you cut down before the elves return the next year. Complaints are tied to the number of logs in stockpiles, not to the number of trees that have actually been cut, so you will still get the complaints if you import wood. Note that underground {{L|tower-cap}}s also factor into the limit (who lets the sneaky elves peek in our caverns?).&lt;br /&gt;
&lt;br /&gt;
[[Category:Trade]]&lt;/div&gt;</summary>
		<author><name>Haspen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Broker_skills&amp;diff=101353</id>
		<title>40d:Broker skills</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Broker_skills&amp;diff=101353"/>
		<updated>2010-05-01T13:50:18Z</updated>

		<summary type="html">&lt;p&gt;Haspen: wrong version links [2]&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{fine}}&lt;br /&gt;
'''Broker skills''' are the &amp;quot;social interaction&amp;quot; skills used by the outpost {{L|broker}} to conduct {{L|trade|trades}}. They are:&lt;br /&gt;
&lt;br /&gt;
:* '''Conversationalist'''&lt;br /&gt;
:* '''Comedian'''&lt;br /&gt;
:* '''Flatterer'''&lt;br /&gt;
:* '''{{L|Intimidator}}'''&lt;br /&gt;
:* '''{{L|Broker skills#Judge of intent|Judge of intent}}'''&lt;br /&gt;
:* '''Liar'''&lt;br /&gt;
:* '''Negotiator'''&lt;br /&gt;
:* '''Persuader'''&lt;br /&gt;
&lt;br /&gt;
These skills are gained by:&lt;br /&gt;
* Successful trades at the {{L|trade depot}}. Multiple experience gains from a single trade session are possible.&lt;br /&gt;
* Finalizing an export agreement. &lt;br /&gt;
&lt;br /&gt;
Some, but not all are also increased by:&lt;br /&gt;
* Attending {{L|Party|parties}}.&lt;br /&gt;
* Meeting and talking with friends and other dwarves.&lt;br /&gt;
&lt;br /&gt;
Notable ways through which they are '''not''' gained include:&lt;br /&gt;
* Proposing an unsuccessful trade at the depot (except Judge of Intent).&lt;br /&gt;
* Offering goods to foreign traders.&lt;br /&gt;
* Simply being assigned as the broker noble.&lt;br /&gt;
* Sitting around at the depot, whether there are traders there or not.&lt;br /&gt;
* Liaison meeting steps that occur before the export agreement. &lt;br /&gt;
&lt;br /&gt;
==Restrictions on increasing experience==&lt;br /&gt;
All but Judge of Intent and Negotiator have requisite {{L|personality trait}}s, threshold values that must be met to allow a skill to be increased.&lt;br /&gt;
&lt;br /&gt;
* '''Conversationalist''' - requires {{L|Personality trait|GREGARIOUSNESS}} &amp;gt; 40.&lt;br /&gt;
* '''Comedian''' - requires {{L|Personality trait|SELF_CONSCIOUSNESS}} &amp;lt; 76.&lt;br /&gt;
* '''Flatterer''' - requires {{L|Personality trait|STRAIGHTFORWARDNESS}} &amp;lt; 61.&lt;br /&gt;
* '''{{L|Intimidator}}''' - requires {{L|Personality trait|COOPERATIVE}} &amp;lt; 61.&lt;br /&gt;
* '''Liar''' - requires {{L|Personality trait|STRAIGHTFORWARDNESS}} &amp;lt; 41.*&lt;br /&gt;
* '''Persuader''' - requires {{L|Personality trait|ASSERTIVENESS}} &amp;gt; 40.&lt;br /&gt;
&lt;br /&gt;
:''(* Note that the Liar and {{L|Consoler}} skill appear to be mutually exclusive skills.)''&lt;br /&gt;
&lt;br /&gt;
It's possible to give a dwarf any of these skills at {{L|embark}}, but they cannot later increase experience in them if they do not meet the {{L|personality trait}} requirements.&lt;br /&gt;
&lt;br /&gt;
==Judge of intent==&lt;br /&gt;
This skill is improved by:&lt;br /&gt;
&lt;br /&gt;
* Proposing an unsuccessful trade at the depot&lt;br /&gt;
* Meeting with a {{L|Liaison}}&lt;br /&gt;
&lt;br /&gt;
At Novice or better skill, the trade dialog will include an extra line about the traders' mood. The messages are:&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;the merchant seems ecstatic with the trading&amp;quot; &lt;br /&gt;
* &amp;quot;the merchant seems happy with the trading&amp;quot;, &lt;br /&gt;
* &amp;quot;the merchant is pleased with the trading&amp;quot;, &lt;br /&gt;
* &amp;quot;is willing to trade&amp;quot; (neutral)&lt;br /&gt;
* &amp;quot;is rapidly losing patience&amp;quot;&lt;br /&gt;
* &amp;quot;is not having much more of this&amp;quot;&lt;br /&gt;
* &amp;quot;refuses to trade&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This information is important for two reasons: the better the mood of the merchants, the cheaper deal will be accepted.  Also, if the lowest level is ever reached, the traders will pack up and go home and you can't trade anymore with this caravan. However, once a broker has a couple levels of this, it seems to be 100% accurate, or nearly so.&lt;br /&gt;
&lt;br /&gt;
Note: A Stunned dwarf loses the benefits of this skill.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''See also:'''&lt;br /&gt;
:* {{L|Appraiser}}&lt;br /&gt;
:* {{L|Personality trait}}&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
{{Category|Skills}}{{Category|Noble Skills}}&lt;br /&gt;
{{Category|Trade}}&lt;/div&gt;</summary>
		<author><name>Haspen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Finished_goods&amp;diff=101339</id>
		<title>40d:Finished goods</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Finished_goods&amp;diff=101339"/>
		<updated>2010-05-01T08:37:06Z</updated>

		<summary type="html">&lt;p&gt;Haspen: many wrong version links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{human}}&lt;br /&gt;
'''Finished Goods''' are a number of products produced mostly by {{L|craftsdwarf|craftsdwarfs}} and the like, such as {{L|leatherworker|leatherworkers}}, {{L|clothier|clothiers}}, {{L|stonecrafter|stonecrafters}}, etc.. These items are {{L|crafts}}, {{L|instrument|instruments}}, {{L|mug|mugs}}, {{L|toy|toys}}, and {{L|clothes}} (note: this is not a complete list).&lt;br /&gt;
&lt;br /&gt;
Finished goods are typically useful as {{L|export}} items. However, clothes are important for your dwarves after the second year, when the clothes they brought with them have been quite worn out.&lt;br /&gt;
&lt;br /&gt;
All finished goods go into a finished goods {{L|stockpile}}.&lt;br /&gt;
&lt;br /&gt;
Should you have a {{L|Bin}} available, the goods will be stacked into the Bin, if the stockpile settings allow Bins to be used. When Finished Goods are in a Bin, the Bin can easily be moved to a trade depot instead of individual items, making hauling goods far faster and more efficient.&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;/div&gt;</summary>
		<author><name>Haspen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Item_designations&amp;diff=101210</id>
		<title>40d:Item designations</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Item_designations&amp;diff=101210"/>
		<updated>2010-04-30T16:35:04Z</updated>

		<summary type="html">&lt;p&gt;Haspen: /* Improvement / Decoration */ init.txt wrong version liiink&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{human}}&lt;br /&gt;
Some items have characters surrounding the name, which is a way to determine certain properties at a glance. &lt;br /&gt;
&lt;br /&gt;
== Quality ==&lt;br /&gt;
&lt;br /&gt;
'''Sword''' Ordinary&lt;br /&gt;
&lt;br /&gt;
'''-Sword-''' {{L|Item quality|Well-crafted}}&lt;br /&gt;
&lt;br /&gt;
'''+Sword+''' {{L|Item quality|Finely-crafted}}&lt;br /&gt;
&lt;br /&gt;
'''*Sword*''' {{L|Item quality|Superior quality}}&lt;br /&gt;
&lt;br /&gt;
'''≡Sword≡''' {{L|Item quality|Exceptional}}&lt;br /&gt;
&lt;br /&gt;
☼'''Sword'''☼ {{L|Item quality|A masterpiece}}&lt;br /&gt;
&lt;br /&gt;
See {{L|Item quality}} for a full explanation of how better qualities improve {{L|value}} and {{L|weapon|combat modifiers}}.&lt;br /&gt;
&lt;br /&gt;
== Improvement / Decoration ==&lt;br /&gt;
&lt;br /&gt;
'''«Sword»''' Improved or {{L|Decoration|decorated}}&lt;br /&gt;
&lt;br /&gt;
Decoration can have a quality modifier themselves, leading to combinations such as:&lt;br /&gt;
&lt;br /&gt;
'''*«Sword»*''' Superior improvement/decoration&lt;br /&gt;
&lt;br /&gt;
'''≡«+Sword+»≡''' Exceptional improvement/decoration on a finely-crafted object&lt;br /&gt;
&lt;br /&gt;
'''*«≡Sword≡»*''' Exeptional sword with superior decoration&lt;br /&gt;
&lt;br /&gt;
These quality modifiers can be hidden in {{L|init.txt}} with [SHOW_IMP_QUALITY:NO].&lt;br /&gt;
&lt;br /&gt;
== Wear ==&lt;br /&gt;
&lt;br /&gt;
'''xSwordx''' ''Showing some {{L|wear}}'' - worth {{frac|3|4}}&lt;br /&gt;
&lt;br /&gt;
'''XSwordX''' ''Heavily worn'' or ''threadbare'' - worth {{frac|1|2}}&lt;br /&gt;
&lt;br /&gt;
'''XXSwordXX''' ''In tatters'' or ''mangled'' - worth {{frac|1|4}}&lt;br /&gt;
&lt;br /&gt;
== Provenance / Ownership ==&lt;br /&gt;
&lt;br /&gt;
'''(Sword)''' Not produced on-site (imported by traders or looted from raiders), does not count towards {{L|Created wealth|Created Wealth}}&lt;br /&gt;
&lt;br /&gt;
'''{Sword}''' Unclaimed/{{L|Forbid|Forbidden}}&lt;br /&gt;
&lt;br /&gt;
'''$Sword$''' Owned by someone else. Only appears in adventure mode.&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
&lt;br /&gt;
'''‼Sword‼''' On {{L|fire}}&lt;br /&gt;
&lt;br /&gt;
'''◀Sword►''' Magical (magic is not yet implemented)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The longest possible item designation is '''‼{(XX≡«+Sword+»≡XX)}‼''', which designates (reading from the front) that it's on fire ( '''‼''' ), forbidden ( { ),  imported ( ( ),  in tatters ( '''XX''' ), exceptionally ( ≡ ) decorated ( « ), and of fine quality (+  ). ''(Is that in the right order?{{verify}})''&lt;br /&gt;
&lt;br /&gt;
[[Category:Items|*Designations]]&lt;/div&gt;</summary>
		<author><name>Haspen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Combat&amp;diff=101208</id>
		<title>40d:Combat</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Combat&amp;diff=101208"/>
		<updated>2010-04-30T16:31:40Z</updated>

		<summary type="html">&lt;p&gt;Haspen: /* Body Part Damage */ sword link wrong versiooon&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
This guide relates to soldier-level combat, whether applied to military units in Dwarf Fortress mode or the character in Adventurer mode.  For organizing your troops, and managing the warfare aspect of Dwarf Fortress, see {{L|Military}}.&lt;br /&gt;
&lt;br /&gt;
==Combat Mechanics==&lt;br /&gt;
===Attacking===&lt;br /&gt;
As an Adventurer, you can attack your opponent by running into him, or by pressing {{K|A}} and selecting your target.  If you're standing in the same square as your opponent or fighting him across a stairway, you can attack him by pressing 5 on the numpad.  In Dwarf Fortress mode, all combat is automatic, but see {{L|squads}} for controlling where your {{L|soldier}}s go.&lt;br /&gt;
&lt;br /&gt;
The attacker rolls to hit, and the defender rolls to parry, block, and/or dodge.  If the attack is parried or blocked, the defender attempts a single counter-strike on the attacker.  If the counter-strike is blocked, the attacker does not get a counter-counter strike.&lt;br /&gt;
&lt;br /&gt;
If the attacker hits, a random location is struck.  It is unclear whether each individual part of a limb (say, upper arm, lower arm, and hand) each have the same chance of being struck as the head, but due to the greater number of limbs, it is more likely to hit a limb than the torso or head.  In this light, {{L|weapon}}s with critical boost are less effective, because a leg does not have any internal organs to injure.&lt;br /&gt;
&lt;br /&gt;
===Damage===&lt;br /&gt;
====Calculation====&lt;br /&gt;
The amount of damage done by a weapon is affected by nine factors: {{L|weapon}} type, weapon material, weapon {{L|quality}}, weapon {{L|quality|wear}}, attacker {{L|attributes|strength}} (presumably), the &amp;quot;degree of success&amp;quot; of the attack roll, the {{L|armor}} worn by the defender, and the {{L|attributes|toughness}} of the defender.&lt;br /&gt;
&lt;br /&gt;
Weapon quality increases both damage and the user's effective skill level: each level of quality grants a 20% bonus to damage, plus one skill level.  It is unknown how large these increases are for {{L|artifact}} weapons, but it is presumed to be much higher than masterwork weaponry.&lt;br /&gt;
&lt;br /&gt;
The exact effects of armor are vague.  From the numbers (70 for plate, 40 for chain, vs. about 100 damage for most weapons), we can guess that armor simply subtracts from damage.&lt;br /&gt;
&lt;br /&gt;
Linking damage to the degree of success of an attack roll means that higher skill will usually deal more damage.  (It's also possible that damage is linked directly to skill.)&lt;br /&gt;
&lt;br /&gt;
Damage to any particular body part is cumulative; if you attack with a badly worn, {{L|wood}}en {{L|mace}} with no skill for long enough (and your blows aren't simply &amp;quot;glancing off&amp;quot;), you will eventually break somebody's arm, even if the victim thinks it feels like being slowly whipped to death by scented shoelaces.  Unless, of course, it simply kills you first.&lt;br /&gt;
&lt;br /&gt;
====Body Part Damage====&lt;br /&gt;
Damage to a body part comes in six flavors: &lt;br /&gt;
{| border=0 cellpadding=0 cellspacing=1 style=&amp;quot;background: black&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ffffff&amp;quot;&amp;gt; unhurt&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#c0c0c0&amp;quot;&amp;gt; lightly wounded&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#808000&amp;quot;&amp;gt; moderately wounded&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ffff00&amp;quot;&amp;gt; broken&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt; mangled&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#808080&amp;quot;&amp;gt; lopped off&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
Each weapon causes the &amp;quot;lightly wounded&amp;quot; and &amp;quot;moderately wounded&amp;quot; levels using different messages.  For example, a blunt weapon causes bruises and sprains, respectively, while a {{L|sword}} causes cuts and bad gashes.  Although these indicators tell you the condition of the body parts, they don't tell you the exact amount of health they have. (ex: A body part can still stay &amp;quot;lightly wounded&amp;quot; sometimes if hit again, if the shot doesn't simply &amp;quot;glance away&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Broken or mangled limbs are useless.  Breaking an arm or hand will cause a creature to drop his weapon/{{L|shield}}, or make it unable to attack with that limb.  Breaking a leg will cause a two-legged {{L|creature}} to fall, making his extinction much easier. (Oddly, cutting off both arms and both legs of a bipedal creature won't make them fully immobile. Maybe they crawl around with their jaws.) It also takes two broken limbs to make a 4 legged creature fall.&lt;br /&gt;
&lt;br /&gt;
Lopped off limbs are gone forever.  They do not grow back, even in Adventure Mode.&lt;br /&gt;
&lt;br /&gt;
For further information, see {{L|Wound}}.&lt;br /&gt;
&lt;br /&gt;
====Falling Down====&lt;br /&gt;
In a word, don't. A creature's speed will drop to 1/3 of normal while on the ground. Use {{K|s}} to stand up again in Adventure Mode.  If the creature has a broken or mangled leg(s), or a condition that disables the legs, it cannot stand back up.&lt;br /&gt;
&lt;br /&gt;
====Bleeding and Pain====&lt;br /&gt;
In addition to body part damage, weapons also cause bleeding and pain.  &lt;br /&gt;
&lt;br /&gt;
Heavy bleeding has three effects: The first effect of constant heavy bleeding is that the creature will become faint; the second effect would be that the creature will become pale; lastly, if bleeding still continues, the creature will bleed to death. &lt;br /&gt;
&lt;br /&gt;
Pain causes three effects, in increasing amounts: less combat effective (damage? odds of hitting? slower?) and nausea (even less effective?).  If creature is under extreme pain they could also fall unconscious (give into pain). The more toughness the creature has, the more damage they can take before giving into pain.&lt;br /&gt;
&lt;br /&gt;
====Getting Weapons Stuck====&lt;br /&gt;
A piercing or slashing weapon can become stuck in an opponent. There are two things you can do when this happens: twist the weapon in the wound, or try to retrieve your weapon.  Walking away, or pressing {{K|I}} and selecting your weapon (which is red) will attempt to pull the weapon from the wound.  Presumably, your strength is compared to your opponent, and grasping the weapon with additional hands/limbs will improve your odds of success. If you fail to {{L|wrestling|wrestle}} the weapon from your opponent, you will lose hold of it.  To try again, grab the weapon (via wrestling) with a hand, and you will again have the option to regain control on the {{K|I}} menu.&lt;br /&gt;
&lt;br /&gt;
If you attack a creature while your weapon is stuck in them, you twist the weapon: it causes additional bleeding and pain, but has no other effect (even if stuck in the head!).  The advantage to twisting a weapon, on the other hand, is that you never miss.  This is often the fastest way to take down a large living creature; they often have great armor, and ignore the majority of your attacks, but twisting a weapon five times will knock them unconscious with heavy bleeding.  At this point, you can continue to twist your weapon to ensure death, or retrieve your weapon with no contest in order to attack other creatures. If your opponent has no {{L|blood}}, and is immune to pain (e.g., {{L|undead}}), then twisting your weapon will have no effect.&lt;br /&gt;
&lt;br /&gt;
====Knock Away====&lt;br /&gt;
Occasionally when fighting, a weapon strike will connect with enough force to propel the victim several tiles away. This is a fairly common occurrence on killing blows, but can happen during normal combat as well. That can prove to be an advantage, especially in adventure mode, since that creature will be out of commission for a short time while you deal with his friends.&lt;br /&gt;
&lt;br /&gt;
Blunt weapons (maces and {{L|hammer}}s) are supreme at causing this effect. With enough strength and a good weapon it'll be common even during normal combat, and upon killing blow, the creature may fly up to 20 tiles away. Unless there is something in the way, of course.&lt;br /&gt;
&lt;br /&gt;
Swords and {{L|axe}}s can also cause this if the weapon is of high enough quality, and the attacker is skilled enough. However, it never happens to the degree it does with blunt weaponry.&lt;br /&gt;
&lt;br /&gt;
Once in the air, the victim is surrounded by a blue background to signify that is flying. It will fly at a very rapid pace until it hits an object, a creature, or the ground. If a creature is hit by the flying victim, he'll be stunned and knocked prone, but otherwise uninjured.&lt;br /&gt;
&lt;br /&gt;
This can even be done by throwing weapons. It is unknown whether the chances of this happening are different from that of a melee attack with the weapon, although it is possible it relies on the throwing skill.&lt;br /&gt;
&lt;br /&gt;
====Slamming Into Obstacles====&lt;br /&gt;
If a creature is hit hard and is slammed into an obstacle (like a {{L|wall}}, tree, or any other stationary object), the creature may take additional bludgeoning damage as well.  Falling off a cliff also counts as slamming into an obstacle.&lt;br /&gt;
&lt;br /&gt;
If the victim hits an obstacle with enough force, he will blow apart and disassemble into a pile of body parts, some of which might fly a couple tiles away from the impact zone.&lt;br /&gt;
&lt;br /&gt;
In adventure mode, sometimes creatures smashing into obstacles will produce the &amp;quot;instantly fatal&amp;quot; death message more than once on the same major body part.  {{v|0.27.169.33g}}&lt;br /&gt;
&lt;br /&gt;
====Paralysis====&lt;br /&gt;
Paralysis is a condition where a creature cannot move for a long time.  It's about the same as being unconscious, but the creature is still awake, however can't feel anything (maybe).  In adventure mode, time passes quickly when your adventurer is paralyzed.&lt;br /&gt;
&lt;br /&gt;
Paralysis can be caused by being poisoned or by severe brain damage (which may lead to permanent paralysis).&lt;br /&gt;
&lt;br /&gt;
===Skill Modifiers===&lt;br /&gt;
{{verify}}&lt;br /&gt;
&lt;br /&gt;
The combat skills are modified by dynamic events. The following algorithm seems to be used (please note that some creatures are unaffected by some modifiers):&lt;br /&gt;
* get the appropriate combat skill level&lt;br /&gt;
* if the creature is nauseous, divide by two&lt;br /&gt;
* if the creature is drowning, divide by two&lt;br /&gt;
* if the creature is stunned, divide by two&lt;br /&gt;
* if unknown test, divide by four&lt;br /&gt;
* if pain &amp;gt; 100, divide by two&lt;br /&gt;
* exhaustion* - choose 1 of:&lt;br /&gt;
:* if exhaustion &amp;gt;= 2000, lvl = lvl x 3/4 (75%)&lt;br /&gt;
:* if exhaustion &amp;gt;= 4000, lvl = lvl x 9/16 (56%)&lt;br /&gt;
:* if exhaustion &amp;gt;= 6000, lvl = lvl x 27/64 (42%)&lt;br /&gt;
* if thirst &amp;gt;= 25000, divide by two&lt;br /&gt;
* if hunger &amp;gt;= 50000, divide by two&lt;br /&gt;
* if drowsiness &amp;gt;= 57600, divide by two&lt;br /&gt;
&lt;br /&gt;
:''(* re exhaustion: each &amp;quot;step&amp;quot; is 3/4 of the previous - for example, a creature with exhaustion = 6500 has a new level = level x 3/4 x 3/4 x 3/4)''&lt;br /&gt;
&lt;br /&gt;
==Weapon Analysis==&lt;br /&gt;
====Bows and Crossbows====&lt;br /&gt;
These weapons have a significant critical boost (single attacks have been seen to injure 3 different organs), but their main advantage is that they have range. Much as the common availability of rifles allowed every soldier to attack simultaneously in real life (as opposed to merely the front rank of a unit actually attacking the enemy), a legion of bowmen will all strike at once.  The poor performance of both {{L|crossbow}}s, and especially {{L|bow}}s, in close combat suggests that ranged soldiers are better with a &amp;quot;skirmish screen&amp;quot; of melee troops.&lt;br /&gt;
&lt;br /&gt;
The effectiveness of ranged weapons is greatly affected by the geometry of the area: an Adventurer is walking around blind corners on a regular basis, but a fortress can easily set up a corridor where enemies must face a long, unobstructed march through withering fire.  Ideally, this corridor should occur right after a blind corner the invading force must follow.&lt;br /&gt;
&lt;br /&gt;
Crossbows are used by dwarves, {{L|human}}s, and {{L|goblin}}s; bows are used by {{L|elf|elves}}, humans, and goblins.&lt;br /&gt;
&lt;br /&gt;
====Maces, Hammers, Flails, Mauls, and Morningstars====&lt;br /&gt;
Considering that you're going to be hitting limbs most of the time, blunt weapons do the most damage and are most likely to break or mangle a limb, reducing the creature's ability to carve you a second mouth.  Blunt weapons don't hurt internal organs much, and are unlikely to remove limbs, so they're less ideal for getting a quick kill on large or heavily-armored enemies, but their high damage makes them perfect for killing weak or small enemies.  Blunt weapons are also unmatched when it comes to sending enemies flying.&lt;br /&gt;
&lt;br /&gt;
The {{L|Other_weapon#maul|maul}}, despite being a heavy two handed blunt weapon for humans, is the highest damaging weapon in the game.&lt;br /&gt;
&lt;br /&gt;
Dwarves cannot build {{L|flail}}s, {{L|morningstar}}s, or mauls. The maul is a human weapon, and dwarves cannot wield it, as it is two-handed even for a human. Morningstars and flails can be wielded by dwarves. (Mauls can, however, be used in {{L|traps}}).&lt;br /&gt;
&lt;br /&gt;
====Swords and Axes====&lt;br /&gt;
Slashing damage causes more bleeding (presumably), but slashing weapons tend to deal less damage than blunt weapons. Slashing weapons are also more likely to cut off limbs, though the exact mechanics are unclear. Removing a limb means you can't hit it again, so if you are cutting off limbs, the odds of hitting the torso or head increase.  {{L|Axe}}s generally do slightly more damage, while swords have a slight critical boost, causing more internal damage on the head and torso.  Thus, swords are slightly geared more towards fighting large creatures, while axes are slightly better for small creatures.  Axes weigh more than swords, but it is unclear if this has any effect on the combat mechanics.&lt;br /&gt;
&lt;br /&gt;
Only humans can wield {{L|Other_weapon#Two-handed_sword|two handed sword}}s or {{L|Other_weapon#Halberd|halberd}}s, and dwarves cannot create {{L|Other_weapon#Scimitar|scimitar}}s, even though they can wield them.&lt;br /&gt;
&lt;br /&gt;
====Spears and Pikes====&lt;br /&gt;
Piercing damage appears to remove limbs only rarely; it is better for torso and head hits.  Since torso and head hits are uncommon, due to the number of limbs that can be hit instead, a {{L|spear}} is somewhat of a luck-based weapon.  Piercing weapons get stuck on a fairly regular basis, (again, usually in a limb where it can't do as much), but when it hits a torso or head, the victim usually takes organ damage.  In this light, a spear is best when fighting large creatures, who are best killed via organectomies rather than cumulative damage.&lt;br /&gt;
&lt;br /&gt;
Dwarves cannot wield a {{L|Other_weapon#Pike|pike}}; it is a two-handed weapon, even for a human.&lt;br /&gt;
&lt;br /&gt;
====Whips====&lt;br /&gt;
Whips do &amp;quot;gore&amp;quot; type damage, which inflicts more bleeding and pain. Also, gore attacks have a higher chance of dealing damage to sub-bodyparts like fingers or eyes. This gives whips a strong tendency to break a victim's joints or poke out his throat or other vitals, thus rendering him unconscious quickly and eventually making him bleed to death, which makes them good against unarmored, living {{L|creatures}}. The downside of using whips is the low overall damage and chance to sever body parts, which makes them almost pointless against armored or {{L|undead}} enemies.&lt;br /&gt;
&lt;br /&gt;
====Burn, Heat, and Cold Attacks====&lt;br /&gt;
BURN, HEAT, and COLD are possible damage tokens.  There are no weapons that do these kind of attacks, but can be modded in.  There are creatures that can do burning attacks.  It's unknown whether any creatures have heat or cold attacks.&lt;br /&gt;
&lt;br /&gt;
Burn attacks aren't really directly related to temperature or fire, and creatures with fire-immunity can get harmed by them.  This kind of attack inflicts great pain.&lt;br /&gt;
&lt;br /&gt;
Heat has attack messages almost similar to burn.  This attack is more related to temperature than burn attacks.  When a creature is struck down by heat attacks, its body ignites.  It's unknown whether fire-immune creatures are affected by this attack.&lt;br /&gt;
&lt;br /&gt;
Cold attacks are pretty much like burn attacks, but with different attack messages.  This attack does freezing damage, but nothing else special.  It's unknown whether cold-immune creatures are affected by this attack.&lt;br /&gt;
&lt;br /&gt;
==Special Attacks==&lt;br /&gt;
====Web====&lt;br /&gt;
Some creatures, particularly {{L|giant cave spider|giant cave spiders}}, shoot webbing. Webs will be left behind in the tiles the webbing passes over. If you are in a tile with webbing, you are completely immobilized until you can break free of the web. Currently, in the time you take to escape the web you can be attacked a few times, and possibly webbed again. This makes giant cave spiders the most dangerous critters in adventure mode at this time.&lt;br /&gt;
&lt;br /&gt;
===Poison===&lt;br /&gt;
Some creatures have special attacks that can inject poison into other creatures.  There are two types of poison, one that stuns, and one that paralyzes (which is most common).&lt;br /&gt;
&lt;br /&gt;
When a creature is inflicted by a paralyzing poison in adventure mode, there will be a message where it says that it &amp;quot;feels numb&amp;quot;.  As time passes, the creature slows down.  Eventually it'll become completely paralyzed, unable to move for a long time (depending on toughness).  If there are enemies still around, this is most likely the end of the creature.  After a while, if the paralyzed creature is still alive, it would recover from paralysis. &lt;br /&gt;
&lt;br /&gt;
There are no ways to cure poison {{v|0.27.169.33g}}.  Also, it can be modded so that player characters can use poison attacks.&lt;br /&gt;
&lt;br /&gt;
Lastly, creatures who are immune to paralysis are immune to that kind of poison.&lt;br /&gt;
&lt;br /&gt;
===Blood Sucking===&lt;br /&gt;
There are VERY few creatures that have the ability to suck blood.  Encountering them is rare.  These creatures have special biting attacks that latches and can suck blood.&lt;br /&gt;
&lt;br /&gt;
When blood is drained from a creature, it causes heavy bleeding (depending on the attacking creature's ability to suck blood).  Blood suckers may feed or regain health while doing this. {{verify}}&lt;br /&gt;
&lt;br /&gt;
Modding this ability to a playable creature of your choice won't do anything.  Only NPCs can use this special attack. {{v|0.27.169.33g}}&lt;br /&gt;
&lt;br /&gt;
===Fire Breath===&lt;br /&gt;
Some creatures have the ability to attack by breathing {{L|fire}} at their enemies.  Fire breath does damage to creatures that are in the fire and may ignite any equipment they're wearing.  Fire breathers normally have immunities to fire.&lt;br /&gt;
&lt;br /&gt;
{{L|Dragon}}s breathe dragon fire, which is more powerful than regular fire breath.  Creatures with normal fire immunities can be affected by it.&lt;br /&gt;
&lt;br /&gt;
During adventure mode, should you meet a fire breathing creature (Fire imp, Dragon etc.) you can block the fire breath [provided you have a shield [What materials?] and a high enough shield level - tested on expert shield user] If you block the fire breath once, it is likely you are &amp;quot;immune&amp;quot; to the fire as you will constantly block the breath. [Does this work in Fortress mode?]&lt;br /&gt;
&lt;br /&gt;
Modded player characters cannot breathe fire.  Only NPCs can use this ability. {{v|0.27.169.33g}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Military}}&lt;/div&gt;</summary>
		<author><name>Haspen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Military&amp;diff=101205</id>
		<title>40d:Military</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Military&amp;diff=101205"/>
		<updated>2010-04-30T16:24:01Z</updated>

		<summary type="html">&lt;p&gt;Haspen: some wrong version links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
Your '''military''' comprises the {{L|soldier|soldiers}} of your fortress. Pressing {{k|m}} will bring you to the '''military screen''', which lists your active soldiers ''by squad'' at the top of the screen, and potential draftees below them.  &lt;br /&gt;
&lt;br /&gt;
If a dwarf is &amp;quot;complaining about the draft&amp;quot;, it has nothing to do with lack of doors on bedrooms - see &amp;quot;drafting&amp;quot;, below.&lt;br /&gt;
&lt;br /&gt;
== About drafting ==&lt;br /&gt;
To get your dwarves to fight instead of fleeing when confronted with anything remotely dangerous you need to '''{{k|A}}ctivate''' or '''draft''' them.&lt;br /&gt;
&lt;br /&gt;
You can draft any non-{{L|noble}} {{L|dwarf}} in your fortress one of two ways: either 1) through the {{k|m}}ilitary screen by then pressing {{k|a}} on the dwarf in question, or 2) you can select a dwarf using {{k|v}} -&amp;gt; {{k|p}}, and then press {{k|A}} ( that's capitalized, {{k|Shift}} + {{k|a}} ) to draft him or her. A dwarf that has not yet reached {{L|Soldier#Heroes_and_Champions|hero}} or {{L|Soldier#Heroes_and_Champions|champion}} status may be un-drafted by the same method.&lt;br /&gt;
&lt;br /&gt;
Note that Activating any member of a '''squad''' will activate all members in that squad, and adding a non-Active member will automatically Activate them. Likewise de-Activating one member will de-Activate all members of a squad.&lt;br /&gt;
&lt;br /&gt;
If you draft dwarves without any (non-dabbling) combat skills, it will generally give them an unhappy {{L|thought}} and they will complain &amp;quot;about the draft&amp;quot;.  Likewise, dwarves with no (non-dabbling) civilian skills will not like being de-Activated.&lt;br /&gt;
&lt;br /&gt;
Immigrant {{L|noble|nobles}} will not show up in the military screen, and cannot be drafted. Appointed administrators do appear on the list, and can be drafted. However their military duties will interfere with their civilian ones, making it unwise to draft your administrators (the {{L|sheriff}} being a notable exception). It is worth noting that drafting the dwarf whom the {{L|liaison}} has targeted will cause said dwarf to cease all other non-priority activities (i.e. everything but eating, drinking, resting, sleeping, etc.) and will proceed to Conduct Meeting.&lt;br /&gt;
&lt;br /&gt;
Dwarves who are in a {{L|strange mood}} can not be drafted and neither can dwarves who are affected by an {{L|insanity}} following a failed {{L|strange mood}}.  Drafting a dwarf who is throwing a {{L|tantrum}} for another reason may work and may also cancel the {{L|tantrum}}. {{verify}}&lt;br /&gt;
&lt;br /&gt;
==Military Screen==&lt;br /&gt;
Pressing {{k|m}} will lead you to the military screen. Here you can assign individual dwarves different weapons and armor to seek out when they are Activated.  You can also create squads and give those squads standing orders to follow when on duty, and determine which squads are, in fact, &amp;quot;on duty&amp;quot; and which are &amp;quot;standing down&amp;quot; and training their skills.&lt;br /&gt;
&lt;br /&gt;
=== Promotion / squads ===&lt;br /&gt;
Creating a squad consists of selecting a leader for a squad and then selecting the members of that squad.  This is done by highlighting a dwarf and pressing {{k|Enter}} on recruits.  Note that Activating (or de-Activating) any member of a squad will do the same for all members in that squad, and adding a non-Active member will automatically Activate them. Removing an active member will simply put them in their own active squad of 1.  De-activated squads otherwise have no effect on civilian dwarves.&lt;br /&gt;
&lt;br /&gt;
# Select the dwarf you want to be squad leader, using either the up/down arrow keys, or {{k|8}}/{{k|2}} (or {{k|9}}/{{k|3}} to jump a screen) on the keypad.&lt;br /&gt;
# Press {{k|Enter}} (-&amp;gt; promote).&lt;br /&gt;
# Use arrow or number keys to select the dwarf you want to be his subordinate.&lt;br /&gt;
# Press {{k|Enter}}.&lt;br /&gt;
# Repeat for each dwarf you want in the squad.&lt;br /&gt;
# Press {{k|Space}} to exit promotion mode.&lt;br /&gt;
&lt;br /&gt;
To remove a dwarf from a squad select them and then press {{k|Enter}} again.&lt;br /&gt;
&lt;br /&gt;
Complex chains of command can be created this way if the first dwarf you selected was already in a squad (he'll become leader of a sub-squad), though it is unknown if this has any current use.&lt;br /&gt;
&lt;br /&gt;
Note that there are restrictions to who can lead whom, based on weapons-skill: you can't make a hero subordinate to a normal military dwarf, nor a champion subordinate to anyone other than another champion, nor any non-recruit soldier subordinate to a recruit.  Dwarves who become heroes will automatically become leaders of their squads if the current leader is less experienced.&lt;br /&gt;
&lt;br /&gt;
===Squad Orders===&lt;br /&gt;
If you then highlight a dwarf in the military screen and press {{k|v}}iew squad, you are viewing the entire squad that dwarf belongs to, whether that's 1 dwarf or dozens.  Changes to the orders for that squad include:&lt;br /&gt;
&lt;br /&gt;
:* {{k|f}}ood carried - active dwarves will seek out a {{L|backpack}} and then either 1 or 2 food rations. This prevents active dwarves from leaving their posts or patrols and returning to the main fortress to seek {{L|food}} to eat. However, it does significantly increase the time it takes for a newly activated dwarf to report to their designated station.&lt;br /&gt;
&lt;br /&gt;
:* {{k|w}}ater carried - active dwarves will seek out a {{L|waterskin|water skin}} and then fill it from a nearby source of drinking {{L|water}}.  This prevents active dwarves from leaving their posts or patrols and returning to the main fortress to seek something to {{L|drink}}. However, it does significantly increase the time it takes for a newly activated dwarf to report to their designated station, and may cause them to leave the fortress in search of water. Dwarves need {{L|alcohol}} to get them through the day - military dwarves forced to stay on duty with nothing but water will soon have very unhappy {{L|thought}}s.  ''(It is reported that carrying {{L|booze}} will be an option in the upcoming [[DF2010:Release Information|DF 2010]] version.)''&lt;br /&gt;
&lt;br /&gt;
:* {{k|s}}leep - &amp;quot;in barracks&amp;quot;, &amp;quot;in room&amp;quot;, or &amp;quot;on ground&amp;quot;. This designates where active military will sleep. If &amp;quot;on ground&amp;quot;, then they will fall unconscious and sleep at their station, possibly even if a fight is raging around them. (Pro tip: Sleeping dwarves do not defend themselves well against attack.)&lt;br /&gt;
&lt;br /&gt;
:* {{k|c}}hase opponent (vs.) stay close to station. A squad that &amp;quot;chases opponents&amp;quot; will pursue a target dozens of tiles from their assigned station before determining they are &amp;quot;too far&amp;quot; away - a squad that stays close to their station will give up a chase much sooner and return to where they have been assigned.  If micro-managing a combat, it is not difficult to move stations (see below) so that squads with either order will not give up a chase.&lt;br /&gt;
&lt;br /&gt;
:* {{k|a}} - (probably for &amp;quot;attack&amp;quot;) - This order is either &amp;quot;ignore wild animals if possible&amp;quot; or &amp;quot;harasses dangerous wild animals&amp;quot;.  Just what it says, but includes any {{L|creature}} that is listed as an &amp;quot;enemy&amp;quot;, including {{L|Invader|invader}}s. Useful if one member of a squad is waiting for backup before an attack is launched.  Dwarves ordered to ignore wild animals will fight to defend themselves. Note that some clearly &amp;quot;dangerous&amp;quot; animals are not seen as &amp;quot;enemies&amp;quot; until they attack.&amp;lt;sup&amp;gt;(examples?)&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:* {{k|t}}raining - squad is either on duty and will report to their designated station or patrol, or is standing down and so will {{L|Sparring|spar}} or train with crossbows.&lt;br /&gt;
&lt;br /&gt;
:* {{k|z}}oom to commander - Any squad will tend to follow their commander, despite any ongoing combat or designated station. If that commander is {{L|sleep}}ing, {{L|Food|eat}}ing, {{L|drink}}ing, {{L|on break}} or  picking up equipment, the squad will tend to be gathered around them, waiting for their fearless leader.  If you find the commander, you will usually find the majority of the squad, or where they are headed at the moment.&lt;br /&gt;
&lt;br /&gt;
=== Choosing weapons and armour ===&lt;br /&gt;
Pressing {{k|m}} and then {{k|w}} will show you a screen containing: &lt;br /&gt;
*Shortened names for {{L|dwarven weapon|weapon}} types:&lt;br /&gt;
&lt;br /&gt;
::*Unm = {{L|wrestling}} (or {{L|pick}} if the dwarf currently has one and the {{L|mining}} {{L|labor}} designated.)&lt;br /&gt;
::*Axe = {{L|Weapon|axe}}&lt;br /&gt;
::*Cbw = {{L|crossbow}}&lt;br /&gt;
::*Ham = {{L|Weapon|hammer}}&lt;br /&gt;
::*Spr = {{L|spear}}&lt;br /&gt;
::*Swd = {{L|sword}}&lt;br /&gt;
&lt;br /&gt;
*A number indicating the number of weapons you want them to carry (note: this is not dual wielding, this is the dwarf carrying a backup weapon slung across their back in case the first weapon becomes stuck in a combatant)&lt;br /&gt;
*A shortened name for the level of {{L|Armor|armour}} they should aim to wear ('''L'''ea'''th'''er, '''Ch'''ai'''n''', '''Pl'''a'''t'''e) and the {{L|shield}} they should carry ('''B'''uc'''kl'''er, '''Sh'''iel'''d''').&lt;br /&gt;
Note: Giving a dwarf a weapon will affect their non-military professions, if the weapon in question conflicts with their {{L|labor}} tasks.  For instance, issuing a {{L|mace}} to a dwarf will cause them to discard an axe they were carrying for woodcutting, or a {{L|pick}} they were using for mining.&lt;br /&gt;
&lt;br /&gt;
When a dwarf is drafted into the army he or she will go pick up his or her equipment, if it is available (a dwarf set to fight with a {{L|sword}} will fight unarmed until a sword is forged), and when released back to civilian life, will drop this equipment. Exceptions being dwarves with the '{{L|woodcutter}}' labor enabled who carry an axe while in civilian mode, and dwarves with the 'hunting' labor enabled who carry a {{L|crossbow}} and leather armour while in civilian mode.&lt;br /&gt;
&lt;br /&gt;
{{L|Miner}}s set to fight unarmed will use their {{L|pick}} as a weapon, and get damage bonuses from their Mining skill level.&lt;br /&gt;
&lt;br /&gt;
''(Note that the &amp;quot;dual weapon&amp;quot; code is currently{{v|0.28.181.40d}} broken - see [[Talk:Dual_wielding]])''&lt;br /&gt;
&lt;br /&gt;
==== Swapping weapons and armour ====&lt;br /&gt;
Frustratingly, a soldier will not necessarily choose the best-{{L|quality}} weapon available. Thus a speardwarf might choose a -{{L|bronze}} {{L|spear}}- rather than a ≡{{L|steel}} spear≡ if given the chance. A marksdwarf might pick up a single {{L|iron}} {{L|bolt}} rather than your stack of *steel bolts [25]*. When equipping your dwarves for active duty, you will generally want them to use the best weapons available; when dwarves are set to spar, you generally want them to use the worst weapons available. Unless you are saving your good armour for a certain dwarf, you will always want your soldiers to be equipped with the best possible armour.&lt;br /&gt;
&lt;br /&gt;
Swapping weapons and armour is a frustrating and somewhat time-consuming process. It is easiest if you make different {{L|stockpile|stockpiles}} for your best and your worst-quality weapons. Creating a stockpile only for high-quality steel and iron weapons or armour will make it easier to find the weapon or armour you want to give your dwarf. Likewise, a special stockpile for low-quality {{L|silver}} or {{L|wood}}en weapons will make it easier to assign the right sparring weapon. &lt;br /&gt;
&lt;br /&gt;
There are two ways to swap weapons and armour. The simpler way is to use the {{k|m}}ilitary menu. This process will let you swap out your soldier's weapon or ''entire'' suit of armour:&lt;br /&gt;
#Press {{k|m}} to access the military menu.&lt;br /&gt;
#Find the soldier whose weapon or armour you want to remove, and set them to Unarmed or armour- and shield-less. &lt;br /&gt;
#Watch the soldier until he or she removes his or her equipment.&lt;br /&gt;
#Next, {{k|d}}esignate all of your current weapons or armour (hopefully all of which are in your stockpiles)) as {{k|f}}orbidden. Then manually find the weapon or {{L|Armor piece|armour piece}}(s) that you want your dwarf to pick up, and {{k|d}}esignate it, or them, to be re{{k|c}}laimed. &lt;br /&gt;
#Return to the military menu and re-designate the soldier to have the weapon and/or armour you want.&lt;br /&gt;
#Wait until your newly-naked dwarf realizes his or her situation and decides to Pickup Equipment. If you have properly forbidden all other weapons or armour, the dwarf should make a beeline for your weapons or armour stockpile, and don the right item(s).&lt;br /&gt;
#Reclaim your stockpiles of weapons or armour for regular use.&lt;br /&gt;
&lt;br /&gt;
The other way to swap out weapons or armour, which is particularly useful to replace an individual piece of armour but not the entire suit, is as follows:&lt;br /&gt;
&lt;br /&gt;
#Make sure you have an area (any area) assigned as a garbage {{L|dump}}.&lt;br /&gt;
#Find the soldier whose weapon or armour you want to replace by using the {{k|v}}iew command and going to the dwarf's {{k|i}}nventory. Select each item you want the soldier to get rid of, then hit Enter to view it. Press {{k|d}} to mark it for dumping. When you select an item to be dumped, it will create a hauling job for a civilian dwarf, who should presently arrive to cart the weapon off to your junk pile. If you want to save the weapon, catch the hauler before he or she reaches your dump and un-designate the weapon; alternatively, find it in the dump and reclaim it.&lt;br /&gt;
#As with step 4 above, {{k|d}}esignate all of your current weapons or armour as {{k|f}}orbidden. Manually find the weapon or {{L|Armor piece|armour piece}}(s) that you want your dwarf to pick up, and {{k|d}}esignate it, or them, to be re{{k|c}}laimed.&lt;br /&gt;
#As with step 5 above, wait until your newly-naked dwarf realizes his or her situation and picks up the proper equipment.&lt;br /&gt;
#Reclaim your stockpiles of weapons or armour for regular use.&lt;br /&gt;
&lt;br /&gt;
== Controlling your squads ==&lt;br /&gt;
By pressing {{k|x}} you will select squads near your marker. You can {{k|s}}tation the squads at the current cursor position if the squad in question is on-duty. You can also place {{k|p}}atrol points, which creates a path for the soldier to follow. The last patrol point placed will always be connected back to the first in a loop. Pressing {{k|x}} again after placing patrol points will remove the entire path. Setting a patrol for a squad leader will set all dwarves in that squad to that patrol. Dwarves will keep their old patrols when assigned to a new squad, so a number of dwarves can be given individual patrols, and then put into a single squad so as to activate them all at once. Squads will fight and pursue hostile {{L|creatures}} until they or the enemies are dead or the squad moves too far from its station. Squads can be set to pursue regardless of how far they move from their station and to attack wild animals (along with various other options) via the {{k|m}}ilitary screen, in the {{k|v}}iew squad submenu. For more information on fighting, see {{L|combat}}.&lt;br /&gt;
&lt;br /&gt;
== Equipment and encumbrance ==&lt;br /&gt;
{{main|Equipment and encumbrance}}&lt;br /&gt;
Depending on what equipment you outfit your soldiers with, they can easily become {{L|encumbrance|encumbered}}.  A new recruit with no strength {{L|attribute}}, for instance, can only carry 2000Γ before being encumbered, which is less than the weight of a full suit of chain mail.  A crossbow plus a full stack of metal bolts can weigh as much as 1000Γ by itself.&lt;br /&gt;
&lt;br /&gt;
== Food and water==&lt;br /&gt;
Under the {{k|v}}iew squad menu, you can order squads to carry {{L|water}} and/or {{L|food}} along with them. To carry water the dwarves need access to {{L|waterskin}}s, and to carry food they need {{L|backpack}}s. This can be useful when sending your military out on long patrols, but has drawbacks. See {{L|Military#Squad Orders|Squad Orders}}, above.&lt;br /&gt;
&lt;br /&gt;
== Training / sparring ==&lt;br /&gt;
Wrestling or melee weapon-equipped squads that you marked as &amp;quot;standing down&amp;quot; by the squad-management screen in the {{k|m}}ilitary screen will head to the {{L|barracks}} and begin {{L|sparring}} to train their skills. Soldiers with crossbows will go to a {{L|archery target|shooting range}} to practice.&lt;br /&gt;
&lt;br /&gt;
How to increase soldier skills is covered in-depth in the {{L|sparring}} article. You may also want to peruse the {{L|cross-training}} article, which covers how to beef up your recruits most efficiently, and how to support army's logistic needs best.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*{{L|Army arc}}&lt;br /&gt;
*{{L|Assign animal}}&lt;br /&gt;
&lt;br /&gt;
{{Military FAQ}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Military| }}&lt;br /&gt;
{{Category|Fortress defense}}&lt;/div&gt;</summary>
		<author><name>Haspen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Waterfall&amp;diff=101203</id>
		<title>40d:Waterfall</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Waterfall&amp;diff=101203"/>
		<updated>2010-04-30T16:19:02Z</updated>

		<summary type="html">&lt;p&gt;Haspen: /* Natural waterfalls */ water mist and thought wrong version links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
[[Image:Waterfall.png|frame|A waterfall on a brook, seen from the top and bottom. Notice water &amp;quot;piling up&amp;quot; at the bottom: the brook itself is one level below the layer of water visible here.]]&lt;br /&gt;
&lt;br /&gt;
=Natural waterfalls=&lt;br /&gt;
'''Waterfalls''' can be found often in {{L|mountain}}s. To locate them in the region map, check for {{L|river}}s that cross tall {{L|cliff}}s. &lt;br /&gt;
&lt;br /&gt;
Waterfalls, like any other falling {{L|water}}, generate {{L|mist}}. Mist gives your dwarves happy {{L|thought}}s: &amp;quot;He was comforted by a lovely waterfall lately.&amp;quot; Mist makes {{L|dwarves}} happy even if it's just from water cascading down a {{L|stair}}way, which in real life might be more of a cause for alarm. Note that dwarves must touch the mist to get the happy thought from a waterfall, just being near or seeing a waterfall will not generate a thought.&lt;br /&gt;
&lt;br /&gt;
If it's cold enough for water to freeze, the waterfall will freeze as well, forming a partial wall.&lt;br /&gt;
&lt;br /&gt;
== {{L|Water pressure}} within waterfalls==&lt;br /&gt;
Water that falls from above will exert {{L|pressure}} against the water already present at the bottom of the waterfall, which can cause channels dug after a waterfall to overflow. In order to prevent flooding, adequate drainage must be present, either in the form of a chasm (or bottomless pit) or a sufficiently wide gap at the edge of the map.&lt;br /&gt;
&lt;br /&gt;
Waterfalls can be used to drive water through a fort with nothing but gravity power: just push it through whatever {{L|channel}}s you desire and back out the cliff side (or other suitable drain) when it's done its course.&lt;br /&gt;
&lt;br /&gt;
= Artificial waterfall =&lt;br /&gt;
By creating a stream of falling water with screw pumps or making use of a river or brook higher up (this is more difficult, mostly because you have to get rid of the water on the other end), you can engineer a waterfall to take advantage of the happiness it causes. Such waterfalls can become highly complex indeed. &lt;br /&gt;
&lt;br /&gt;
Placing such a device is most useful in crowded areas, such as your dining hall or a main hallway/stairway that all your dwarves pass through.&lt;br /&gt;
&lt;br /&gt;
If your map has a chasm, consider building a sewage system that runs into the chasm, this way you can simply build a channel from a river to a specific area within your fortress and then have the water pour into the chasm.  If you are feeling creative, create running water outlets across your fortress, all which run into your sewer system.&lt;br /&gt;
&lt;br /&gt;
== Design example (see pic at right) ==&lt;br /&gt;
 Note: This example is verified to work in {{version|0.28.181.40d}}&lt;br /&gt;
 '''('''Causes a mess of water though, as seen [http://mkv25.net/dfma/movie-1566-howtomakewaterfalls Here at DFMA]''')'''&lt;br /&gt;
&lt;br /&gt;
[[File:Simple_waterfall.jpg|thumb|right|A simple artificial waterfall, water position before starting pump]]&lt;br /&gt;
&lt;br /&gt;
You need three {{L|z-level}}s to do this. On the bottom is the {{L|reservoir}} of water. The middle layer is the {{L|screw pump}} and the &amp;quot;{{L|meeting hall}}&amp;quot; where your dwarves will gather to enjoy the mist. On top is a narrow corridor that connects the pump chamber to the hole though the ceiling of the meeting hall. Under this hole is a {{L|grate}} that connects  to the reservoir. &lt;br /&gt;
&lt;br /&gt;
The pump pulls water out the reservoir and pushes it up above the meeting hall. The water falls down through the grate, back into the reservoir. &lt;br /&gt;
&lt;br /&gt;
A more complicated Dwarven waterfall can be seen [http://mkv25.net/dfma/movie-193-artificalwaterfall here], at DFMA, in movie form. A mistake to note: Water is hitting the side of the bridges, which splashes the water around and can knock dwarves in.&lt;br /&gt;
&lt;br /&gt;
=See  also=&lt;br /&gt;
&lt;br /&gt;
{{L|Water pressure}}&lt;br /&gt;
&lt;br /&gt;
{{L|Mist}}&lt;br /&gt;
{{World}}&lt;br /&gt;
&lt;br /&gt;
[[category:world]]&lt;/div&gt;</summary>
		<author><name>Haspen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Biome&amp;diff=101200</id>
		<title>40d:Biome</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Biome&amp;diff=101200"/>
		<updated>2010-04-30T16:17:35Z</updated>

		<summary type="html">&lt;p&gt;Haspen: /* Biomes at World Generation */ world_generation wrong version link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
A '''biome''' is a biotic area with homogeneous features, characterized by distinctive {{L|plant}}s, {{L|creatures|animal species}} and {{L|climate}}. A biome will also contain only one set of stone layers, though these usually expand beyond a single biome. Your {{L|dwarves}} will find different resources depending on which biomes they select when starting a fort.&lt;br /&gt;
&lt;br /&gt;
== Selecting a biome ==&lt;br /&gt;
&lt;br /&gt;
Biomes are important when choosing a fortress location in order to understand your {{L|surroundings}}. Individual biomes, which form at least one map-tile of your embark location, can be cycled with the {{Key|F#}}-keys; for example, an area with 3 biomes present can be cycled using {{Key|F1}}, {{Key|F2}} and {{Key|F3}}. The selected biome will be highlighted with flashing Xs on the Local Map, and the biome's information will be displayed on the right side of the screen. ''(See the {{L|Indecisive%27s_illustrated_fortress_mode_tutorial|illustrated guide}} for more detail).''&lt;br /&gt;
&lt;br /&gt;
== Understanding Biomes ==&lt;br /&gt;
&lt;br /&gt;
Selecting different Biomes gives you some ability to influence the difficulty of your game.  Each biome has a different set of resources; the availability of {{L|tree}}s, {{L|sand}}, certain {{L|plant}}s or {{L|animal}}s, and sometimes {{L|water}} is specific to a particular biome, and different biomes may have different stone layers containing {{L|flux}}, {{L|coal}}, useful {{L|ore}}s, or a high chance of {{L|magma}}.  {{L|Mountain}}s have a lot of {{L|ore}} and some exclusive {{L|underground river|features}}, but no {{L|soil}}.&lt;br /&gt;
&lt;br /&gt;
Generally it is advantageous to plot your embark {{L|location}} at the convergence of multiple different biomes, the more the better (within reason) - which is made easier if you enlarge your starting embarkation area.  However, it is not usually too hard to find three or four biomes using the default size.&lt;br /&gt;
* ''Note: Making the starting plot larger will slow your game down considerably; likewise, a small embark area can dramatically increase framerate.{{version|0.28.181.40d}}''&lt;br /&gt;
&lt;br /&gt;
By making use of several biomes you can provide more resources for your fort.  Making sure one of your biomes contains either a broadleaf or conifer {{L|forest}} will provide you with an ample supply of {{L|tree}}s, even if the rest of your plot extends into badlands and {{L|desert}}.  You might get wood from a forest, ore from a mountain, and flux from {{L|hills}} that just happen to have a flux layer; many other permutations are possible.&lt;br /&gt;
&lt;br /&gt;
Any biome can have any set of {{L|surroundings}}; for example a {{L|glacier}} could be {{L|haunted}}, {{L|wilderness}} or {{L|mirthful}}.  However, a named region (which is a contiguous area of one category of biomes, such as forests or wetlands) will be either good, neutral, or evil.  It is not uncommon to see a large mountain range with one alignment and a few mountains, disconnected from the main mountain range by a single region tile, with a different alignment.  Therefore, the more biomes you have, the more likely it is to have several alignments, if so desired.&lt;br /&gt;
&lt;br /&gt;
If your plot contains only {{L|ocean}}, {{L|lake}} or {{L|mountain}} biomes you will not be able to embark. The dwarves would have difficulty parking their {{L|wagon}} on water, while mountains are too barren and remote to reach.&lt;br /&gt;
&lt;br /&gt;
The exact process is unknown, but no relation has been found between biomes and the stone layers that lie deep beneath them in the same area block.&lt;br /&gt;
&lt;br /&gt;
== Available Biomes ==&lt;br /&gt;
&lt;br /&gt;
=== Arctic ===&lt;br /&gt;
*Arctic {{L|Ocean}}&lt;br /&gt;
*{{L|Badlands}}&lt;br /&gt;
*{{L|Glacier}}&lt;br /&gt;
*{{L|Mountain}}&lt;br /&gt;
*{{L|Rocky wasteland}}&lt;br /&gt;
*{{L|Sand desert}}&lt;br /&gt;
*{{L|Tundra}}&lt;br /&gt;
*{{L|Taiga}}&lt;br /&gt;
&lt;br /&gt;
=== Temperate ===&lt;br /&gt;
*{{L|Temperate}} {{L|Broadleaf forest}}&lt;br /&gt;
*Temperate {{L|Conifer forest}}&lt;br /&gt;
*Temperate {{L|Grassland}}&lt;br /&gt;
*Temperate {{L|Lake|Freshwater lake}}&lt;br /&gt;
*Temperate {{L|Marsh|Freshwater marsh}}&lt;br /&gt;
*Temperate {{L|Swamp|Freshwater swamp}}&lt;br /&gt;
*Temperate {{L|Ocean}}&lt;br /&gt;
*Temperate {{L|Marsh|Saltwater marsh}}&lt;br /&gt;
*Temperate {{L|Swamp|Saltwater swamp}}&lt;br /&gt;
*Temperate {{L|Savanna}}&lt;br /&gt;
*Temperate {{L|Shrubland}}&lt;br /&gt;
&lt;br /&gt;
=== Tropical ===&lt;br /&gt;
*{{L|Tropical}} Dry {{L|Broadleaf forest}}&lt;br /&gt;
*Tropical Wet {{L|Broadleaf forest}}&lt;br /&gt;
*Tropical {{L|Conifer forest}}&lt;br /&gt;
*Tropical {{L|Marsh|Freshwater marsh}}&lt;br /&gt;
*Tropical {{L|Grassland}}&lt;br /&gt;
*Tropical {{L|Ocean}}&lt;br /&gt;
*Tropical {{L|Savanna}}&lt;br /&gt;
*Tropical {{L|Shrubland}}&lt;br /&gt;
&lt;br /&gt;
==Biomes at World Generation==&lt;br /&gt;
&lt;br /&gt;
Biomes are created at {{L|world generation}} based on the elevation, rainfall, and drainage of the tile as follows:&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style=&amp;quot;background:#dddddd&amp;quot;&lt;br /&gt;
!Biome !!Elevation !!Rainfall !!Drainage&lt;br /&gt;
|-&lt;br /&gt;
|Water ||0-99 ||Any ||Any&lt;br /&gt;
|-&lt;br /&gt;
|Sand Desert ||100-299 ||0-9 ||0-32&lt;br /&gt;
|-&lt;br /&gt;
|Rock Desert ||100-299 ||0-9 ||33-49&lt;br /&gt;
|-&lt;br /&gt;
|Desert Badlands A ||100-299 ||0-9 ||50-65&lt;br /&gt;
|-&lt;br /&gt;
|Desert Badlands B ||100-299 ||0-9 ||66-100&lt;br /&gt;
|-&lt;br /&gt;
|Grassland ||100-299 ||10-19 ||0-49&lt;br /&gt;
|-&lt;br /&gt;
|Savanna ||100-299 ||20-32 ||0-49&lt;br /&gt;
|-&lt;br /&gt;
|Marsh ||100-299 ||33-65 ||0-32&lt;br /&gt;
|-&lt;br /&gt;
|Shrubland ||100-299 ||33-65 ||33-49 &lt;br /&gt;
|-&lt;br /&gt;
|Hills ||100-299 ||10-65 ||50-100&lt;br /&gt;
|-&lt;br /&gt;
|Swamp ||100-299 ||66-100 ||0-32&lt;br /&gt;
|-&lt;br /&gt;
|Forest ||100-299 ||66-100 ||33-100&lt;br /&gt;
|-&lt;br /&gt;
|Low Mountain ||300-332 ||Any ||Any&lt;br /&gt;
|-&lt;br /&gt;
|Mountain ||333-365 ||Any ||Any&lt;br /&gt;
|-&lt;br /&gt;
|High Mountain ||366-400 ||Any ||Any&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
More visually, for just the middle elevations:&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;margin: 1em 1em 1em 0; background: #f9f9f9; border: 1px #aaa solid; border-collapse: collapse; text-align: center; &amp;quot;&amp;lt;!-- copied from Prettytable template, but those colspans required centering. --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 colspan=2 |&lt;br /&gt;
! colspan=5 |Rainfall&lt;br /&gt;
|-&lt;br /&gt;
!0-9 ||10-19 ||20-32 ||33-65 ||66-100&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=4 |Drainage ||0-32&lt;br /&gt;
| Sand Desert&lt;br /&gt;
| rowspan=2 |Grassland&lt;br /&gt;
| rowspan=2 |Savanna ||Marsh ||Swamp&lt;br /&gt;
|-&lt;br /&gt;
!33-49&lt;br /&gt;
|Rock Desert ||Scrubland&lt;br /&gt;
| rowspan=3 |Forest&lt;br /&gt;
|-&lt;br /&gt;
!50-65&lt;br /&gt;
|Badlands A&lt;br /&gt;
| colspan=3 rowspan=2 |Hills&lt;br /&gt;
|-&lt;br /&gt;
!66-100&lt;br /&gt;
|Badlands B&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
*{{L|Regions}} for the possible values for Trees, Vegetation and Surroundings.&lt;br /&gt;
*{{L|Volcano}}es which are not a biome in Dwarf Fortress, but may provide important resources&lt;br /&gt;
*{{L|Climate}}&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Biomes| }}&lt;br /&gt;
{{Category|World}}&lt;/div&gt;</summary>
		<author><name>Haspen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Map_legend&amp;diff=101199</id>
		<title>40d:Map legend</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Map_legend&amp;diff=101199"/>
		<updated>2010-04-30T16:15:52Z</updated>

		<summary type="html">&lt;p&gt;Haspen: /* Tile Colors */ wrong version of links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
==Tile Colors==&lt;br /&gt;
The {{L|color}}s of a map tile may give information about that region's predominant {{L|biome}}: its temperature, alignment, and other handy things. Cyan or blue means the area is &amp;quot;good&amp;quot; aligned. Purple and grey/red areas have &amp;quot;evil&amp;quot; alignment. Light grey, brown, and yellow areas usually are dry and have sparse vegetation. Green tiles have vegetation and are usually moist. White tiles indicate snow.&lt;br /&gt;
&lt;br /&gt;
==Legend==&lt;br /&gt;
&lt;br /&gt;
Tiles are listed in by alignment, with regular tiles first, then haunted, then good aligned tiles, and then evil tiles.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Name&lt;br /&gt;
! Regular&lt;br /&gt;
! Good&lt;br /&gt;
! Evil&lt;br /&gt;
|-&lt;br /&gt;
| '''''Forests'''''&lt;br /&gt;
|-&lt;br /&gt;
|'''{{L|Broadleaf}} {{L|Forest}}'''&lt;br /&gt;
Broadleaf forests change tiles with the seasons.&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|♠|♣|#00FF00|#00FF00}}&lt;br /&gt;
|{{Biome|♠|♣|#FFFF00|#FF0000}}&lt;br /&gt;
|{{Biome|╞|╡|#808000|#808000}}&lt;br /&gt;
|{{Biome|♠|♣|#FFFFFF|#FFFFFF}}&lt;br /&gt;
|{{Biome|♠|♣|#800000|#808080}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|♠|♣|#00FFFF|#00FF00}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|♠|♣|#800080|#FF00FF}}&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|'''{{L|Tropical}} {{L|Broadleaf}} {{L|Rainforest}}'''&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|♠|Γ|#00FF00|#00FF00}}&lt;br /&gt;
|{{Biome|♠|Γ|#800000|#808080}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|♠|Γ|#00FF00|#00FFFF}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|♠|Γ|#800080|#FF00FF}}&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|'''{{L|Conifer}} {{L|Forest}}'''&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|↑|↨|#00FF00|#00FF00}}&lt;br /&gt;
|{{Biome|↑|↨|#800000|#808080}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|↑|↨|#00FFFF|#008080}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|↑|↨|#800080|#FF00FF}}&lt;br /&gt;
|} &lt;br /&gt;
|-&lt;br /&gt;
|'''''{{L|Mountains}}'''''&lt;br /&gt;
|-&lt;br /&gt;
|'''{{L|Hills}}'''&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|n|∩|#00FF00|#00FF00}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|n|∩|#00FFFF|#008080}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|n|∩|#800080|#FF00FF}}&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|'''{{L|Low Mountain}}'''&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|⌂|⌂|#808080|#808080}}&lt;br /&gt;
|{{Biome|⌂|⌂|#FFFFFF|#FFFFFF}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|⌂|⌂|#FFFF00|#FFFF00}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|⌂|⌂|#800080|#FF00FF}}&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|'''{{L|Mountain}}'''&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|▲|▲|#808080|#808080}}&lt;br /&gt;
|{{Biome|▲|▲|#FFFFFF|#FFFFFF}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|▲|▲|#FFFF00|#FFFF00}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|▲|▲|#800080|#FF00FF}}&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|'''{{L|High Mountain}}'''&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|▲|▲|#C0C0C0|#C0C0C0}}&lt;br /&gt;
|{{Biome|▲|▲|#00FFFF|#00FFFF}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|▲|▲|#FFFF00|#FFFF00}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|▲|▲|#800080|#FF00FF}}&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|'''{{L|Peak}}'''&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Raw Tile|^|#808080|#000000}}&lt;br /&gt;
|{{Raw Tile|^|#FFFFFF|#000000}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Raw Tile|^|#FFFF00|#000000}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Raw Tile|^|#FF00FF|#000000}}&lt;br /&gt;
|{{Raw Tile|^|#800080|#000000}}&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|'''{{L|Volcano}}'''&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Raw Tile|^|#FF0000|#000000}}&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|'''''Plains'''''&lt;br /&gt;
|-&lt;br /&gt;
|'''{{L|Grassland}}'''&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|.|ⁿ|#00FF00|#00FF00}}&lt;br /&gt;
|{{Biome|.|ⁿ|#FFFF00|#FFFF00}}&lt;br /&gt;
|{{Biome|.|ⁿ|#808080|#FF0000}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|.|ⁿ|#00FFFF|#00FFFF}} &lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|.|ⁿ|#800080|#FF00FF}}&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|'''{{L|Savanna}}'''&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|&amp;quot;|ⁿ|#00FF00|#00FF00}}&lt;br /&gt;
|{{Biome|&amp;quot;|ⁿ|#FFFF00|#FFFF00}}&lt;br /&gt;
|{{Biome|&amp;quot;|ⁿ|#808080|#FF0000}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|&amp;quot;|ⁿ|#00FFFF|#00FFFF}} &lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|&amp;quot;|ⁿ|#800080|#FF00FF}}&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|'''{{L|Shrubland}}'''&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|&amp;quot;|γ|#00FF00|#00FF00}}&lt;br /&gt;
|{{Biome|&amp;quot;|γ|#FFFF00|#FFFF00}}&lt;br /&gt;
|{{Biome|&amp;quot;|γ|#808080|#FF0000}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|&amp;quot;|γ|#008080|#00FFFF}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|&amp;quot;|γ|#800080|#FF00FF}}&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|'''''Deserts'''''&lt;br /&gt;
|-&lt;br /&gt;
|'''{{L|Sand}} {{L|Desert}}'''&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|~|≈|#FFFF00|#FFFF00}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|~|≈|#008080|#008080}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|~|≈|#800000|#808080}}&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|'''{{L|Rock}} {{L|Desert}}'''&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|,|´|#808000|#808080}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|,|´|#00FFFF|#008080}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|,|´|#800000|#808080}}&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|'''{{L|Desert}} {{L|Badlands}}'''&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|V|√|#808000|#808000}}&lt;br /&gt;
|{{Biome|n|∩|#808080|#808000}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{| &lt;br /&gt;
|{{Biome|V|√|#00FFFF|#008080}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|V|√|#800000|#808080}}&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|'''''Wetlands'''''&lt;br /&gt;
|-&lt;br /&gt;
|'''{{L|Swamp}}'''&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|&amp;quot;|⌠|#008000|#008000}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{| &lt;br /&gt;
|{{Biome|&amp;quot;|⌠|#0000FF|#0000FF}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|&amp;quot;|⌠|#800080|#FF00FF}}&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|'''{{L|Marsh}}'''&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|&amp;quot;|ⁿ|#00FF00|#00FF00}} &lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|&amp;quot;|ⁿ|#0000FF|#0000FF}} &lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|&amp;quot;|ⁿ|#800080|#FF00FF}} &lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|'''''Ice Biomes'''''&lt;br /&gt;
|-&lt;br /&gt;
|'''{{L|Tundra}}'''&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|∙|·|#008080|#008080}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|∙|·|#00FFFF|#00FFFF}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|∙|·|#800080|#800080}}&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|'''{{L|Glacier}}'''&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|▒|░|#00FFFF|#00FFFF}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|▒|▓|#00FFFF|#00FFFF}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|▒|▓|#800080|#800080}}&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|'''''Water'''''&lt;br /&gt;
|-&lt;br /&gt;
|'''{{L|River}}'''&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|style=&amp;quot;border-spacing: 0; background: black; padding: 0.2em; border: 1px solid white;&amp;quot;|{{Raw Tile|─┐|#0000FF|#000000}}&lt;br /&gt;
{{Raw Tile|┌┘|#0000FF|#000000}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|style=&amp;quot;border-spacing: 0; background: black; padding: 0.2em; border: 1px solid white;&amp;quot;|{{Raw Tile|─┐|#00FFFF|#000000}}&lt;br /&gt;
{{Raw Tile|┌┘|#00FFFF|#000000}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|style=&amp;quot;border-spacing: 0; background: black; padding: 0.2em; border: 1px solid white;&amp;quot;|{{Raw Tile|─┐|#FF0000|#000000}}&lt;br /&gt;
{{Raw Tile|┌┘|#808000|#000000}}&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|'''{{L|Ocean}}'''&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|≈|≈|#000080|#000080}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|≈|≈|#00FFFF|#00FFFF}}&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|≈|≈|#800000|#808000}}&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|'''{{L|Pond}}'''&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Biome|~|~|#0000FF|#0000FF}}&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|'''Delta'''&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Raw Tile|≈─|#0000FF|#000000}}&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Subterranean Features===&lt;br /&gt;
Must be set to 'ALWAYS' in init.txt to be visible&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|'''{{L|Underground_river|Underground river}}'''&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Raw Tile|≈|#0000FF|#000000}}&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|'''{{L|Underground_pool|Underground pool}}'''&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Raw Tile|~|#0000FF|#000000}}&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|'''{{L|Magma#Magma_sources|Magma pool}}'''&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Raw Tile|~|#FF0000|#000000}}&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|'''{{L|Magma#Magma_sources|Magma pipe}}'''&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Raw Tile|≈|#FF0000|#000000}}&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|'''{{L|Chasm}}'''&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Raw Tile|#|#808080|#000000}}&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|'''{{L|Chasm|Bottomless Pit}}'''&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Raw Tile|○|#808080|#000000}}&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|'''Other Features'''&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Raw Tile|£|#00FFFF|#000000}}&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Sites ===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|'''{{L|Elf|Elven}} retreat'''&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Raw Tile|î|#FFFF00|#000000}}&lt;br /&gt;
|{{Raw Tile|¶|#FFFF00|#000000}}&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|'''{{L|Human}} cities and towns'''&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Raw Tile|+|#808080|#000000}}&lt;br /&gt;
|{{Raw Tile|*|#808080|#000000}}&lt;br /&gt;
|{{Raw Tile|#|#808080|#000000}}&lt;br /&gt;
|{{Raw Tile|☼|#FFFFFF|#000000}}&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|'''{{L|Dwarf|Dwarven}} mountainhomes and fortresses'''&lt;br /&gt;
Lighter colored fortresses and towns are more populous.&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Raw Tile|Ω|#808080|#000000}}&lt;br /&gt;
|{{Raw Tile|Ω|#C0C0C0|#000000}}&lt;br /&gt;
|{{Raw Tile|Ω|#FFFFFF|#000000}}&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|'''{{L|Goblin}} fortresses'''&lt;br /&gt;
Pink ones are more heavily populated than the gray ones.&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Raw Tile|Π|#808080|#000000}}&lt;br /&gt;
|{{Raw Tile|Π|#FF00FF|#000000}}&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|'''{{L|Cave}}'''&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Raw Tile|•|#808080|#000000}}&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|'''{{L|Ruins}}'''&lt;br /&gt;
||&lt;br /&gt;
{|&lt;br /&gt;
|{{Raw Tile|μ|#808080|#000000}}&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
'''{{L|Migrants}}'''&lt;br /&gt;
{|&lt;br /&gt;
|{{Raw Tile|-|#808080|#000000}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:World]]&lt;/div&gt;</summary>
		<author><name>Haspen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:BaronW&amp;diff=95397</id>
		<title>User talk:BaronW</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:BaronW&amp;diff=95397"/>
		<updated>2010-04-18T20:35:10Z</updated>

		<summary type="html">&lt;p&gt;Haspen: /* Yet Another Comment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is without doubt the most mind-blowing DF construction I have ever witnessed, good sir. Bravao! [[User:Kelu|Kelu]] 08:28, 4 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
I completely agree, amazing. --[[User:Khelek|Khelek]] 20:07, 5 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
I would love to see a video of it in process. Very nice construction :) ~~&lt;br /&gt;
&lt;br /&gt;
Mind blown. [[Special:Contributions/99.135.72.137|99.135.72.137]] 18:09, 12 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
How are you planning to input decimal? [[User:Immibis|Immibis]] 02:58, 9 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Dude, this needs an upload to the map repository and videos of it working. Awesome. Beats megaprojects hands down. I'm bowing right now!&amp;lt;font face=&amp;quot;FixedSys&amp;quot; color=&amp;quot;#00FFFF&amp;quot;&amp;gt;[[User:GarrieIrons|Gar]]&amp;lt;/font&amp;gt;[[User Talk:GarrieIrons|rie]] 11:51, 17 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
The decimal display is the most amazing part.  Nice. --[[User:Squirrelloid|Squirrelloid]] 14:48, 12 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== youre amazing ==&lt;br /&gt;
&lt;br /&gt;
youre godamn amazing&lt;br /&gt;
&lt;br /&gt;
== Schematics ==&lt;br /&gt;
&lt;br /&gt;
Due to the nature of the invisibility of DF's mechanics, I can't tell what's hooked up to what in here...  Can you help me understand how this all works?--[[User:Aescula|Aescula]] 09:42, 4 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:For subtraction... it becomes much easier if you pick the right way to represent a negative number. If you have the largest bit of a number represent the sign, you can then add as normal and exploit the rollover. So to subtract B from A you just need to flip B's sign bit and add. [[User:VengefulDonut|VengefulDonut]] 03:40, 15 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::You can use 2 bits complement binary representation for substraction (and general computation) you'd only go from 499 to -500 for input digits but it really simplifies adding/substraction (basically both are the same only the sign of the second number would have to be changed (this would allow for substracting negative numbers (thus adding them). And this is also how microprocessors in real computers (not computers made inside games ran on computers) work :P [http://en.wikipedia.org/wiki/Two%27s_complement 2's complement wikipedia]&lt;br /&gt;
&lt;br /&gt;
== Awesome ==&lt;br /&gt;
&lt;br /&gt;
It's only a matter of time now until you can run dwarf fortress in dwarf fortress.&lt;br /&gt;
&lt;br /&gt;
--ah the ultimate goal. BaronW&lt;br /&gt;
&lt;br /&gt;
* Conway's Game of Life is Turing-complete. No, seriously; someone built [http://rendell-attic.org/gol/tm.htm a Turing machine in Conway's Game of Life].&lt;br /&gt;
&lt;br /&gt;
== You Win ==&lt;br /&gt;
&lt;br /&gt;
I think you just won all of Dwarf Fortress forever. Parthon. --[[Special:Contributions/203.59.88.183|203.59.88.183]] 19:56, 15 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I'm not worthy! --[[User:Kami|Kami]] 11:41, 16 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Eh, negative schmegative. ==&lt;br /&gt;
&lt;br /&gt;
Just use [http://en.wikipedia.org/wiki/Two%27s_complement two's complement] representations. Easy as pi! Calculating pi, that is. Hmm. Off to build a pi-calculator in DF-land....&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Another Comment on the Calculator ==&lt;br /&gt;
&lt;br /&gt;
Wow. That is seriously epic.-[[User:Studoku|Studoku]] 19:59, 18 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Yet Another Comment ==&lt;br /&gt;
&lt;br /&gt;
Oh my Armok, this is-&lt;br /&gt;
&lt;br /&gt;
Haspen has been struck down by the awesomeness&lt;br /&gt;
x1001&lt;br /&gt;
&lt;br /&gt;
I feel unworthy downloading and testing it myself. Bravo, sir!&lt;br /&gt;
--[[User:Haspen|Haspen]] 20:33, 18 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Haspen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:BaronW&amp;diff=95396</id>
		<title>User talk:BaronW</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:BaronW&amp;diff=95396"/>
		<updated>2010-04-18T20:34:55Z</updated>

		<summary type="html">&lt;p&gt;Haspen: /* Yet Another Comment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is without doubt the most mind-blowing DF construction I have ever witnessed, good sir. Bravao! [[User:Kelu|Kelu]] 08:28, 4 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
I completely agree, amazing. --[[User:Khelek|Khelek]] 20:07, 5 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
I would love to see a video of it in process. Very nice construction :) ~~&lt;br /&gt;
&lt;br /&gt;
Mind blown. [[Special:Contributions/99.135.72.137|99.135.72.137]] 18:09, 12 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
How are you planning to input decimal? [[User:Immibis|Immibis]] 02:58, 9 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Dude, this needs an upload to the map repository and videos of it working. Awesome. Beats megaprojects hands down. I'm bowing right now!&amp;lt;font face=&amp;quot;FixedSys&amp;quot; color=&amp;quot;#00FFFF&amp;quot;&amp;gt;[[User:GarrieIrons|Gar]]&amp;lt;/font&amp;gt;[[User Talk:GarrieIrons|rie]] 11:51, 17 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
The decimal display is the most amazing part.  Nice. --[[User:Squirrelloid|Squirrelloid]] 14:48, 12 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== youre amazing ==&lt;br /&gt;
&lt;br /&gt;
youre godamn amazing&lt;br /&gt;
&lt;br /&gt;
== Schematics ==&lt;br /&gt;
&lt;br /&gt;
Due to the nature of the invisibility of DF's mechanics, I can't tell what's hooked up to what in here...  Can you help me understand how this all works?--[[User:Aescula|Aescula]] 09:42, 4 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:For subtraction... it becomes much easier if you pick the right way to represent a negative number. If you have the largest bit of a number represent the sign, you can then add as normal and exploit the rollover. So to subtract B from A you just need to flip B's sign bit and add. [[User:VengefulDonut|VengefulDonut]] 03:40, 15 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::You can use 2 bits complement binary representation for substraction (and general computation) you'd only go from 499 to -500 for input digits but it really simplifies adding/substraction (basically both are the same only the sign of the second number would have to be changed (this would allow for substracting negative numbers (thus adding them). And this is also how microprocessors in real computers (not computers made inside games ran on computers) work :P [http://en.wikipedia.org/wiki/Two%27s_complement 2's complement wikipedia]&lt;br /&gt;
&lt;br /&gt;
== Awesome ==&lt;br /&gt;
&lt;br /&gt;
It's only a matter of time now until you can run dwarf fortress in dwarf fortress.&lt;br /&gt;
&lt;br /&gt;
--ah the ultimate goal. BaronW&lt;br /&gt;
&lt;br /&gt;
* Conway's Game of Life is Turing-complete. No, seriously; someone built [http://rendell-attic.org/gol/tm.htm a Turing machine in Conway's Game of Life].&lt;br /&gt;
&lt;br /&gt;
== You Win ==&lt;br /&gt;
&lt;br /&gt;
I think you just won all of Dwarf Fortress forever. Parthon. --[[Special:Contributions/203.59.88.183|203.59.88.183]] 19:56, 15 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I'm not worthy! --[[User:Kami|Kami]] 11:41, 16 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Eh, negative schmegative. ==&lt;br /&gt;
&lt;br /&gt;
Just use [http://en.wikipedia.org/wiki/Two%27s_complement two's complement] representations. Easy as pi! Calculating pi, that is. Hmm. Off to build a pi-calculator in DF-land....&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Another Comment on the Calculator ==&lt;br /&gt;
&lt;br /&gt;
Wow. That is seriously epic.-[[User:Studoku|Studoku]] 19:59, 18 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Yet Another Comment ==&lt;br /&gt;
&lt;br /&gt;
Oh my Armok, this is-&lt;br /&gt;
&lt;br /&gt;
**Haspen has been struck down by the awesomeness*&lt;br /&gt;
**x1001*&lt;br /&gt;
&lt;br /&gt;
I feel unworthy downloading and testing it myself. Bravo, sir!&lt;br /&gt;
--[[User:Haspen|Haspen]] 20:33, 18 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Haspen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:BaronW&amp;diff=95395</id>
		<title>User talk:BaronW</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:BaronW&amp;diff=95395"/>
		<updated>2010-04-18T20:34:38Z</updated>

		<summary type="html">&lt;p&gt;Haspen: /* Another Comment on the Calculator */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is without doubt the most mind-blowing DF construction I have ever witnessed, good sir. Bravao! [[User:Kelu|Kelu]] 08:28, 4 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
I completely agree, amazing. --[[User:Khelek|Khelek]] 20:07, 5 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
I would love to see a video of it in process. Very nice construction :) ~~&lt;br /&gt;
&lt;br /&gt;
Mind blown. [[Special:Contributions/99.135.72.137|99.135.72.137]] 18:09, 12 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
How are you planning to input decimal? [[User:Immibis|Immibis]] 02:58, 9 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Dude, this needs an upload to the map repository and videos of it working. Awesome. Beats megaprojects hands down. I'm bowing right now!&amp;lt;font face=&amp;quot;FixedSys&amp;quot; color=&amp;quot;#00FFFF&amp;quot;&amp;gt;[[User:GarrieIrons|Gar]]&amp;lt;/font&amp;gt;[[User Talk:GarrieIrons|rie]] 11:51, 17 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
The decimal display is the most amazing part.  Nice. --[[User:Squirrelloid|Squirrelloid]] 14:48, 12 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== youre amazing ==&lt;br /&gt;
&lt;br /&gt;
youre godamn amazing&lt;br /&gt;
&lt;br /&gt;
== Schematics ==&lt;br /&gt;
&lt;br /&gt;
Due to the nature of the invisibility of DF's mechanics, I can't tell what's hooked up to what in here...  Can you help me understand how this all works?--[[User:Aescula|Aescula]] 09:42, 4 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:For subtraction... it becomes much easier if you pick the right way to represent a negative number. If you have the largest bit of a number represent the sign, you can then add as normal and exploit the rollover. So to subtract B from A you just need to flip B's sign bit and add. [[User:VengefulDonut|VengefulDonut]] 03:40, 15 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::You can use 2 bits complement binary representation for substraction (and general computation) you'd only go from 499 to -500 for input digits but it really simplifies adding/substraction (basically both are the same only the sign of the second number would have to be changed (this would allow for substracting negative numbers (thus adding them). And this is also how microprocessors in real computers (not computers made inside games ran on computers) work :P [http://en.wikipedia.org/wiki/Two%27s_complement 2's complement wikipedia]&lt;br /&gt;
&lt;br /&gt;
== Awesome ==&lt;br /&gt;
&lt;br /&gt;
It's only a matter of time now until you can run dwarf fortress in dwarf fortress.&lt;br /&gt;
&lt;br /&gt;
--ah the ultimate goal. BaronW&lt;br /&gt;
&lt;br /&gt;
* Conway's Game of Life is Turing-complete. No, seriously; someone built [http://rendell-attic.org/gol/tm.htm a Turing machine in Conway's Game of Life].&lt;br /&gt;
&lt;br /&gt;
== You Win ==&lt;br /&gt;
&lt;br /&gt;
I think you just won all of Dwarf Fortress forever. Parthon. --[[Special:Contributions/203.59.88.183|203.59.88.183]] 19:56, 15 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I'm not worthy! --[[User:Kami|Kami]] 11:41, 16 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Eh, negative schmegative. ==&lt;br /&gt;
&lt;br /&gt;
Just use [http://en.wikipedia.org/wiki/Two%27s_complement two's complement] representations. Easy as pi! Calculating pi, that is. Hmm. Off to build a pi-calculator in DF-land....&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Another Comment on the Calculator ==&lt;br /&gt;
&lt;br /&gt;
Wow. That is seriously epic.-[[User:Studoku|Studoku]] 19:59, 18 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Yet Another Comment ==&lt;br /&gt;
&lt;br /&gt;
Oh my Armok, this is-&lt;br /&gt;
&lt;br /&gt;
*Haspen has been struck down by the awesomeness*&lt;br /&gt;
*x1001*&lt;br /&gt;
&lt;br /&gt;
I feel unworthy downloading and testing it myself. Bravo, sir!&lt;br /&gt;
--[[User:Haspen|Haspen]] 20:33, 18 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Haspen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:BaronW&amp;diff=95394</id>
		<title>User talk:BaronW</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:BaronW&amp;diff=95394"/>
		<updated>2010-04-18T20:33:28Z</updated>

		<summary type="html">&lt;p&gt;Haspen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is without doubt the most mind-blowing DF construction I have ever witnessed, good sir. Bravao! [[User:Kelu|Kelu]] 08:28, 4 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
I completely agree, amazing. --[[User:Khelek|Khelek]] 20:07, 5 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
I would love to see a video of it in process. Very nice construction :) ~~&lt;br /&gt;
&lt;br /&gt;
Mind blown. [[Special:Contributions/99.135.72.137|99.135.72.137]] 18:09, 12 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
How are you planning to input decimal? [[User:Immibis|Immibis]] 02:58, 9 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Dude, this needs an upload to the map repository and videos of it working. Awesome. Beats megaprojects hands down. I'm bowing right now!&amp;lt;font face=&amp;quot;FixedSys&amp;quot; color=&amp;quot;#00FFFF&amp;quot;&amp;gt;[[User:GarrieIrons|Gar]]&amp;lt;/font&amp;gt;[[User Talk:GarrieIrons|rie]] 11:51, 17 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
The decimal display is the most amazing part.  Nice. --[[User:Squirrelloid|Squirrelloid]] 14:48, 12 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== youre amazing ==&lt;br /&gt;
&lt;br /&gt;
youre godamn amazing&lt;br /&gt;
&lt;br /&gt;
== Schematics ==&lt;br /&gt;
&lt;br /&gt;
Due to the nature of the invisibility of DF's mechanics, I can't tell what's hooked up to what in here...  Can you help me understand how this all works?--[[User:Aescula|Aescula]] 09:42, 4 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:For subtraction... it becomes much easier if you pick the right way to represent a negative number. If you have the largest bit of a number represent the sign, you can then add as normal and exploit the rollover. So to subtract B from A you just need to flip B's sign bit and add. [[User:VengefulDonut|VengefulDonut]] 03:40, 15 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::You can use 2 bits complement binary representation for substraction (and general computation) you'd only go from 499 to -500 for input digits but it really simplifies adding/substraction (basically both are the same only the sign of the second number would have to be changed (this would allow for substracting negative numbers (thus adding them). And this is also how microprocessors in real computers (not computers made inside games ran on computers) work :P [http://en.wikipedia.org/wiki/Two%27s_complement 2's complement wikipedia]&lt;br /&gt;
&lt;br /&gt;
== Awesome ==&lt;br /&gt;
&lt;br /&gt;
It's only a matter of time now until you can run dwarf fortress in dwarf fortress.&lt;br /&gt;
&lt;br /&gt;
--ah the ultimate goal. BaronW&lt;br /&gt;
&lt;br /&gt;
* Conway's Game of Life is Turing-complete. No, seriously; someone built [http://rendell-attic.org/gol/tm.htm a Turing machine in Conway's Game of Life].&lt;br /&gt;
&lt;br /&gt;
== You Win ==&lt;br /&gt;
&lt;br /&gt;
I think you just won all of Dwarf Fortress forever. Parthon. --[[Special:Contributions/203.59.88.183|203.59.88.183]] 19:56, 15 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I'm not worthy! --[[User:Kami|Kami]] 11:41, 16 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Eh, negative schmegative. ==&lt;br /&gt;
&lt;br /&gt;
Just use [http://en.wikipedia.org/wiki/Two%27s_complement two's complement] representations. Easy as pi! Calculating pi, that is. Hmm. Off to build a pi-calculator in DF-land....&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Another Comment on the Calculator ==&lt;br /&gt;
&lt;br /&gt;
Wow. That is seriously epic.-[[User:Studoku|Studoku]] 19:59, 18 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Yet Another Comment \\&lt;br /&gt;
&lt;br /&gt;
Oh my Armok, this is-&lt;br /&gt;
&lt;br /&gt;
*Haspen has been struck down by the awesomeness*&lt;br /&gt;
*x1001*&lt;br /&gt;
&lt;br /&gt;
I feel unworthy downloading and testing it myself. Bravo, sir!&lt;br /&gt;
--[[User:Haspen|Haspen]] 20:33, 18 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Haspen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Eerie_glowing_pit&amp;diff=74670</id>
		<title>40d:Eerie glowing pit</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Eerie_glowing_pit&amp;diff=74670"/>
		<updated>2010-03-23T13:17:22Z</updated>

		<summary type="html">&lt;p&gt;Haspen: link fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
''This page is about the mountain feature. You may be looking for the [[CV:Activity_zone#Pit.2FPond|pit/pond designation]] for activity zones, or for [[CV:Chasm#Bottomless pit|bottomless pits]], a form of chasm.''&lt;br /&gt;
&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;Listen well, young Urist! Mighty Armok demands payment for the gifts he grants us. By the toil of our miners we are granted metal ores, and by the toil of our metalsmiths we are granted armor, weapons and *Platinum Statue*s. But there is one gift so great that we must pay an even greater price...&amp;quot;''&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
A '''glowing pit''' is a small impassable [[chasm]] found in the center of [[adamantine]] deposits deep in the earth. There is at most one glowing pit per Local [[Embark]] map (that is, any game map, even 16x16,  will have, at most, one), and can be located by searching for 'other features' in the [[site finder]]. They are surrounded by mysterious rooms, and are dangerous enough to lead to the destruction of even a well-prepared fortress.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you dig deep enough in the right place, perhaps following that vein of glorious [[adamantine]], you might break into a peculiar chamber with strange glowing pits at the bottom.  The veins of adamantine radiate straight outward from the pit, and can be used to triangulate its position - it is much safer to have a disposable miner trapped in a walled space look for it on purpose than to risk running into it by accident.&lt;br /&gt;
&lt;br /&gt;
[[Image:000008 - Peculiar chamber.png]]&lt;br /&gt;
&lt;br /&gt;
Because pre-existing architecture shows up as an asset of your outpost, you can check the {{k|z}} status screen as soon as you strike the earth; demon pits will typically show up as 4000☼ of total wealth.&lt;br /&gt;
&lt;br /&gt;
In the bottom chamber, there will be [[Restraint|chain]]ed and [[cage]]d [[humanoid]]s, body parts, upright [[spear]]s and [[Pike (weapon)|pike]]s, bones and skulls, and horrifying (masterwork) engravings of death and suffering. '''These are a warning.''' If you do not take drastic measures such as immediately rewalling the chamber to seal it, the glowing pits will unleash a horde of demons upon your fortress. The bottom chamber itself is home to a single [[Demon]] leader, though he is not alone...&lt;br /&gt;
&lt;br /&gt;
Above this chamber will be 2-3 additional rooms, varying depending on what type of demons happen to inhabit it. Muddy chambers filled with vermin and surrounded by pools of water are inhabited by [[frog demon]]s, while filthy chambers decorated with depraved engravings and filled with additional humanoids are the lairs of [[tentacle demon]]s. Those unlucky enough to discover plain chambers filled with [[charcoal]] and [[ash]]es and surrounded by pools of magma will soon be confronted by the dreaded [[spirit of fire|spirits of fire]]. Each upper chamber is home to 10 demon minions, and all upper chambers will be of the same type.&lt;br /&gt;
&lt;br /&gt;
The lower pits contain a very small amount of [[magma]], usually only enough for a handful of [[smelter]]s or [[forge]]s, but sometimes enough small deposits for a good-sized industry.  Remember that a level of only 4/7 (but no less) is needed for operation, and ordinary arithmetic works when it spreads into newly channeled spaces, preferably on diagonals from the original deposit.&lt;br /&gt;
&lt;br /&gt;
Of course, you'll have to deal with the demons first... &lt;br /&gt;
&lt;br /&gt;
The squares actually labeled &amp;quot;glowing pit&amp;quot; work like a chasm for draining water and magma, and can be floored and provided with a lever-controlled hatch to the underworld if you please.  The &amp;quot;glowing pit&amp;quot; designation and # symbol radiate upward from the bottommost level of the mine - if a hatch is placed on a square there, the open squares on levels above it will become &amp;quot;open space&amp;quot; whenever it is closed.  Caged dwarfs dumped into the glowing pit generate a &amp;quot;--- died in a cage&amp;quot; message, and caged goblins pass without comment.  So far no demons have risen up to encourage further sacrifices or escorting flying trade caravans, but hope springs eternal (except for the dumped creatures, that is).&lt;br /&gt;
&lt;br /&gt;
There can be a few levels of &amp;quot;glowing pit&amp;quot; which are only open space without rooms, engravings, occupants, or any adamantine on the levels below the lowest chamber with engravings and cages.  This means that miners on the lowest two levels (at least) can break directly into the pit without having the faintest idea that adamantine is present beforehand.&lt;br /&gt;
&lt;br /&gt;
[[Image:000009 - Elf bone meal.png]]&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
[[Category:Spoilers]]&lt;br /&gt;
[[Category:World]]&lt;/div&gt;</summary>
		<author><name>Haspen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Calendar&amp;diff=62021</id>
		<title>40d:Calendar</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Calendar&amp;diff=62021"/>
		<updated>2010-01-30T21:59:56Z</updated>

		<summary type="html">&lt;p&gt;Haspen: /* Ages */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The dwarven '''calendar''' is used to display dates, and is visible in the upper right corner of the [[Overall Status]] screen ({{key|z}}). One year has 336 days and consists of twelve month in four seasons, with three months per season. Every month has 28 days. The months are named after kinds of [[stone]]s, [[ore]], [[gem]]s and [[wood]]. New Year's Day and the first day of [[spring]] both fall on the 1st of Granite. New Year's Eve and the last day of [[winter]] both fall on the 28th of Obsidian.&lt;br /&gt;
&lt;br /&gt;
The game's first playable year begins whenever the world stops generating, due to certain parameters you or the game has set up. By default, the world will stop genning when a percentage of megabeasts are dead, currently resulting in the starting years being in the low 200s to mid 300s on average. &lt;br /&gt;
&lt;br /&gt;
== Months and seasons ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #8f8&amp;quot; | {{tile|•|grey|#8f8}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #cfc; width: 10em; text-align: left&amp;quot; | Granite&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #cfc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Early-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #cfc&amp;quot; rowspan=&amp;quot;3&amp;quot; | Spring&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #8f8&amp;quot; | {{tile|•|grey|#8f8}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #cfc; width: 10em; text-align: left&amp;quot; | Slate&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #cfc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Mid-&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #8f8&amp;quot; | {{tile|•|grey|#8f8}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #cfc; width: 10em; text-align: left&amp;quot; | Felsite&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #cfc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Late-&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ff8&amp;quot; | {{tile|*|#800|#ff8}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #ffc; width: 10em; text-align: left&amp;quot; | Hematite&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ffc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Early-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ffc&amp;quot; rowspan=&amp;quot;3&amp;quot; | Summer&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ff8&amp;quot; | {{tile|*|green|#ff8}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #ffc; width: 10em; text-align: left&amp;quot; | Malachite&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ffc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Mid-&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ff8&amp;quot; | {{tile|*|grey|#ff8}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #ffc; width: 10em; text-align: left&amp;quot; | Galena&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ffc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Late-&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #f88&amp;quot; | {{tile|•|white|#f88}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #fcc; width: 10em; text-align: left&amp;quot; | Limestone&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #fcc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Early-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #fcc&amp;quot; rowspan=&amp;quot;3&amp;quot; | Autumn&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #f88&amp;quot; | {{tile|•|grey|#f88}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #fcc; width: 10em; text-align: left&amp;quot; | Sandstone&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #fcc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Mid-&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #f88&amp;quot; | {{tile|▬|#770|#f88}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #fcc; width: 10em; text-align: left&amp;quot; | Timber&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #fcc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Late-&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #88f&amp;quot; | {{tile|♦|white|#88f}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #ccf; width: 10em; text-align: left&amp;quot; | Moonstone&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ccf; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Early-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ccf&amp;quot; rowspan=&amp;quot;3&amp;quot; | Winter&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #88f&amp;quot; | {{tile|♦|white|#88f}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #ccf; width: 10em; text-align: left&amp;quot; | Opal&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ccf; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Mid-&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #88f&amp;quot; | {{tile|•|#444|#88f}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #ccf; width: 10em; text-align: left&amp;quot; | Obsidian&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ccf; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Late-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Ages ==&lt;br /&gt;
&lt;br /&gt;
Ages are determined by the states of the world during world generation. Some of the known things that influence the ages are: number of [[megabeast]]s alive and dominant [[civilization]]s.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
List of known 'Ages', explanation and their (possible) triggers, the ''italic'' are in-game descriptions:&amp;lt;br /&amp;gt;&lt;br /&gt;
-'''Age of Myth'''&amp;lt;br /&amp;gt;&lt;br /&gt;
-'''Age of Legends'''&amp;lt;br /&amp;gt;&lt;br /&gt;
-'''Age of Heroes'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Those three are most common. Almost every world starts from Age of Myth, goes through Age of Legends and ends with Age of Heroes. Those three are influenced by percentage of alive megabeasts and semimegabeasts. After passing certain (unknown yet) % value, Age of Myth turns to Age of Legends, and Age of Legends turns into Age of Heroes.&amp;lt;br /&amp;gt;&lt;br /&gt;
Killing Megabeasts that visit you in Fortress Mode is known to trigger change of Age. When there are very few Megabeasts/Demons left, breaking into [[glowing pits|a very bad place]] can also trigger an Age change.&amp;lt;br /&amp;gt;&lt;br /&gt;
''The Age of Myth was a time when living gods and mighty beasts still held sway.''&amp;lt;br /&amp;gt;&lt;br /&gt;
''The Age of Legends was a time when powers of the world were fading.''&amp;lt;br /&amp;gt;&lt;br /&gt;
''The Age of Heroes was a time when the last of the powers fought their final battles.''&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-'''Age of (Megabeast' name)'''&amp;lt;br /&amp;gt;&lt;br /&gt;
-'''Age of (Demon' name)'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Occurs mostly in pocket worlds, where there's one Megabeast/Demon with relative large kill list.&amp;lt;br /&amp;gt;&lt;br /&gt;
''The Age of Flarrgh was a time when the dragon Flarrgh was the only great power in the world.''&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-'''Age of (Megabeast/Demon) and (Megabeast/Demon)''', eg: &amp;quot;'''The Age of Titan and Dragon'''&amp;quot; or &amp;quot;'''The Age of Two Demons'''&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
Same as above, but with two notable Megabeasts/Demons.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-'''Age of Three Powers'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Even better than above, three notable Megabeasts/Demons.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-'''Age of (Race name)''', eg: &amp;quot;'''The Age of Dwarves'''&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
One race becomes dominant in the world, or it's the only race left in the world.&amp;lt;br /&amp;gt;&lt;br /&gt;
''The Age of Dwarves was a time when dwarves ruled the world.''&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-'''The Golden Age'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Civilizations are expanding, and there are no wars and other things for them to worry about.&amp;lt;br /&amp;gt;&lt;br /&gt;
''The Golden Age was a time when various civilized races peopled the world.''&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-'''Age of Fairy Tales'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Toady One' quote from 2008 devlog:&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;quot;I finally saw a world arrive at the Age of Fairy Tales, which happens if mundane creatures (ie humans) make up at least 90% of the world's civilized population with the requirement that there are still a few fantasy creatures lurking around. In this case, it was a kobold cave that their scouts never found. I guess all of the fairy tales were about people having their crap stolen.&amp;quot;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
''The Age of Fairy Tales was a time when fantastic creatures were few and far between, and some even doubted their existence.''&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-'''Age of Twilight'''&amp;lt;br /&amp;gt;&lt;br /&gt;
There are no wars and other worries, but civilizations are too weak to expand or are crumbling apart.&amp;lt;br /&amp;gt;&lt;br /&gt;
''The Twilight Age was a time when fantastic creatures no longer lived in great numbers.''&lt;br /&gt;
&lt;br /&gt;
-'''Age of Civilization'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Seems to be triggered when the world is mostly occupied by civilizations and there's no more fanciful creatures around.&amp;lt;br /&amp;gt;&lt;br /&gt;
''The Age of Civilization was a time when fantastic creatures were but mere stories told by travelers.''&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-'''Age of Death'''&amp;lt;br /&amp;gt;&lt;br /&gt;
The Age of Death is a time when there are ''no civilizations'' left alive. It is respected in Dwarf Mode, so no invaders, merchants, immigrants.&amp;lt;br /&amp;gt;&lt;br /&gt;
''The Age of Death was a time after civilization had crumbled completely.''&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-'''Age of Emptiness'''&amp;lt;br /&amp;gt;&lt;br /&gt;
The Age of Emptiness is a time when there are no civilized beings left alive.  This is a game state that can be achieved in adventure mode, because everything can be killed in adventure mode. However, the Age of Emptiness is not respected in dwarf mode; things will be re-populated.&amp;lt;br /&amp;gt;&lt;br /&gt;
''The Age of Emptiness was a time when no civilized peoples existed in the world.'&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Information taken from [http://www.bay12games.com/forum/index.php?topic=45820.0 this Bay12 forum thread]&amp;lt;br /&amp;gt;&lt;br /&gt;
Information about Age of Death/Emptiness taken from this [http://www.bay12games.com/forum/index.php?topic=46033.0 this research thread]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Farming ==&lt;br /&gt;
&lt;br /&gt;
With the changing seasons come different [[weather]] conditions, depending on your [[climate]]. A typical [[temperate]] [[mountain]]side fort will have snow in spring and winter, with warm [[summer]]s and colourful [[autumn]]s. The seasons correspond to growing seasons from the [[farm]] plot {{k|q}} menu, which dictate what can be grown when during the year. See the [[List of crops]].&lt;br /&gt;
&lt;br /&gt;
== Trading ==&lt;br /&gt;
Each season bar winter brings the possibility of [[trade]]rs from one race or another.&lt;br /&gt;
&lt;br /&gt;
The fussy &amp;lt;s&amp;gt;hippie tree lovers&amp;lt;/s&amp;gt; [[elf|elves]] arrive in Spring with [[wood|wooden]] crafts and weapons, cages (often containing exotic [[animals]]), various [[crop|fruits and berries]], and [[rope reed]] cloth items.&lt;br /&gt;
&lt;br /&gt;
[[Human]]s come in Summer with their [[wagon]] bursting with supplies, eager for &amp;lt;s&amp;gt;junk&amp;lt;/s&amp;gt; stone craft goods.&lt;br /&gt;
&lt;br /&gt;
Dwarves come in Autumn and their departure is a fortelling of the cold winter to come. Ensuring the dwarves depart with a good profit will bring the best chance of &amp;lt;s&amp;gt;fresh cannon fodder&amp;lt;/s&amp;gt; new migrants in the year ahead.&lt;br /&gt;
&lt;br /&gt;
A [[goblin]] caravan may arrive during winter if your civilization is at peace with the goblins. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:World]]&lt;/div&gt;</summary>
		<author><name>Haspen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Calendar&amp;diff=62012</id>
		<title>40d:Calendar</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Calendar&amp;diff=62012"/>
		<updated>2010-01-30T18:19:11Z</updated>

		<summary type="html">&lt;p&gt;Haspen: /* Ages */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The dwarven '''calendar''' is used to display dates, and is visible in the upper right corner of the [[Overall Status]] screen ({{key|z}}). One year has 336 days and consists of twelve month in four seasons, with three months per season. Every month has 28 days. The months are named after kinds of [[stone]]s, [[ore]], [[gem]]s and [[wood]]. New Year's Day and the first day of [[spring]] both fall on the 1st of Granite. New Year's Eve and the last day of [[winter]] both fall on the 28th of Obsidian.&lt;br /&gt;
&lt;br /&gt;
The game's first playable year begins whenever the world stops generating, due to certain parameters you or the game has set up. By default, the world will stop genning when a percentage of megabeasts are dead, currently resulting in the starting years being in the low 200s to mid 300s on average. &lt;br /&gt;
&lt;br /&gt;
== Months and seasons ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #8f8&amp;quot; | {{tile|•|grey|#8f8}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #cfc; width: 10em; text-align: left&amp;quot; | Granite&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #cfc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Early-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #cfc&amp;quot; rowspan=&amp;quot;3&amp;quot; | Spring&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #8f8&amp;quot; | {{tile|•|grey|#8f8}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #cfc; width: 10em; text-align: left&amp;quot; | Slate&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #cfc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Mid-&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #8f8&amp;quot; | {{tile|•|grey|#8f8}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #cfc; width: 10em; text-align: left&amp;quot; | Felsite&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #cfc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Late-&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ff8&amp;quot; | {{tile|*|#800|#ff8}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #ffc; width: 10em; text-align: left&amp;quot; | Hematite&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ffc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Early-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ffc&amp;quot; rowspan=&amp;quot;3&amp;quot; | Summer&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ff8&amp;quot; | {{tile|*|green|#ff8}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #ffc; width: 10em; text-align: left&amp;quot; | Malachite&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ffc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Mid-&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ff8&amp;quot; | {{tile|*|grey|#ff8}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #ffc; width: 10em; text-align: left&amp;quot; | Galena&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ffc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Late-&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #f88&amp;quot; | {{tile|•|white|#f88}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #fcc; width: 10em; text-align: left&amp;quot; | Limestone&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #fcc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Early-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #fcc&amp;quot; rowspan=&amp;quot;3&amp;quot; | Autumn&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #f88&amp;quot; | {{tile|•|grey|#f88}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #fcc; width: 10em; text-align: left&amp;quot; | Sandstone&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #fcc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Mid-&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #f88&amp;quot; | {{tile|▬|#770|#f88}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #fcc; width: 10em; text-align: left&amp;quot; | Timber&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #fcc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Late-&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #88f&amp;quot; | {{tile|♦|white|#88f}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #ccf; width: 10em; text-align: left&amp;quot; | Moonstone&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ccf; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Early-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ccf&amp;quot; rowspan=&amp;quot;3&amp;quot; | Winter&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #88f&amp;quot; | {{tile|♦|white|#88f}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #ccf; width: 10em; text-align: left&amp;quot; | Opal&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ccf; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Mid-&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #88f&amp;quot; | {{tile|•|#444|#88f}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #ccf; width: 10em; text-align: left&amp;quot; | Obsidian&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ccf; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Late-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Ages ==&lt;br /&gt;
&lt;br /&gt;
Ages are determined by the states of the world during world generation. Some of the known things that influence the ages are: number of [[megabeast]]s alive and dominant [[civilization]]s.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
List of known 'Ages', explanation and their (possible) triggers, the ''italic'' are in-game descriptions:&amp;lt;br /&amp;gt;&lt;br /&gt;
-'''Age of Myth'''&amp;lt;br /&amp;gt;&lt;br /&gt;
-'''Age of Legends'''&amp;lt;br /&amp;gt;&lt;br /&gt;
-'''Age of Heroes'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Those three are most common. Almost every world starts from Age of Myth, goes through Age of Legends and ends with Age of Heroes. Those three are influenced by percentage of alive megabeasts and semimegabeasts. After passing certain (unknown yet) % value, Age of Myth turns to Age of Legends, and Age of Legends turns into Age of Heroes.&amp;lt;br /&amp;gt;&lt;br /&gt;
Killing Megabeasts that visit you in Fortress Mode is known to trigger change of Age. When there are very few Megabeasts/Demons left, breaking into [[glowing pits|a very bad place]] can also trigger an Age change.&amp;lt;br /&amp;gt;&lt;br /&gt;
''The Age of Myth was a time when living gods and mighty beasts still held sway.''&amp;lt;br /&amp;gt;&lt;br /&gt;
''The Age of Legends was a time when powers of the world were fading.''&amp;lt;br /&amp;gt;&lt;br /&gt;
''The Age of Heroes was a time when the last of the powers fought their final battles.''&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-'''Age of (Megabeast' name)'''&amp;lt;br /&amp;gt;&lt;br /&gt;
-'''Age of (Demon' name)'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Occurs mostly in pocket worlds, where there's one Megabeast/Demon with relative large kill list.&amp;lt;br /&amp;gt;&lt;br /&gt;
''The Age of Flarrgh was a time when the dragon Flarrgh was the only great power in the world.''&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-'''Age of (Megabeast/Demon) and (Megabeast/Demon)''', eg: &amp;quot;'''The Age of Titan and Dragon'''&amp;quot; or &amp;quot;'''The Age of Two Demons'''&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
Same as above, but with two notable Megabeasts/Demons.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-'''Age of Three Powers'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Even better than above, three notable Megabeasts/Demons.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-'''Age of (Race name)''', eg: &amp;quot;'''The Age of Dwarves'''&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
One race becomes dominant in the world, or it's the only race left in the world.&amp;lt;br /&amp;gt;&lt;br /&gt;
''The Age of Dwarves was a time when dwarves ruled the world.''&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-'''The Golden Age'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Civilizations are expanding, and there are no wars and other things for them to worry about.&amp;lt;br /&amp;gt;&lt;br /&gt;
''The Golden Age was a time when various civilized races peopled the world.''&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-'''Age of Fairy Tales'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Toady One' quote from 2008 devlog:&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;quot;I finally saw a world arrive at the Age of Fairy Tales, which happens if mundane creatures (ie humans) make up at least 90% of the world's civilized population with the requirement that there are still a few fantasy creatures lurking around. In this case, it was a kobold cave that their scouts never found. I guess all of the fairy tales were about people having their crap stolen.&amp;quot;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
''The Age of Fairy Tales was a time when fantastic creatures were few and far between, and some even doubted their existence.''&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-'''Age of Twilight'''&amp;lt;br /&amp;gt;&lt;br /&gt;
There are no wars and other worries, but civilizations are too weak to expand or are crumbling apart.&amp;lt;br /&amp;gt;&lt;br /&gt;
''The Twilight Age was a time when fantastic creatures no longer lived in great numbers.''&lt;br /&gt;
&lt;br /&gt;
-'''Age of Civilization'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Seems to be triggered when the world is mostly occupied by civilizations and there's no more fanciful creatures around.&amp;lt;br /&amp;gt;&lt;br /&gt;
''The Age of Civilization was a time when fantastic creatures were but mere stories told by travelers.''&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-'''Age of Death'''&amp;lt;br /&amp;gt;&lt;br /&gt;
The Age of Death is a time when there are ''no civilizations'' left alive.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-'''Age of Emptiness'''&amp;lt;br /&amp;gt;&lt;br /&gt;
The Age of Emptiness is a time when there are no civilized beings left alive.  This is a game state that can be achieved in adventure mode, because everything can be killed in adventure mode. However, the Age of Emptiness is not respected in dwarf mode; things will be re-popped.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Information taken from [http://www.bay12games.com/forum/index.php?topic=45820.0 this Bay12 forum thread]&amp;lt;br /&amp;gt;&lt;br /&gt;
Information about Age of Death/Emptiness taken from this [http://www.bay12games.com/forum/index.php?topic=46033.0 this research thread]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Farming ==&lt;br /&gt;
&lt;br /&gt;
With the changing seasons come different [[weather]] conditions, depending on your [[climate]]. A typical [[temperate]] [[mountain]]side fort will have snow in spring and winter, with warm [[summer]]s and colourful [[autumn]]s. The seasons correspond to growing seasons from the [[farm]] plot {{k|q}} menu, which dictate what can be grown when during the year. See the [[List of crops]].&lt;br /&gt;
&lt;br /&gt;
== Trading ==&lt;br /&gt;
Each season bar winter brings the possibility of [[trade]]rs from one race or another.&lt;br /&gt;
&lt;br /&gt;
The fussy &amp;lt;s&amp;gt;hippie tree lovers&amp;lt;/s&amp;gt; [[elf|elves]] arrive in Spring with [[wood|wooden]] crafts and weapons, cages (often containing exotic [[animals]]), various [[crop|fruits and berries]], and [[rope reed]] cloth items.&lt;br /&gt;
&lt;br /&gt;
[[Human]]s come in Summer with their [[wagon]] bursting with supplies, eager for &amp;lt;s&amp;gt;junk&amp;lt;/s&amp;gt; stone craft goods.&lt;br /&gt;
&lt;br /&gt;
Dwarves come in Autumn and their departure is a fortelling of the cold winter to come. Ensuring the dwarves depart with a good profit will bring the best chance of &amp;lt;s&amp;gt;fresh cannon fodder&amp;lt;/s&amp;gt; new migrants in the year ahead.&lt;br /&gt;
&lt;br /&gt;
A [[goblin]] caravan may arrive during winter if your civilization is at peace with the goblins. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:World]]&lt;/div&gt;</summary>
		<author><name>Haspen</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Calendar&amp;diff=62011</id>
		<title>40d:Calendar</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Calendar&amp;diff=62011"/>
		<updated>2010-01-30T18:18:03Z</updated>

		<summary type="html">&lt;p&gt;Haspen: /* Ages */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The dwarven '''calendar''' is used to display dates, and is visible in the upper right corner of the [[Overall Status]] screen ({{key|z}}). One year has 336 days and consists of twelve month in four seasons, with three months per season. Every month has 28 days. The months are named after kinds of [[stone]]s, [[ore]], [[gem]]s and [[wood]]. New Year's Day and the first day of [[spring]] both fall on the 1st of Granite. New Year's Eve and the last day of [[winter]] both fall on the 28th of Obsidian.&lt;br /&gt;
&lt;br /&gt;
The game's first playable year begins whenever the world stops generating, due to certain parameters you or the game has set up. By default, the world will stop genning when a percentage of megabeasts are dead, currently resulting in the starting years being in the low 200s to mid 300s on average. &lt;br /&gt;
&lt;br /&gt;
== Months and seasons ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #8f8&amp;quot; | {{tile|•|grey|#8f8}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #cfc; width: 10em; text-align: left&amp;quot; | Granite&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #cfc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Early-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #cfc&amp;quot; rowspan=&amp;quot;3&amp;quot; | Spring&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #8f8&amp;quot; | {{tile|•|grey|#8f8}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #cfc; width: 10em; text-align: left&amp;quot; | Slate&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #cfc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Mid-&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #8f8&amp;quot; | {{tile|•|grey|#8f8}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #cfc; width: 10em; text-align: left&amp;quot; | Felsite&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #cfc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Late-&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ff8&amp;quot; | {{tile|*|#800|#ff8}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #ffc; width: 10em; text-align: left&amp;quot; | Hematite&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ffc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Early-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ffc&amp;quot; rowspan=&amp;quot;3&amp;quot; | Summer&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ff8&amp;quot; | {{tile|*|green|#ff8}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #ffc; width: 10em; text-align: left&amp;quot; | Malachite&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ffc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Mid-&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ff8&amp;quot; | {{tile|*|grey|#ff8}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #ffc; width: 10em; text-align: left&amp;quot; | Galena&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ffc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Late-&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #f88&amp;quot; | {{tile|•|white|#f88}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #fcc; width: 10em; text-align: left&amp;quot; | Limestone&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #fcc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Early-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #fcc&amp;quot; rowspan=&amp;quot;3&amp;quot; | Autumn&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #f88&amp;quot; | {{tile|•|grey|#f88}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #fcc; width: 10em; text-align: left&amp;quot; | Sandstone&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #fcc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Mid-&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #f88&amp;quot; | {{tile|▬|#770|#f88}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #fcc; width: 10em; text-align: left&amp;quot; | Timber&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #fcc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Late-&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #88f&amp;quot; | {{tile|♦|white|#88f}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #ccf; width: 10em; text-align: left&amp;quot; | Moonstone&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ccf; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Early-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ccf&amp;quot; rowspan=&amp;quot;3&amp;quot; | Winter&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #88f&amp;quot; | {{tile|♦|white|#88f}}&lt;br /&gt;
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== Ages ==&lt;br /&gt;
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Ages are determined by the states of the world during world generation. Some of the known things that influence the ages are: number of [[megabeast]]s alive and dominant [[civilization]]s.&amp;lt;br /&amp;gt;&lt;br /&gt;
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List of known 'Ages', explanation and their (possible) triggers, the ''italic'' are in-game descriptions:&amp;lt;br /&amp;gt;&lt;br /&gt;
-'''Age of Myth'''&amp;lt;br /&amp;gt;&lt;br /&gt;
-'''Age of Legends'''&amp;lt;br /&amp;gt;&lt;br /&gt;
-'''Age of Heroes'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Those three are most common. Almost every world starts from Age of Myth, goes through Age of Legends and ends with Age of Heroes. Those three are influenced by percentage of alive megabeasts and semimegabeasts. After passing certain (unknown yet) % value, Age of Myth turns to Age of Legends, and Age of Legends turns into Age of Heroes.&amp;lt;br /&amp;gt;&lt;br /&gt;
Killing Megabeasts that visit you in Fortress Mode is known to trigger change of Age. When there are very few Megabeasts/Demons left, breaking into [[glowing pits|a very bad place]] can also trigger an Age change.&amp;lt;br /&amp;gt;&lt;br /&gt;
''The Age of Myth was a time when living gods and mighty beasts still held sway.''&amp;lt;br /&amp;gt;&lt;br /&gt;
''The Age of Legends was a time when powers of the world were fading.''&amp;lt;br /&amp;gt;&lt;br /&gt;
''The Age of Heroes was a time when the last of the powers fought their final battles.''&amp;lt;br /&amp;gt;&lt;br /&gt;
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-'''Age of (Megabeast' name)'''&amp;lt;br /&amp;gt;&lt;br /&gt;
-'''Age of (Demon' name)'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Occurs mostly in pocket worlds, where there's one Megabeast/Demon with relative large kill list.&amp;lt;br /&amp;gt;&lt;br /&gt;
''The Age of Flarrgh was a time when the dragon Flarrgh was the only great power in the world.''&amp;lt;br /&amp;gt;&lt;br /&gt;
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-'''Age of (Megabeast/Demon) and (Megabeast/Demon)''', eg: &amp;quot;'''The Age of Titan and Dragon'''&amp;quot; or &amp;quot;'''The Age of Two Demons'''&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
Same as above, but with two notable Megabeasts/Demons.&amp;lt;br /&amp;gt;&lt;br /&gt;
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-'''Age of Three Powers'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Even better than above, three notable Megabeasts/Demons.&amp;lt;br /&amp;gt;&lt;br /&gt;
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-'''Age of (Race name)''', eg: &amp;quot;'''The Age of Dwarves'''&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
One race becomes dominant in the world, or it's the only race left in the world.&amp;lt;br /&amp;gt;&lt;br /&gt;
''The Age of Dwarves was a time when dwarves ruled the world.''&amp;lt;br /&amp;gt;&lt;br /&gt;
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-'''The Golden Age'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Civilizations are expanding, and there are no wars and other things for them to worry about.&amp;lt;br /&amp;gt;&lt;br /&gt;
''The Golden Age was a time when various civilized races peopled the world.''&amp;lt;br /&amp;gt;&lt;br /&gt;
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-'''Age of Fairy Tales'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Toady One' quote from 2008 devlog:&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;quot;I finally saw a world arrive at the Age of Fairy Tales, which happens if mundane creatures (ie humans) make up at least 90% of the world's civilized population with the requirement that there are still a few fantasy creatures lurking around. In this case, it was a kobold cave that their scouts never found. I guess all of the fairy tales were about people having their crap stolen.&amp;quot;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
''The Age of Fairy Tales was a time when fantastic creatures were few and far between, and some even doubted their existence.''&amp;lt;br /&amp;gt;&lt;br /&gt;
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-'''Age of Twilight'''&amp;lt;br /&amp;gt;&lt;br /&gt;
There are no wars and other worries, but civilizations are too weak to expand or are crumbling apart.&amp;lt;br /&amp;gt;&lt;br /&gt;
''The Twilight Age was a time when fantastic creatures no longer lived in great numbers.''&lt;br /&gt;
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-'''Age of Civilization'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Seems to be triggered when the world is mostly occupied by civilizations and there's no more fanciful creatures around.&amp;lt;br /&amp;gt;&lt;br /&gt;
''The Age of Civilization was a time when fantastic creatures were but mere stories told by travelers.''&amp;lt;br /&amp;gt;&lt;br /&gt;
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-'''Age of Death'''&amp;lt;br /&amp;gt;&lt;br /&gt;
The Age of Death is a time when there are ''no civilizations'' left alive.&amp;lt;br /&amp;gt;&lt;br /&gt;
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-'''Age of Emptiness'''&amp;lt;br /&amp;gt;&lt;br /&gt;
The Age of Emptiness is a time when there are no civilized beings left alive.  This is a game state that can be achieved in adventure mode, because everything can be killed in adventure mode. However, the Age of Emptiness is not respected in dwarf mode; things will be re-popped.&amp;lt;br /&amp;gt;&lt;br /&gt;
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Information taken from [http://www.bay12games.com/forum/index.php?topic=45820.0 this Bay12 forum thread]&amp;lt;br /&amp;gt;&lt;br /&gt;
Information about Age of Death/Emptiness taken from this [http://www.bay12games.com/forum/index.php?topic=46448.0 this research thread]&amp;lt;br /&amp;gt;&lt;br /&gt;
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== Farming ==&lt;br /&gt;
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With the changing seasons come different [[weather]] conditions, depending on your [[climate]]. A typical [[temperate]] [[mountain]]side fort will have snow in spring and winter, with warm [[summer]]s and colourful [[autumn]]s. The seasons correspond to growing seasons from the [[farm]] plot {{k|q}} menu, which dictate what can be grown when during the year. See the [[List of crops]].&lt;br /&gt;
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== Trading ==&lt;br /&gt;
Each season bar winter brings the possibility of [[trade]]rs from one race or another.&lt;br /&gt;
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The fussy &amp;lt;s&amp;gt;hippie tree lovers&amp;lt;/s&amp;gt; [[elf|elves]] arrive in Spring with [[wood|wooden]] crafts and weapons, cages (often containing exotic [[animals]]), various [[crop|fruits and berries]], and [[rope reed]] cloth items.&lt;br /&gt;
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[[Human]]s come in Summer with their [[wagon]] bursting with supplies, eager for &amp;lt;s&amp;gt;junk&amp;lt;/s&amp;gt; stone craft goods.&lt;br /&gt;
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Dwarves come in Autumn and their departure is a fortelling of the cold winter to come. Ensuring the dwarves depart with a good profit will bring the best chance of &amp;lt;s&amp;gt;fresh cannon fodder&amp;lt;/s&amp;gt; new migrants in the year ahead.&lt;br /&gt;
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A [[goblin]] caravan may arrive during winter if your civilization is at peace with the goblins. &lt;br /&gt;
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[[Category:World]]&lt;/div&gt;</summary>
		<author><name>Haspen</name></author>
	</entry>
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