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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Haydosss</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Haydosss"/>
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	<updated>2026-05-13T02:50:38Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Restraint&amp;diff=130711</id>
		<title>v0.31 Talk:Restraint</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Restraint&amp;diff=130711"/>
		<updated>2010-11-06T08:08:55Z</updated>

		<summary type="html">&lt;p&gt;Haydosss: /* Dogs breaking Restraints */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Dogs breaking Restraints==&lt;br /&gt;
It seems like I recall in an older version of dwarf fortress that a war dog on a restraint will chase anything that it spots (Like a kobold or goblin) and break loose of the restraint in this case. Is this still true in the newer versions or was that just a bug that was fixed a long time ago ?: P This one is hard to test as I have not gotten any goblins or kobolds trying to sneak into my fortress so far in the new version.--[[User:Railick|Railick]] 20:45, 14 May 2010 (UTC)Railick Stonemane&lt;br /&gt;
:I've never seen anything of the sort happen in either 0.23.130.23a ''or'' 0.28.181.40d. If it ever happened, it was a bug that was fixed a '''long''' time ago. --[[User:Quietust|Quietust]] 21:51, 14 May 2010 (UTC)&lt;br /&gt;
::Right-o thanks for setting me straight :P I've been not using war dogs on a restraint for that reason for a long time without even thinking about it. My brain has a memory of that being the case a lot time ago, like before you could choose your embark location (Maybe you could pick from a few but the choice was very limited) Feel free to delete this entire conversation ;)--[[User:Railick|Railick]] 21:54, 14 May 2010 (UTC)Railick&lt;br /&gt;
:::In 40d I've seen dogs break their ropes (not chains) and carry it around with them. I don't think it is very common, though. Simply by marking it for dumping, it was removed from the dog.--[[User:Kwieland|Kwieland]] 15:39, 17 May 2010 (UTC)&lt;br /&gt;
::::I only ever saw this if the restraint was linked to a mechanism and subsequently triggered. --[[User:Quietust|Quietust]] 15:58, 17 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Hmmm, If you had a restraint and a trap door next to it, theoretically could you dangle a cat/dog/cow from the rope by opening the hatch whilst the animal is on it?? (I have a realy cool idea involving spawning kittens, a long fall and several butcher's shops underneath)--[[User:Haydosss|Haydosss]] 08:08, 6 November 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Haydosss</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Fire&amp;diff=130680</id>
		<title>v0.31 Talk:Fire</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Fire&amp;diff=130680"/>
		<updated>2010-11-05T08:17:16Z</updated>

		<summary type="html">&lt;p&gt;Haydosss: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;so you can start a fire using a small amount of magma but does anyone know how long things take to burn? cos if it's sufficiently long enough it might be possible to sustain a bonfire pit by throwing &amp;lt;s&amp;gt;goblins&amp;lt;/s&amp;gt; logs into it from above [[User:Cpad|Cpad]] 12:46, 24 June 2010 (UTC)&lt;br /&gt;
:I think it is possible to keep a fire going this way. Things burn for quite some time (several game days) --[[User:MathFox|MathFox]] 16:03, 26 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
What if you construct a furnace out of wood, won't that start a fire? [[Special:Contributions/81.167.17.12|81.167.17.12]] 21:40, 9 July 2010 (UTC)&lt;br /&gt;
: I believe [[furnace]]s must be built from [[fire-safe]] materials. [[Special:Contributions/82.33.198.163|82.33.198.163]] 16:47, 14 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Infinite fire can be achieved by igniting a grate made from lignite/coal and then building it, this can be very !!fun!! for the dwarfs doing the building though!--[[User:Haydosss|Haydosss]] 08:17, 5 November 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Haydosss</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Haydosss&amp;diff=130647</id>
		<title>User:Haydosss</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Haydosss&amp;diff=130647"/>
		<updated>2010-11-04T14:42:45Z</updated>

		<summary type="html">&lt;p&gt;Haydosss: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;lol... that is all&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:MY internal organs!!.PNG|Caption1&lt;br /&gt;
Image:Bridge building.PNG| Bridge building at its finest...&lt;br /&gt;
Image:Much Spillage.PNG‎| Never leave your pumps unattended...&lt;br /&gt;
Image:Happy fun jail .PNG| Hottest Jail in town... well, Fortress...&lt;br /&gt;
Image:Elves are for burning!!.png&lt;br /&gt;
Image:Projectile vomit.png&lt;br /&gt;
Image:Elves are for killing!.png&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;/div&gt;</summary>
		<author><name>Haydosss</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Elves_are_for_killing!.png&amp;diff=130646</id>
		<title>File:Elves are for killing!.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Elves_are_for_killing!.png&amp;diff=130646"/>
		<updated>2010-11-04T14:42:08Z</updated>

		<summary type="html">&lt;p&gt;Haydosss: Elven masacre for 'Fun'!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Elven masacre for 'Fun'!&lt;/div&gt;</summary>
		<author><name>Haydosss</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Haydosss&amp;diff=130645</id>
		<title>User:Haydosss</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Haydosss&amp;diff=130645"/>
		<updated>2010-11-04T14:41:28Z</updated>

		<summary type="html">&lt;p&gt;Haydosss: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;lol... that is all&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:MY internal organs!!.PNG|Caption1&lt;br /&gt;
Image:Bridge building.PNG| Bridge building at its finest...&lt;br /&gt;
Image:Much Spillage.PNG‎| Never leave your pumps unattended...&lt;br /&gt;
Image:Happy fun jail .PNG| Hottest Jail in town... well, Fortress...&lt;br /&gt;
Image:Elves are for burning!!.png&lt;br /&gt;
Image:Projectile vomit.png&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;/div&gt;</summary>
		<author><name>Haydosss</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Projectile_vomit.png&amp;diff=130644</id>
		<title>File:Projectile vomit.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Projectile_vomit.png&amp;diff=130644"/>
		<updated>2010-11-04T14:40:12Z</updated>

		<summary type="html">&lt;p&gt;Haydosss: The deadly, self inflicted kind!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The deadly, self inflicted kind!&lt;/div&gt;</summary>
		<author><name>Haydosss</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Elves_are_for_burning!!.png&amp;diff=130643</id>
		<title>File:Elves are for burning!!.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Elves_are_for_burning!!.png&amp;diff=130643"/>
		<updated>2010-11-04T14:38:28Z</updated>

		<summary type="html">&lt;p&gt;Haydosss: Elves are sleeping, ignite trees, watch them melt!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Elves are sleeping, ignite trees, watch them melt!&lt;/div&gt;</summary>
		<author><name>Haydosss</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Haydosss&amp;diff=130642</id>
		<title>User:Haydosss</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Haydosss&amp;diff=130642"/>
		<updated>2010-11-04T14:32:09Z</updated>

		<summary type="html">&lt;p&gt;Haydosss: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;lol... that is all&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:MY internal organs!!.PNG|Caption1&lt;br /&gt;
Image:Bridge building.PNG| Bridge building at its finest...&lt;br /&gt;
Image:Much Spillage.PNG‎| Never leave your pumps unattended...&lt;br /&gt;
Image:Happy fun jail .PNG| Hottest Jail in town... well, Fortress...&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;/div&gt;</summary>
		<author><name>Haydosss</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Wound&amp;diff=130601</id>
		<title>v0.31 Talk:Wound</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Wound&amp;diff=130601"/>
		<updated>2010-11-03T08:13:41Z</updated>

		<summary type="html">&lt;p&gt;Haydosss: /* Colossus of Socks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Broken heart?==&lt;br /&gt;
I have seen a creature, while testing in the arena, with a broken heart.&lt;br /&gt;
My creature was modded to have a uncontrolled dust attack with a humanoid body without arms and with 4 legs. As 7 of them fought against a dragon, one of the surviving creatures had a broken heart. Either it has lost a loved one, or it had just broken its heart!--[[User:Niggy|Niggy]] 18:13, 16 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
One of my dwarves got a broken liver. Because liver is the most important part of the dwarven metabolism, adamantine sutures were used to fix it.--[[User:Aavemursu|Aavemursu]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Inhibited Dwarves==&lt;br /&gt;
Dwarves with some kinda of lasting status such as inhibited flash with a yellow '+'. How this effects the dwarf is on the hospital screen (weak grasp, etc.) Do not know to what extent inhibited dwarves are effected in work and combat.--[[Special:Contributions/99.67.238.66|99.67.238.66]] 04:06, 15 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Lasting Injuries ==&lt;br /&gt;
&lt;br /&gt;
One of my dwarfs has injuries to her left arm and lower leg. These are listed in her personality section as &amp;quot;tiny curving scars&amp;quot; rather than dents or bruises as would be the case for combat injuries. Scarring causes permanent injuries? Needs corroboration.--[[User:Nimblewright|Nimblewright]] 09:54, 21 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:After checking around this applies to all my dwarves that have scars. Scarred areas are listed in the personality section, and remain permanently brown or yellow - i.e. minor/inhibited.--[[User:Nimblewright|Nimblewright]] 09:54, 21 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Function Loss ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;From the description above, the new cyan &amp;quot;Function loss&amp;quot; appears to be paralyzation or numbness.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
I've had about fifteen dwarves wrestling an ettin for about a month now, and the only things that turn cyan are internal organs (pancreas, kidney, lung). No limb or appendage has turned cyan that I've seen. I suspect that it is used for things that would not be, say, bruised or broken, but otherwise damaged. --[[User:Zombiejustice|Zombiejustice]] 18:40, 10 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:After another week and some dogs joining in, the eyes went cyan, too. So it's not just /internal/ organs, but I think my earlier conclusion is still sound. --[[User:Zombiejustice|Zombiejustice]] 21:55, 10 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Post Traumatic Stress ==&lt;br /&gt;
&lt;br /&gt;
I've only found limited references to what I think is a bug: after one of my military dwarves was brain-damaged during a goblin ambush (and after the goblins were dead or long-gone) she kept spamming &amp;quot;Urist McMacedwarf cancels rest: interrupted by goblin mace man&amp;quot;. Although sporting a whole range of grievous wounds, she would ''not'' be carried to a hospital bed as the rest of the wounded, since she apparently retained consciousness albeit a strange dementia wherein she kept thinking goblins were still all around her. I thought this a bit comical at first, and after all, suffering brain damage could now be liable for myriad of behavioral quirks but when the spam messages -- about 5 per second -- went into the 1,000 range, and the dwarf kept sitting there, not having eaten or drank for over a month, I began getting concerned (especially when this eventually led to the game crashing, I assume from congestion of the spam messages). Recently, however, I had the same thing happen to a dwarf who had ''not'' suffered any brain or head injury, and yet the same thing's happening with her, leading me to believe it's a bug. The only solutions offered on the Bay12 forums involve deconstructing the bed of or killing the said dwarf on the pretense that he/she is underground, in one's fortress, specifically in the hospital. My wounded hospital dwarves have never spammed these messages (and why would they -- they're already resting) and both these instances occurred with dwarves still outside. I cannot have my squads kill them and see no way of ending the stream of messages. Any ideas? --[[User:Bronzebeard|Bronzebeard]] 12:45, 4 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Good news: I've found a way to fix this bug! Apparently, the confused (or bugged, as the case may be) dwarves have to sustain another injury to snap them out of it. With a heavy heart, I built a menacing spike right under the troubled dwarf and connected it to a lever nearby, and had it pulled. To my disappointment, as I wanted to at least afford her a quick death, it only wounded her. I was going to have it pulled again before I discovered the spam messages had stopped and, despite the dire injuries, she was no longer trying to rest but attend a combat drill, but nonetheless, a dwarf nearby headed toward her to carry her off to a hospital bed. Problem solved, evidently. --[[User:Bronzebeard|Bronzebeard]] 02:59, 5 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Broken Skulls? ==&lt;br /&gt;
&lt;br /&gt;
I've been controlling creatures in the Arena, and something strange happened.  I was wandering around with nothing but a maul, trashing goblins because I could, and I hit a goblin in the head.  It said that it broke its skull, so I moved on to another creature, and didn't notice that it started following me.  Focusing on the actual threats, I killed everything else, and then it killed me by stabbing me in the lung.  Has this happened to anyone else?--[[User:Mad Fencer|Mad Fencer]] 23:02, 22 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Propably you damaged only the cranial bone, but left the brain intact enough to not kill him instantly.--[[User:Gnarker|Gnarker]] 20:02, 28 May 2010 (CEST)&lt;br /&gt;
&lt;br /&gt;
== Pale ==&lt;br /&gt;
Just discovered a Hoary Marmot badly wounded by a Troglodyte, which had the 'pale' descriptor in the wounds-screen. I think that came from the heavy blood loss.--[[User:Gnarker|Gnarker]] 20:06, 28 May 2010 (CEST)&lt;br /&gt;
:Yah, that was present in 40d as well. It goes 'Faint', then 'Pale', and then the creature dies. Sorta the same way 'Hungry' and 'Starving' work, except it's referring to running out of blood instead of running out of food. Happens to your dwarves too, along with every creature that bleeds. --[[User:DeMatt|DeMatt]] 20:31, 28 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== This page needs more info ==&lt;br /&gt;
&lt;br /&gt;
RIght now it should say what different injuries effects are.--[[User:Toybasher|Toybasher]] 12:10, 29 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I added in a section describing what effects missing limbs (specifically, arms) have. --[[User:Existent|Existent]] 15:44, 11 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Death by workshop? ==&lt;br /&gt;
&lt;br /&gt;
So, my woodcutter is happily working on some bins, when suddenly an announcement pops up. &amp;quot;Cog Dalzatkikrost, Woodworker has bled to death.&amp;quot; His corpse is still in his workshop. There appears to be no units on the unit list aside from my dwarves and embark animals. This workshop is outside, but very close to a meeting zone that has other dwarves on break and animals present. The Thoughts and Preferences screen says &amp;quot;His upper body is gone&amp;quot;. Being the woodworker, he had a copper battle axe, but I'm not sure if that's relevant. What on earth happened here? --[[Special:Contributions/174.0.202.59|174.0.202.59]] 22:21, 17 June 2010 (UTC)&lt;br /&gt;
:A few seconds after this happened, a stray dog just randomly died in what I can only assume is a similar fashion. &amp;quot;His upper body is gone&amp;quot; --[[Special:Contributions/174.0.202.59|174.0.202.59]] 22:27, 17 June 2010 (UTC)&lt;br /&gt;
::A horse standing in the same general area as both the dog and the woodcutter just got some random leg wounds, but didn't die. I was sitting here watching this happen. I didn't see anything approach it, and neither did my dwarves apparently. It just suddenly ran off in one direction, leaving a trail of blood, and stopped a few tiles away closer to my other dwarves which were in the meeting area on break.&lt;br /&gt;
:::Can be magma one level below, or melting rain bug, or other temperature bug. -Afoninv&lt;br /&gt;
::::Or El Chupacabra.&lt;br /&gt;
:All dead dwarves show with &amp;quot;upper body is gone&amp;quot; afterwards, it's not an actual indicator of what killed them. You can now press R to get combat reports though with the same details from adventure mode. [[User:Scikar|Scikar]] 18:42, 8 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Colossus of Socks ==&lt;br /&gt;
&lt;br /&gt;
Apparently a cave spider silk sock can be used as an improvised weapon by the colossus if stolen from one of the dwarves... Its been three years, and the colossus has never once stopped beating my hammerdwarf with it. I just left them alone in a secluded room together. Its entertaining. It seems a dwarf can take damage to every piece of his body without dying. Especially if its constant, and with a sock.&lt;br /&gt;
:This brings another thing to mind. http://www.youtube.com/watch?v=9VDvgL58h_Y&lt;br /&gt;
:--[[User:Axussriddare|KETHCHUP BERSERK!!!]] 16:04, 21 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Yes, I spent over a year fighting a Bronze Colossus who insisted on bashing elves and my adventurer eventually to death with a Pig tail skirt...--[[User:Haydosss|Haydosss]] 08:13, 3 November 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Haydosss</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Pressure_plate&amp;diff=128921</id>
		<title>v0.31 Talk:Pressure plate</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Pressure_plate&amp;diff=128921"/>
		<updated>2010-10-08T01:31:06Z</updated>

		<summary type="html">&lt;p&gt;Haydosss: /* Reversing Signal */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Missing Entries==&lt;br /&gt;
I've noticed there's no goblins on the weight list (arguably one of the most important would-be plate-walkers). A quick second peek revealed that slugmen are missing, too. Someone should cover any missing creatures or, at least, goblins. --[[User:Bronzebeard|Bronzebeard]] 10:35, 29 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I will be writing a script that will read the weights.  It's difficult to write them out, because things change weights based on how old they are.  I'll be thinking of ways to represent this, but II'll keep it as it is right now.&lt;br /&gt;
--[[User:Jargle|Jargle]] 23:19, 10 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I finished importing all the weights info from the raws- THESE NUMBERS ARE IN FACT ACCURATE.  I think I deserve to be angry if people change them since I spent 5 hours on this today. I guess I'm just grumpy. [[User:Jargle|Jargle]] 07:09, 21 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Floors ==&lt;br /&gt;
&lt;br /&gt;
There's some confusion over what kinds of floors plates can be built upon. Just confirmed that they can be built on constructed rock block floors, though others have reported that it doesn't work? Is there some discrepency between 31.03 and .04? [[User:Minus|Minus]] 03:33, 22 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Settings ==&lt;br /&gt;
&lt;br /&gt;
Could we add a section explaining the details of the &amp;quot;Resets&amp;quot; vs. &amp;quot;One use only&amp;quot; settings?  I'm still learning and I'm wondering if &amp;quot;One use only&amp;quot; plates can be manually reset after they have been triggered.  I'm sure others will wonder as well!&lt;br /&gt;
:A one-time use pressure plate disappears the instant you step on it, and in my experience it also '''destroys''' all of the mechanisms contained within it, so don't use masterwork mechanisms. --[[User:Quietust|Quietust]] 20:20, 4 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Units of Measurement ==&lt;br /&gt;
&lt;br /&gt;
The article does not mention the units of measurement for weight.  It certainly isn't pounds or kilograms, a typical goblin doesn't weigh fifty-thousand pounds.  It is confusing to follow with meaningless numbers (unless they truly are meaningless numbers) --[[User:Gamli|Gamli]] 22:35, 11 Sept 2010 (PST)&lt;br /&gt;
: An interesting point; readers would benefit from a reference point. Perhaps the article would be improved if the weight list mentioned up front that that humans weigh 70,000 units and dwarves weigh 60,000 units. [[User:Coaldiamond|-Coaldiamond]] 03:14, 18 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Instant triggering ==&lt;br /&gt;
&lt;br /&gt;
I tested Pressure Plates a bit today, and it seems like they trigger instantly, at least for Hatch Covers. I didn't want to edit the article without more testing having been done first. Can anyone confirm or dis-confirm my suspicion?--[[User:CaveIn|CaveIn]] 17:00, 17 September 2010 (UTC)&lt;br /&gt;
:That's how they've always worked - stepping on a pressure plate is exactly like pulling a lever, though stepping ''off'' of a pressure plate has a 100-tick delay before the trigger resets. --[[User:Quietust|Quietust]] 17:33, 17 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Reversing Signal ==&lt;br /&gt;
&lt;br /&gt;
Since activating a pressure plate sends an ‘open’ signal to its connection,&lt;br /&gt;
it would be possible to send a ‘close’ signal by connecting the activation &lt;br /&gt;
pressure plate to a hatched room filled with water with a different pressure&lt;br /&gt;
plate set to 7/7.&lt;br /&gt;
&lt;br /&gt;
Location 1&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
|----X----|&amp;lt;br /&amp;gt;&lt;br /&gt;
|---------|         'X' is a floodgate/door/bars&amp;lt;br /&amp;gt;&lt;br /&gt;
|----^----|&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Location 2&amp;lt;br /&amp;gt;&lt;br /&gt;
 &amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
  -----------&amp;lt;br /&amp;gt;&lt;br /&gt;
|~ ~~^~ ~|&amp;lt;br /&amp;gt;&lt;br /&gt;
|~ ~~ ~ ~|          'c' is a hatch over  a hole&amp;lt;br /&amp;gt;&lt;br /&gt;
|~ ~~c~ ~|&amp;lt;br /&amp;gt;&lt;br /&gt;
   ----------&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
The room at location 2 is full of 7/7 water, keeping the pressure plate activated&lt;br /&gt;
keeping floodgate at ‘X’ open. When the pressure plate at location 1 is activated&lt;br /&gt;
the room drains stoping the activation and therefore closing the floodgate ‘X’ at location 1&amp;lt;br /&amp;gt;&lt;br /&gt;
*Bonus -Use magma for more fun!?&lt;br /&gt;
[[User:Haydosss|Haydosss]] 12:06, 7 October 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Haydosss</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Pressure_plate&amp;diff=128895</id>
		<title>v0.31 Talk:Pressure plate</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Pressure_plate&amp;diff=128895"/>
		<updated>2010-10-07T12:06:43Z</updated>

		<summary type="html">&lt;p&gt;Haydosss: /* Reversing Signal */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Missing Entries==&lt;br /&gt;
I've noticed there's no goblins on the weight list (arguably one of the most important would-be plate-walkers). A quick second peek revealed that slugmen are missing, too. Someone should cover any missing creatures or, at least, goblins. --[[User:Bronzebeard|Bronzebeard]] 10:35, 29 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I will be writing a script that will read the weights.  It's difficult to write them out, because things change weights based on how old they are.  I'll be thinking of ways to represent this, but II'll keep it as it is right now.&lt;br /&gt;
--[[User:Jargle|Jargle]] 23:19, 10 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I finished importing all the weights info from the raws- THESE NUMBERS ARE IN FACT ACCURATE.  I think I deserve to be angry if people change them since I spent 5 hours on this today. I guess I'm just grumpy. [[User:Jargle|Jargle]] 07:09, 21 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Floors ==&lt;br /&gt;
&lt;br /&gt;
There's some confusion over what kinds of floors plates can be built upon. Just confirmed that they can be built on constructed rock block floors, though others have reported that it doesn't work? Is there some discrepency between 31.03 and .04? [[User:Minus|Minus]] 03:33, 22 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Settings ==&lt;br /&gt;
&lt;br /&gt;
Could we add a section explaining the details of the &amp;quot;Resets&amp;quot; vs. &amp;quot;One use only&amp;quot; settings?  I'm still learning and I'm wondering if &amp;quot;One use only&amp;quot; plates can be manually reset after they have been triggered.  I'm sure others will wonder as well!&lt;br /&gt;
:A one-time use pressure plate disappears the instant you step on it, and in my experience it also '''destroys''' all of the mechanisms contained within it, so don't use masterwork mechanisms. --[[User:Quietust|Quietust]] 20:20, 4 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Units of Measurement ==&lt;br /&gt;
&lt;br /&gt;
The article does not mention the units of measurement for weight.  It certainly isn't pounds or kilograms, a typical goblin doesn't weigh fifty-thousand pounds.  It is confusing to follow with meaningless numbers (unless they truly are meaningless numbers) --[[User:Gamli|Gamli]] 22:35, 11 Sept 2010 (PST)&lt;br /&gt;
: An interesting point; readers would benefit from a reference point. Perhaps the article would be improved if the weight list mentioned up front that that humans weigh 70,000 units and dwarves weigh 60,000 units. [[User:Coaldiamond|-Coaldiamond]] 03:14, 18 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Instant triggering ==&lt;br /&gt;
&lt;br /&gt;
I tested Pressure Plates a bit today, and it seems like they trigger instantly, at least for Hatch Covers. I didn't want to edit the article without more testing having been done first. Can anyone confirm or dis-confirm my suspicion?--[[User:CaveIn|CaveIn]] 17:00, 17 September 2010 (UTC)&lt;br /&gt;
:That's how they've always worked - stepping on a pressure plate is exactly like pulling a lever, though stepping ''off'' of a pressure plate has a 100-tick delay before the trigger resets. --[[User:Quietust|Quietust]] 17:33, 17 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Reversing Signal ==&lt;br /&gt;
&lt;br /&gt;
Since activating a pressure plate sends an ‘open’ signal to its connection,&lt;br /&gt;
it would be possible to send a ‘close’ signal by connecting the activation &lt;br /&gt;
pressure plate to a hatched room filled with water with a different pressure&lt;br /&gt;
plate set to 7/7.&lt;br /&gt;
&lt;br /&gt;
Location 1&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
|----X----|&amp;lt;br /&amp;gt;&lt;br /&gt;
|---------|         'X' is a floodgate/door/bars&amp;lt;br /&amp;gt;&lt;br /&gt;
|----^----|&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Location 2&amp;lt;br /&amp;gt;&lt;br /&gt;
 &amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
  -----------&amp;lt;br /&amp;gt;&lt;br /&gt;
|~ ~~^~ ~|&amp;lt;br /&amp;gt;&lt;br /&gt;
|~ ~~ ~ ~|          'c' is a hatch over  a hole&amp;lt;br /&amp;gt;&lt;br /&gt;
|~ ~~c~ ~|&amp;lt;br /&amp;gt;&lt;br /&gt;
   ----------&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
The room at location 2 is full of 7/7 water, keeping the pressure plate activated&lt;br /&gt;
keeping floodgate at ‘X’ open. When the pressure plate at location 1 is activated&lt;br /&gt;
the room drains stoping the activation and therefore closing the floodgate ‘X’ at location 1&amp;lt;br /&amp;gt;&lt;br /&gt;
[[User:Haydosss|Haydosss]] 12:06, 7 October 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Haydosss</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Mist&amp;diff=94944</id>
		<title>40d Talk:Mist</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Mist&amp;diff=94944"/>
		<updated>2010-04-18T09:32:12Z</updated>

		<summary type="html">&lt;p&gt;Haydosss: /* Properties of mist */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is for the discussion of the Mist article.&lt;br /&gt;
&lt;br /&gt;
== Falling Mist? ==&lt;br /&gt;
&lt;br /&gt;
I don't have any place to build my own waterfall, so if anyone knows... Is the mist generated by the '''falling''' or by the '''landing''' water? I.e. if it falls sevel levels down, will the mist be generated on every level, or only at the bottom?--[[User:Dorten|Dorten]] 00:07, 14 January 2008 (EST)&lt;br /&gt;
:'''Falling''' water generates mist, afaik. (Be warned, falling magma generates magma mist, which is deadly!) [[User:GreyMario|GreyMario]] 15:01, 14 January 2008 (EST)&lt;br /&gt;
::You seem to have experimented a bit with [[magma mist]], greymario. Could you help expand the article? [[User:VengefulDonut|VengefulDonut]] 19:35, 14 January 2008 (EST)&lt;br /&gt;
:::Or, well, last I heard it was deadly, anyway. I haven't needed to make lava waterfalls yet, thank god. --[[User:GreyMario|GreyMario]] 16:08, 23 April 2008 (EDT)&lt;br /&gt;
::::I realize I'm a year late to this party, but for those that might have a similar question, '''falling''' water will not generate mist ''unless'' you have a grate in place, from what I know. I've experimented with many modular combination waterfall-perpetual motion-well-resevoir designs, and all of them required the grates for mist to occur and generate happy thoughts. --[[User:Hilscher|Hilscher]] 21:10, 1 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Lava Mist ==&lt;br /&gt;
&lt;br /&gt;
I just started to divert a river into a volcano (magma vent) and every now and then theres a cave in. When that happens, a column of 'Lava Mist' is created... what is this? --[[User:Mabmoro|mabmoro]] 21:42, 12 August 2008 (EDT)&lt;br /&gt;
::::This is the mist generated as the new 'natural wall' of magma/lava that has been created by the reaction  between water and magma falls through other areas of lava, just as if a floor where dropped on the lava. &lt;br /&gt;
--[[User:Haydosss|Haydosss]] 17:08 21 Mar 2010 &lt;br /&gt;
== How much mist? ==&lt;br /&gt;
&lt;br /&gt;
How much mist is generated from falling/splashing water? This seems to be one of those things that either everyone knows and so it's assumed, or nobody knows and never bother to ask. The closest I've been able to get to a real answer is &amp;quot;a column.&amp;quot; --[[User:Aethios|Aethios]] 07:32, 23 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== AncientEnemy's mist generator ==&lt;br /&gt;
&lt;br /&gt;
The design from [http://www.bay12games.com/forum/index.php?topic=34407.0 this thread] ought to be included on this page under a &amp;quot;Generating Mist&amp;quot; heading.  I may do it myself if I get around to it, but there's the link if someone else wants to try it.  --[[User:FunkyWaltDogg|FunkyWaltDogg]] 13:46, 28 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I still can't visualize the construction of the version with no retaining wall.  Suggest an image of it, or both, in the official tile set.  --[[User:Nightwind|Nightwind]] 03:03, 1 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::It is rather difficult to imagine, and I agree that a official tile set image would be nice.  Let me see if I can explain it better and then perhaps someone can fix it!  I'm not sure how to set it up with the tile set, but perhaps I'll figure it out.  &lt;br /&gt;
&lt;br /&gt;
::Only the z=1 level layout is important.  The pumps need to be setup for clockwise or counterclockwise operation and one of the &amp;quot;hole&amp;quot; squares has a place for water to sit at the z=0 level. As the article says, on this z=1 level, designate the hole with ground under it as a pond.  The dwarfs will attempt to fill it up using buckets (see [[pond]]).  After the first bucket, the water in the square is at a level of 1/7.  At this level, the water doesn't spread out but also no water is picked up by the pump as it needs 2/7.  But, just as the second dwarf adds water to make it 2/7, the pump picks it up and then the cycle is started. Meaning the water is now looping around from pump to pump.  Say another dwarf adds more to the same square. Then the water will be at 1/7 so it will not get picked or expand like before.  However, when the water that is already looping in the loop hits that square, the two combine.  Then the water is 3/7, so the 3/7 water now starts cycling around. I think after you get to 7/7, the water starts to &amp;quot;spill&amp;quot; in the z=1 level, but I've not done it. I have found that 2/7 water generates enough mist, so I don't bother past this point, and I just make the pond zone inactive.  Does that help at all?--[[User:Kwieland|Kwieland]] 13:52, 1 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::That explains the original that I almost understood,  then I read it a second time and it clicks... AH HA.  It stops explaining what i think I'm seeing, and starts to reveal 'the truth'.  In other words, that was enough detail to get through my thick skull, thank you.--[[User:Nightwind|Nightwind]] 17:26, 1 May 2009 (UTC)&lt;br /&gt;
:::With another Z-level above the pumps, it's also possible to create a simple on/off switch for the mist generator - place a single screw pump directly above one of the others below (with the same horizontal/vertical orientation) with its output tile walled in, then channel out the floor underneath the output tile and build a floor hatch. Power the pump through a gear assembly, then link a lever to the gear assembly and the floor hatch (making sure the lever is in the &amp;quot;off&amp;quot; position when linked to the gear). When in the &amp;quot;off&amp;quot; state, the hatch will be closed and the pump will be active, sucking the water out of the loop and holding it in a (1 tile) tank, and when in the &amp;quot;on&amp;quot; state, the hatch will be open and the pump will be inactive, allowing the water to fall back into the system and continue generating mist. This would be ideal for allowing future renovation (such as replacing statues with those of higher quality) or temporarily reducing lag. --[[User:Quietust|Quietust]] 15:20, 2 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Properties of mist ==&lt;br /&gt;
&lt;br /&gt;
Does anyone know what the properties of mist are, such as how far a single 'column' will travel before it disapears? Or, what kinds of things mist will move through, such as bars or fortifications.~~&lt;/div&gt;</summary>
		<author><name>Haydosss</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Haydosss&amp;diff=94943</id>
		<title>User:Haydosss</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Haydosss&amp;diff=94943"/>
		<updated>2010-04-18T09:29:46Z</updated>

		<summary type="html">&lt;p&gt;Haydosss: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Haha!! I exist now! finaly!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:MY internal organs!!.PNG|Caption1&lt;br /&gt;
Image:Bridge building.PNG| Bridge building at its finest...&lt;br /&gt;
Image:Much Spillage.PNG‎| Never leave your pumps unattended...&lt;br /&gt;
Image:Happy fun jail .PNG| Hottest Jail in town... well, Fortress...&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;/div&gt;</summary>
		<author><name>Haydosss</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Happy_fun_jail_.PNG&amp;diff=94939</id>
		<title>File:Happy fun jail .PNG</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Happy_fun_jail_.PNG&amp;diff=94939"/>
		<updated>2010-04-18T09:25:43Z</updated>

		<summary type="html">&lt;p&gt;Haydosss: Some say this jail is hot... Hellishly Hot...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Some say this jail is hot... Hellishly Hot...&lt;/div&gt;</summary>
		<author><name>Haydosss</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Bridge_building.PNG&amp;diff=94938</id>
		<title>File:Bridge building.PNG</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Bridge_building.PNG&amp;diff=94938"/>
		<updated>2010-04-18T09:25:29Z</updated>

		<summary type="html">&lt;p&gt;Haydosss: Well actually its an aquaduct...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Well actually its an aquaduct...&lt;/div&gt;</summary>
		<author><name>Haydosss</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Much_Spillage.PNG&amp;diff=94937</id>
		<title>File:Much Spillage.PNG</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Much_Spillage.PNG&amp;diff=94937"/>
		<updated>2010-04-18T09:23:16Z</updated>

		<summary type="html">&lt;p&gt;Haydosss: Never leave your pumps unattended...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Never leave your pumps unattended...&lt;/div&gt;</summary>
		<author><name>Haydosss</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:MY_internal_organs!!.PNG&amp;diff=94935</id>
		<title>File:MY internal organs!!.PNG</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:MY_internal_organs!!.PNG&amp;diff=94935"/>
		<updated>2010-04-18T09:18:01Z</updated>

		<summary type="html">&lt;p&gt;Haydosss: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Haydosss</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Combat_drills&amp;diff=86029</id>
		<title>v0.31 Talk:Combat drills</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Combat_drills&amp;diff=86029"/>
		<updated>2010-04-07T13:10:33Z</updated>

		<summary type="html">&lt;p&gt;Haydosss: /* group training? */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Shouldn't this be a page in the DF2010 namespace, instead of a page with a DF2010 section? --[[User:StrongAxe|StrongAxe]] 22:53, 4 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== group training? ==&lt;br /&gt;
&lt;br /&gt;
I just started on the new version, but I cant get my dwarfs to train together... they just sit round on opposite ends of the barraks drilling themselves silly... can anyone help? -- Haydosss 7/4/2010&lt;/div&gt;</summary>
		<author><name>Haydosss</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Haydosss&amp;diff=76719</id>
		<title>User:Haydosss</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Haydosss&amp;diff=76719"/>
		<updated>2010-03-27T12:27:47Z</updated>

		<summary type="html">&lt;p&gt;Haydosss: Created page with 'Haha!! I exist now! finaly!'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Haha!! I exist now! finaly!&lt;/div&gt;</summary>
		<author><name>Haydosss</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Activity_zone&amp;diff=76718</id>
		<title>40d Talk:Activity zone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Activity_zone&amp;diff=76718"/>
		<updated>2010-03-27T12:27:01Z</updated>

		<summary type="html">&lt;p&gt;Haydosss: /* Dumping Theives */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Undumpable: belongings of dead dwarves==&lt;br /&gt;
Has anyone else noticed that when a dwarf dies and leaves behind all his items on the floor of your fortress, you can designate them for dumping but the dwarves never come and dump them? Is there any way to get rid of these? I also noticed dwarves never seem to dump damaged items (items that have an x in their name). ----[[User:Hyperbox|Hyperbox]] 04:29, 21 August 2008 (EST)&lt;br /&gt;
:I don't think dwarves will dump items with ownership flags, so that's why your dwarves never seem to dump damaged items.  I think they need to replace them first. In the case of death, though, my experience has been that the items get de-owned on death and the other dwarves come strip the body. If you do {{k|o}}rders &amp;amp; choose {{k|F}}orbid, there are some settings about whether items are forbidden upon death, but I think they default to mostly-permissive, so unless your settings got changed that shouldn't be affecting you, either. --[[User:Sev|Sev]] 03:41, 27 August 2008 (EDT)&lt;br /&gt;
::I'm thinking that the [[dwarven economy]] might throw another yet wrench into this system.  Since my economy started, my dwarves have refused to dump ''any'' clothing items, including narrow clothing.  I'm wondering whether it's because dwarves won't dump anything they might be able to sell.  Bless their capitalist little hearts, but it's extremely frustrating.  --[[User:Ookpik|Ookpik]] 21:42, 13 September 2008 (EDT)&lt;br /&gt;
:::I have had no trouble dumping narrow clothing after the economy kicks in -- as long as the clothing isn't already in a shop.  Once they've hauled it to the shop, it behaves as if it were &amp;quot;owned&amp;quot;. --[[User:Sev|Sev]] 19:55, 12 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
I just want to confirm that items, particularly worn out socks and shoes, can't be dumped.  So if your dwarf decides he wants a new pair and leaves his old shoes or socks lying on the ground, you are screwed.--[[User:Jpwrunyan|Jpwrunyan]] 10:59, 25 April 2009 (UTC)&lt;br /&gt;
:You can, however, hide them via {{k|k}}-{{k|h}} or {{k|d}}-{{k|b}}-{{k|h}}.  They still exist, but at least you won't have to look at them.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 04:07, 1 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Proposed move==&lt;br /&gt;
should this page be moved to the singluar title &amp;quot;Activity zone&amp;quot; ?&lt;br /&gt;
(unsigned/unknown [[User:GarrieIrons|GarrieIrons]] 07:59, 4 July 2008 (EDT))&lt;br /&gt;
&lt;br /&gt;
==Force drinking location==&lt;br /&gt;
Any advice how to get dwarves really drink where I want them?&lt;br /&gt;
I have one space water supply zone at the end of channel so the zone is above the floodgate) and then I have another 12 space zone around a little pond.. still all the dwarves run all the way to the brook for drink. (..yea yea, I know, I need booze. sorry for beeing slow)&lt;br /&gt;
--Shiona&lt;br /&gt;
:under the orders menu, along with the only farmers harvest and refuse type orders, there is an option for zones, under that submenu you can say 'prefer to drink/fish at zone' 'only drink/fish at zone' which might be what you need. Also make sure you are setting the zones to a type and not just designating them. --[[User:Shades|Shades]] 05:27, 6 November 2007 (EST)&lt;br /&gt;
::I've got the same problem. I've zoned a large water source over my brook and I've set zone only drinking under my options, yet my dwarves still go up or down river, sometimes great distances, to drink. It's a really big problem since I'm in a really savage biome. I've tried de- and rezoning the water source and switching on and off the zone permissions. Bug? Or are my dwarves just stupider than most? --RampagingFrodo 01:49 EDT, 23 Jan 2009&lt;br /&gt;
&lt;br /&gt;
==Vertigo when filling ponds?==&lt;br /&gt;
This is not really related to zones, but I have a pond my dwarves are filling, which is three levels deep. They seem to be suffering from extreme vertigo; they keep filling a bucket, dumping it in, and then staggering away stunned and nauseous. There's vomit ''all over'' my pond now.&lt;br /&gt;
- [[User:Clockwork|Clockwork]] 19:20, 18 November 2007 (EST)&lt;br /&gt;
:That sounds like cave adjustment to me. When's the last time they've been outside before that problem arose? If dwarves spend too long underground, they'll get accustomed to it, to the point that being hit by sunlight again will give them the exact symptoms you just described. The pond has nothing to do with it, aside from the fact that they're outside while filling it. --[[User:Hesitris|Hesitris]] 22:42, 18 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Inappropriate building?==&lt;br /&gt;
I have designated a pond inside my fort in an attempt to get some floors muddy for farming. However, I keep getting the message: so and so cancels Fill Pond: Inappropriate building. Any hints as to what I am doing wrong?&lt;br /&gt;
- [[User:Ehertlein|Ehertlein]] 07:03, 18 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: IIRC Dwarves will only pour water into a pit; ie. an empty space. If you want to make a floor muddy, you need to mark a pond on the z-level above it. --[[User:Raumkraut|Raumkraut]] 14:41, 18 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Garbage dump ==&lt;br /&gt;
The following sentence is self contradicting. &amp;quot;Each ground tile within that zone is considered a garbage dump tile; thus, if you want to place a single-tile zone, place the zone onto a ground tile (optionally adjacent to a cliff or pit), not onto an open space.&amp;quot; It needs correcting, one way or the other. --[[User:Aykavil|Aykavil]] 04:49, 17 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Wiki style question==&lt;br /&gt;
while reading articles in this wiki, i sometimes see keyboard keys described as being &amp;quot;pushed&amp;quot; (for example, under Construction in [[Well]]), sometimes as being &amp;quot;used&amp;quot; (link) and sometimes just Shortcut {{k|w}} (for example, [[Dump]]). can i use any of these in articles that i wish to add to the wiki? -[[User:Anachron|Anachron]]&lt;br /&gt;
:There is a lack of consistency. Fix it all! or adopt the (non)standard that already exists... the real answer is see the [[rule]]s. If it's not covered and you think it should be.... work out where it should go![[User:GarrieIrons|GarrieIrons]] 07:59, 4 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Animal pits==&lt;br /&gt;
Is this how I am meant to keep all my herd animals in the same place (I'd prefer not to cage them, I don't know why...)? Are they gonna get hurt when I drop them down a z-level?[[User:GarrieIrons|GarrieIrons]] 07:59, 4 July 2008 (EDT)&lt;br /&gt;
:Now I think I have an issue that...&lt;br /&gt;
::I have a passage leading to a channel. The channel and one floor tile before it are my pit zones.&lt;br /&gt;
::Below that is a room with a s-bend corridor with several doors marked &amp;quot;Passable&amp;quot; (ie not passable to pets).&lt;br /&gt;
:It seems that my dwarves want to drop an animal into the pit. Then go downstairs, pick it up, and do it again.&lt;br /&gt;
:I am confused![[User:GarrieIrons|GarrieIrons]] 09:04, 4 July 2008 (EDT)&lt;br /&gt;
===After a night of sleep===&lt;br /&gt;
Alright. I now have an animal pit activity zone. Below it is a room with an S-bend corridor with three doors marked '''Passable''' (for dwarves only).&lt;br /&gt;
There are &amp;quot;several&amp;quot; animals in the pit.&lt;br /&gt;
My question: When I {{k|i}} on the zone, then {{k|P}}, does it show me the animals who have already been put in the pit or not? I would have thought it would be like a cage, showing all animals but putting a special character next to the ones already in the pit.[[User:GarrieIrons|GarrieIrons]] 21:01, 4 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Unfortunately there is no way to tell if an animal has been placed in a pit. So when you assign animals to a pit, it is a one-shot thing only - a dwarf will pit the animal, then there will be no indication that the animal is there the next time you look at the list. It would be nice if we could designate areas as pits, where the areas would act as 'stockpiles' or 'cages' that track which animals are in them.[[User:Pavlov|Pavlov]] 04:46, 30 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Deadly Animal Pits==&lt;br /&gt;
I'm surprised I'm not seeing anyone talking about this, but when I saw that you could put animals in pits the first thing I thought about was filling it with snakes, lions, maybe a dragon or two, and having that be what the unlucky goblins who fall into when the get dropped down from your drawbridge trap. --[[User:DimensionWarped|DimensionWarped]] 20:31, 22 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
*Adding onto that... how about making ponds and filling them with your own fish to start some kind of fish pond or something? --[[User:DimensionWarped|DimensionWarped]] 20:32, 22 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Yeah, that makes sense! I always thought that was what ponds were for, before I figured out you could do other things with them, too. I'd be careful with the dragon pits, though. Even tame ones are very indiscriminate when breathing fire on their foes. (Currently I'm using a race that I gave dragonfirebreath. First thing that happened when zombies attacked was they lit up the zombies, the wagon and all the supplies, and the clothes their friends were wearing. I changed the race's ignite point after that.) --[[User:Navian|Navian]] 20:38, 22 November 2008 (EST)&lt;br /&gt;
==Nobles filling ponds==&lt;br /&gt;
&lt;br /&gt;
Anybody else notice that nobles fill ponds?  They ''are'' useful for something after all! --[[User:Kwieland|Kwieland]] 02:12, 28 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Odd pond filling techniques==&lt;br /&gt;
Why is it when my little dudes try filling my pond, they leave the bucket at edge of my pond? Am I seeing this incorrectly, or when they fill a pond, they get water, bring it over to the pond, pour the water in, and leave the bucket. I don't understand how this fills the pond, or if you need multiple buckets, or if I'm doing something wrong. --[[User:ZombieRoboNinja|ZombieRoboNinja]] 16:09, 2 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:They dumped the water out of the bucket into the pond (assuming there was a channel to dump into) and then left the bucket for the next filler to use. It can be very difficult to fill any sizable space (&amp;gt;2x2) with buckets alone, due to evaporation. Your best bet is to have multiple pond zones (each one will generate a separate filling job,) 2 buckets per zone, and turning off any bucket accepting stockpiles, in addition to making sure the nearest water source isn't a long trip. --[[User:N9103|Edward]] 22:04, 30 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Oh, I see. I figured if the dwarves didn't have anything better to do, they'd just keep the buckets with them and do the job over and over again. They drop the bucket when they're done? That's kinda ridiculous. Anyway, that's for the info. --[[User:ZombieRoboNinja|ZombieRoboNinja]] 16:10, 2 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Undumpable: Fallen dump-marked stone==&lt;br /&gt;
I had a bunch of stone I marked for dumping via {{k|d}}-{{k|b}}-{{k|d}}. Then, before dwarfs could take it away, my miners channeled the ground out from under the stone, causing it all to fall to the level below. Now, no matter how I unmark/remark the stone, they refuse to dump any of the stone that fell while marked for dumping. I can mark off other areas of stone; a dozen dwarfs happily swarm the area and take it away. But any of the stone that fell a level while marked for dumping are completely ignored. Bug? --[[User:Mattmoss|Mattmoss]] 23:33, 27 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Note that the dwarfs have physical access to the stone. I didn't just dig a pit without stairs/ramps; there are no stairs/ramps, but I was digging out the stone and floor above my trade depot and main hall, so the dwarfs do have access to the area where the &amp;quot;untouchable&amp;quot; stone is. I tested to see if adding stairs suddenly made the stone accessible; it did not. --[[User:Mattmoss|Mattmoss]] 03:17, 28 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Figured it out; not a bug. Stupidly, I forgot my purpose in digging and channeling out the area was to make the room below OUTDOORS. And the default option is for dwarfs to not collect refuse from outdoors. As soon as I enabled that option, the dwarfs started dumping the stone. --[[User:Mattmoss|Mattmoss]] 20:23, 28 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Interrupted while adding to (goblin) pit ==&lt;br /&gt;
&lt;br /&gt;
I want to dump all my gobbos into the same 2x2 pit. but my dwarves lead a gobbo over to it, see the gobbos already in there, and cancel the job... I'm suprised they don't let go of the gobbo they are leading in fright.&lt;br /&gt;
&lt;br /&gt;
The down-side is, I now have dwarves wandering around holding onto goblins... which can't be a good thing can it?&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]] 04:05, 20 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Proper area ==&lt;br /&gt;
For some odd reason, all of my pets run back and forth from their masters/parents to the meeting area (Any type) and then back.  Repeat.  Its very annoying because my Military dwarves that have war dogs assigned to them have the dogs running back and forth which cuts down on power, and eats up my CPU.  I know that I can just not have a meeting area, but I want them to get happy thoughts from talking near my Adamantine statue!  Does anybody know a way around this?--[[User:CrazyMcfobo|CrazyMcfobo]] 00:08, 1 August 2009 (UTC)&lt;br /&gt;
*Is your adamantine statue not declared as a statue garden? That counts as a meeting area and your dwarfs will congregate there. --[[User:Quietust|Quietust]] 00:36, 1 August 2009 (UTC)&lt;br /&gt;
:: I disabled it because of all the traffic the pets made, but any area where the dwarfs gather (Except their bedrooms) the pets will also gather.--[[User:CrazyMcfobo|CrazyMcfobo]] 01:11, 1 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Effect of temperature ==&lt;br /&gt;
&lt;br /&gt;
While embarking in a tundra, I set my meeting zone inside my first storage area and it is noted as being &amp;quot;cold&amp;quot;.&lt;br /&gt;
Does this have any effect?&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]] 10:14, 7 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Dumping Theives ==&lt;br /&gt;
&lt;br /&gt;
when designating goblin theives to be dumped I find that they often escape... however this only happens if the dwarf 'transporting' them is weaker then the theif, or, if said dwarf has the 'strong' attribute (i'm not sure which). Just saing though... [[User:Haydosss|Haydosss]], 27 March 2010&lt;/div&gt;</summary>
		<author><name>Haydosss</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Activity_zone&amp;diff=76717</id>
		<title>40d Talk:Activity zone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Activity_zone&amp;diff=76717"/>
		<updated>2010-03-27T12:26:15Z</updated>

		<summary type="html">&lt;p&gt;Haydosss: /* Dumping Theives */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Undumpable: belongings of dead dwarves==&lt;br /&gt;
Has anyone else noticed that when a dwarf dies and leaves behind all his items on the floor of your fortress, you can designate them for dumping but the dwarves never come and dump them? Is there any way to get rid of these? I also noticed dwarves never seem to dump damaged items (items that have an x in their name). ----[[User:Hyperbox|Hyperbox]] 04:29, 21 August 2008 (EST)&lt;br /&gt;
:I don't think dwarves will dump items with ownership flags, so that's why your dwarves never seem to dump damaged items.  I think they need to replace them first. In the case of death, though, my experience has been that the items get de-owned on death and the other dwarves come strip the body. If you do {{k|o}}rders &amp;amp; choose {{k|F}}orbid, there are some settings about whether items are forbidden upon death, but I think they default to mostly-permissive, so unless your settings got changed that shouldn't be affecting you, either. --[[User:Sev|Sev]] 03:41, 27 August 2008 (EDT)&lt;br /&gt;
::I'm thinking that the [[dwarven economy]] might throw another yet wrench into this system.  Since my economy started, my dwarves have refused to dump ''any'' clothing items, including narrow clothing.  I'm wondering whether it's because dwarves won't dump anything they might be able to sell.  Bless their capitalist little hearts, but it's extremely frustrating.  --[[User:Ookpik|Ookpik]] 21:42, 13 September 2008 (EDT)&lt;br /&gt;
:::I have had no trouble dumping narrow clothing after the economy kicks in -- as long as the clothing isn't already in a shop.  Once they've hauled it to the shop, it behaves as if it were &amp;quot;owned&amp;quot;. --[[User:Sev|Sev]] 19:55, 12 December 2008 (EST)&lt;br /&gt;
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I just want to confirm that items, particularly worn out socks and shoes, can't be dumped.  So if your dwarf decides he wants a new pair and leaves his old shoes or socks lying on the ground, you are screwed.--[[User:Jpwrunyan|Jpwrunyan]] 10:59, 25 April 2009 (UTC)&lt;br /&gt;
:You can, however, hide them via {{k|k}}-{{k|h}} or {{k|d}}-{{k|b}}-{{k|h}}.  They still exist, but at least you won't have to look at them.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 04:07, 1 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Proposed move==&lt;br /&gt;
should this page be moved to the singluar title &amp;quot;Activity zone&amp;quot; ?&lt;br /&gt;
(unsigned/unknown [[User:GarrieIrons|GarrieIrons]] 07:59, 4 July 2008 (EDT))&lt;br /&gt;
&lt;br /&gt;
==Force drinking location==&lt;br /&gt;
Any advice how to get dwarves really drink where I want them?&lt;br /&gt;
I have one space water supply zone at the end of channel so the zone is above the floodgate) and then I have another 12 space zone around a little pond.. still all the dwarves run all the way to the brook for drink. (..yea yea, I know, I need booze. sorry for beeing slow)&lt;br /&gt;
--Shiona&lt;br /&gt;
:under the orders menu, along with the only farmers harvest and refuse type orders, there is an option for zones, under that submenu you can say 'prefer to drink/fish at zone' 'only drink/fish at zone' which might be what you need. Also make sure you are setting the zones to a type and not just designating them. --[[User:Shades|Shades]] 05:27, 6 November 2007 (EST)&lt;br /&gt;
::I've got the same problem. I've zoned a large water source over my brook and I've set zone only drinking under my options, yet my dwarves still go up or down river, sometimes great distances, to drink. It's a really big problem since I'm in a really savage biome. I've tried de- and rezoning the water source and switching on and off the zone permissions. Bug? Or are my dwarves just stupider than most? --RampagingFrodo 01:49 EDT, 23 Jan 2009&lt;br /&gt;
&lt;br /&gt;
==Vertigo when filling ponds?==&lt;br /&gt;
This is not really related to zones, but I have a pond my dwarves are filling, which is three levels deep. They seem to be suffering from extreme vertigo; they keep filling a bucket, dumping it in, and then staggering away stunned and nauseous. There's vomit ''all over'' my pond now.&lt;br /&gt;
- [[User:Clockwork|Clockwork]] 19:20, 18 November 2007 (EST)&lt;br /&gt;
:That sounds like cave adjustment to me. When's the last time they've been outside before that problem arose? If dwarves spend too long underground, they'll get accustomed to it, to the point that being hit by sunlight again will give them the exact symptoms you just described. The pond has nothing to do with it, aside from the fact that they're outside while filling it. --[[User:Hesitris|Hesitris]] 22:42, 18 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Inappropriate building?==&lt;br /&gt;
I have designated a pond inside my fort in an attempt to get some floors muddy for farming. However, I keep getting the message: so and so cancels Fill Pond: Inappropriate building. Any hints as to what I am doing wrong?&lt;br /&gt;
- [[User:Ehertlein|Ehertlein]] 07:03, 18 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: IIRC Dwarves will only pour water into a pit; ie. an empty space. If you want to make a floor muddy, you need to mark a pond on the z-level above it. --[[User:Raumkraut|Raumkraut]] 14:41, 18 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Garbage dump ==&lt;br /&gt;
The following sentence is self contradicting. &amp;quot;Each ground tile within that zone is considered a garbage dump tile; thus, if you want to place a single-tile zone, place the zone onto a ground tile (optionally adjacent to a cliff or pit), not onto an open space.&amp;quot; It needs correcting, one way or the other. --[[User:Aykavil|Aykavil]] 04:49, 17 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Wiki style question==&lt;br /&gt;
while reading articles in this wiki, i sometimes see keyboard keys described as being &amp;quot;pushed&amp;quot; (for example, under Construction in [[Well]]), sometimes as being &amp;quot;used&amp;quot; (link) and sometimes just Shortcut {{k|w}} (for example, [[Dump]]). can i use any of these in articles that i wish to add to the wiki? -[[User:Anachron|Anachron]]&lt;br /&gt;
:There is a lack of consistency. Fix it all! or adopt the (non)standard that already exists... the real answer is see the [[rule]]s. If it's not covered and you think it should be.... work out where it should go![[User:GarrieIrons|GarrieIrons]] 07:59, 4 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Animal pits==&lt;br /&gt;
Is this how I am meant to keep all my herd animals in the same place (I'd prefer not to cage them, I don't know why...)? Are they gonna get hurt when I drop them down a z-level?[[User:GarrieIrons|GarrieIrons]] 07:59, 4 July 2008 (EDT)&lt;br /&gt;
:Now I think I have an issue that...&lt;br /&gt;
::I have a passage leading to a channel. The channel and one floor tile before it are my pit zones.&lt;br /&gt;
::Below that is a room with a s-bend corridor with several doors marked &amp;quot;Passable&amp;quot; (ie not passable to pets).&lt;br /&gt;
:It seems that my dwarves want to drop an animal into the pit. Then go downstairs, pick it up, and do it again.&lt;br /&gt;
:I am confused![[User:GarrieIrons|GarrieIrons]] 09:04, 4 July 2008 (EDT)&lt;br /&gt;
===After a night of sleep===&lt;br /&gt;
Alright. I now have an animal pit activity zone. Below it is a room with an S-bend corridor with three doors marked '''Passable''' (for dwarves only).&lt;br /&gt;
There are &amp;quot;several&amp;quot; animals in the pit.&lt;br /&gt;
My question: When I {{k|i}} on the zone, then {{k|P}}, does it show me the animals who have already been put in the pit or not? I would have thought it would be like a cage, showing all animals but putting a special character next to the ones already in the pit.[[User:GarrieIrons|GarrieIrons]] 21:01, 4 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Unfortunately there is no way to tell if an animal has been placed in a pit. So when you assign animals to a pit, it is a one-shot thing only - a dwarf will pit the animal, then there will be no indication that the animal is there the next time you look at the list. It would be nice if we could designate areas as pits, where the areas would act as 'stockpiles' or 'cages' that track which animals are in them.[[User:Pavlov|Pavlov]] 04:46, 30 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Deadly Animal Pits==&lt;br /&gt;
I'm surprised I'm not seeing anyone talking about this, but when I saw that you could put animals in pits the first thing I thought about was filling it with snakes, lions, maybe a dragon or two, and having that be what the unlucky goblins who fall into when the get dropped down from your drawbridge trap. --[[User:DimensionWarped|DimensionWarped]] 20:31, 22 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
*Adding onto that... how about making ponds and filling them with your own fish to start some kind of fish pond or something? --[[User:DimensionWarped|DimensionWarped]] 20:32, 22 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Yeah, that makes sense! I always thought that was what ponds were for, before I figured out you could do other things with them, too. I'd be careful with the dragon pits, though. Even tame ones are very indiscriminate when breathing fire on their foes. (Currently I'm using a race that I gave dragonfirebreath. First thing that happened when zombies attacked was they lit up the zombies, the wagon and all the supplies, and the clothes their friends were wearing. I changed the race's ignite point after that.) --[[User:Navian|Navian]] 20:38, 22 November 2008 (EST)&lt;br /&gt;
==Nobles filling ponds==&lt;br /&gt;
&lt;br /&gt;
Anybody else notice that nobles fill ponds?  They ''are'' useful for something after all! --[[User:Kwieland|Kwieland]] 02:12, 28 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Odd pond filling techniques==&lt;br /&gt;
Why is it when my little dudes try filling my pond, they leave the bucket at edge of my pond? Am I seeing this incorrectly, or when they fill a pond, they get water, bring it over to the pond, pour the water in, and leave the bucket. I don't understand how this fills the pond, or if you need multiple buckets, or if I'm doing something wrong. --[[User:ZombieRoboNinja|ZombieRoboNinja]] 16:09, 2 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:They dumped the water out of the bucket into the pond (assuming there was a channel to dump into) and then left the bucket for the next filler to use. It can be very difficult to fill any sizable space (&amp;gt;2x2) with buckets alone, due to evaporation. Your best bet is to have multiple pond zones (each one will generate a separate filling job,) 2 buckets per zone, and turning off any bucket accepting stockpiles, in addition to making sure the nearest water source isn't a long trip. --[[User:N9103|Edward]] 22:04, 30 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Oh, I see. I figured if the dwarves didn't have anything better to do, they'd just keep the buckets with them and do the job over and over again. They drop the bucket when they're done? That's kinda ridiculous. Anyway, that's for the info. --[[User:ZombieRoboNinja|ZombieRoboNinja]] 16:10, 2 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Undumpable: Fallen dump-marked stone==&lt;br /&gt;
I had a bunch of stone I marked for dumping via {{k|d}}-{{k|b}}-{{k|d}}. Then, before dwarfs could take it away, my miners channeled the ground out from under the stone, causing it all to fall to the level below. Now, no matter how I unmark/remark the stone, they refuse to dump any of the stone that fell while marked for dumping. I can mark off other areas of stone; a dozen dwarfs happily swarm the area and take it away. But any of the stone that fell a level while marked for dumping are completely ignored. Bug? --[[User:Mattmoss|Mattmoss]] 23:33, 27 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Note that the dwarfs have physical access to the stone. I didn't just dig a pit without stairs/ramps; there are no stairs/ramps, but I was digging out the stone and floor above my trade depot and main hall, so the dwarfs do have access to the area where the &amp;quot;untouchable&amp;quot; stone is. I tested to see if adding stairs suddenly made the stone accessible; it did not. --[[User:Mattmoss|Mattmoss]] 03:17, 28 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Figured it out; not a bug. Stupidly, I forgot my purpose in digging and channeling out the area was to make the room below OUTDOORS. And the default option is for dwarfs to not collect refuse from outdoors. As soon as I enabled that option, the dwarfs started dumping the stone. --[[User:Mattmoss|Mattmoss]] 20:23, 28 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Interrupted while adding to (goblin) pit ==&lt;br /&gt;
&lt;br /&gt;
I want to dump all my gobbos into the same 2x2 pit. but my dwarves lead a gobbo over to it, see the gobbos already in there, and cancel the job... I'm suprised they don't let go of the gobbo they are leading in fright.&lt;br /&gt;
&lt;br /&gt;
The down-side is, I now have dwarves wandering around holding onto goblins... which can't be a good thing can it?&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]] 04:05, 20 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Proper area ==&lt;br /&gt;
For some odd reason, all of my pets run back and forth from their masters/parents to the meeting area (Any type) and then back.  Repeat.  Its very annoying because my Military dwarves that have war dogs assigned to them have the dogs running back and forth which cuts down on power, and eats up my CPU.  I know that I can just not have a meeting area, but I want them to get happy thoughts from talking near my Adamantine statue!  Does anybody know a way around this?--[[User:CrazyMcfobo|CrazyMcfobo]] 00:08, 1 August 2009 (UTC)&lt;br /&gt;
*Is your adamantine statue not declared as a statue garden? That counts as a meeting area and your dwarfs will congregate there. --[[User:Quietust|Quietust]] 00:36, 1 August 2009 (UTC)&lt;br /&gt;
:: I disabled it because of all the traffic the pets made, but any area where the dwarfs gather (Except their bedrooms) the pets will also gather.--[[User:CrazyMcfobo|CrazyMcfobo]] 01:11, 1 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Effect of temperature ==&lt;br /&gt;
&lt;br /&gt;
While embarking in a tundra, I set my meeting zone inside my first storage area and it is noted as being &amp;quot;cold&amp;quot;.&lt;br /&gt;
Does this have any effect?&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]] 10:14, 7 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Dumping Theives ==&lt;br /&gt;
&lt;br /&gt;
when designating goblin theives to be dumped I find that they often escape... however this only happens if the dwarf 'transporting' them is weaker then the theif, or, if said dwarf has the 'strong' attribute (i'm not sure which). Just saing though... [[User:Haydosss|Haydosss]]Haydosss, 27 March 2010&lt;/div&gt;</summary>
		<author><name>Haydosss</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Creature_token&amp;diff=74725</id>
		<title>40d Talk:Creature token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Creature_token&amp;diff=74725"/>
		<updated>2010-03-24T13:47:28Z</updated>

		<summary type="html">&lt;p&gt;Haydosss: /* Intelegence */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Children==&lt;br /&gt;
Does anyone know which tag cause an animal to breed? I believe it's either [CHILD:] or [CHILDNAME:][[User:Moonman|Moonman]] 18:18, 23 July 2008 (EDT)&lt;br /&gt;
*[CHILD:?] sets the age that a child becomes an adult, [CHILDNAME:?] sets what children are called, example, calf instead of bull. [[User:i2amroy|i2amroy]] 19 January 2009&lt;br /&gt;
*I can most definitely say the tag that allows breeding is [CHILD:]. [[User:Smew|Smew]] 26 April 2009&lt;br /&gt;
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== HOW DO I SHOT WEB? ==&lt;br /&gt;
first, does [WEBBER] imply the ability to shoot web, make webs or both?&lt;br /&gt;
second (assuming the answer to at least one of the above is true), how would one use this in adventure mode?{{user:yrael/sig|DATE=12:45, 14 May 2008 (EDT)}}&lt;br /&gt;
*it adds the ability to shoot web, but creatures will only shoot web at other creatures they are hostile to.[[User:Moonman|Moonman]] 18:16, 23 July 2008 (EDT)&lt;br /&gt;
::Impossible to shoot webs in adventure mode--[[User:Zchris13|Zchris13]] 22:41, 7 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
*It appears that one's chasm-dwelling WEBBERs (or perhaps THICKWEB creatures) leave webs outdoors and can be auto-collected and spun into silk. --[[User:TomiTapio|TomiTapio]] 11:34, 5 September 2009 (UTC)&lt;br /&gt;
**I've Done some testing and it seems as if it is the Thick web token that causes spiders to lay webs and the webber token that gives them the ability to shoot them. Currently trying to find if I can get a web layer who can't throw webs --[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 02:07, 23 February 2010 (UTC) &lt;br /&gt;
On a related note, can you breath fire or fly in adventure mode? it would be great to make dragons playable and go around exterminating [[hippies]] --[[User:Drunken dwarf|Drunken dwarf]] 01:10, 1 October 2009 (UTC)&lt;br /&gt;
*No, it does not seem as if you could shoot fire.. I have played as a Dragon Adventurer, I just about tore everything to pieces, but no fire.--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 02:07, 23 February 2010 (UTC)&lt;br /&gt;
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== MAGICAL ==&lt;br /&gt;
&lt;br /&gt;
I think this tag was meant for creatures not from natural origin. Its the same as Natural, but elves might react differently to it. &amp;lt;br&amp;gt;&lt;br /&gt;
-Booken 06:22, 26 April 2008 (EST)&lt;br /&gt;
*Looks like it makes the creature [http://www.bay12games.com/forum/index.php?topic=24390.450  attract local wildlife in large numbers.]--[[User:Igfig|Igfig]] 21:01, 30 May 2009 (UTC)&lt;br /&gt;
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== ITEMCORPSE ==&lt;br /&gt;
&lt;br /&gt;
(see [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=13&amp;amp;t=000602 this forum thread])&lt;br /&gt;
&lt;br /&gt;
[ITEMCORPSE:&amp;lt;type&amp;gt;:&amp;lt;subtype&amp;gt;:&amp;lt;material&amp;gt;:&amp;lt;matgloss&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
Does the sub-type field actually have a use, or is the only option &amp;quot;NO_SUBTYPE&amp;quot;?&lt;br /&gt;
&lt;br /&gt;
Anyway, the USE_RACEGLOSS for the matgloss field seems to only work for some (built-in?) materials.  For example, the [[Treant|Treants]] use the entry:&lt;br /&gt;
    [HAS_RACEGLOSS:WOOD]&lt;br /&gt;
    [ITEMCORPSE:WOOD:NO_SUBTYPE:WOOD:USE_RACEGLOSS]&lt;br /&gt;
[[Treant|Treants]] will appear as &amp;quot;Mahogany treant&amp;quot;, &amp;quot;Oak treant&amp;quot;, etc.&lt;br /&gt;
&lt;br /&gt;
However, when using a custom matgloss file, this functionality stops working, and treants (and there log remains) are undescriptive.  I've tried creating a ''matgloss_treant.txt'' file and adding a few unique entries, like [MATGLOSS_WOOD:FOOBAR_TREE] and [MATGLOSS_WOOD:BAZ_TREE], and editing the [Treant] to:&lt;br /&gt;
    [HAS_RACEGLOSS:TREANT]&lt;br /&gt;
    [ITEMCORPSE:WOOD:NO_SUBTYPE:WOOD:USE_RACEGLOSS]&lt;br /&gt;
...this doesn't seem to do anything.  If I want the [[Treant]] to leave special remains, like my Foobar Tree, I have to change the creature tokens to:&lt;br /&gt;
    [HAS_RACEGLOSS:TREANT]&lt;br /&gt;
    [ITEMCORPSE:WOOD:NO_SUBTYPE:WOOD:FOOBAR_TREE]&lt;br /&gt;
But here, I can only have &amp;quot;Foobar treants&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
:The subtype field has a use for types with subtypes; for example, weapons or vermin. See [[item tokens]] for the few item types that have subtypes.&lt;br /&gt;
:The &amp;quot;WOOD&amp;quot; in [HAS_RACEGLOSS:WOOD] isn't a user-definable category; it matches the &amp;quot;WOOD&amp;quot; in MATGLOSS_WOOD. So you could probably set it to [HAS_RACEGLOSS:WOOD], [HAS_RACEGLOSS:STONE], [HAS_RACEGLOSS:METAL], or [HAS_RACEGLOSS:PLANT], but that's it.&lt;br /&gt;
:[[User:Darekun|Darekun]] 22:21, 7 April 2009 (UTC)&lt;br /&gt;
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== PACK_ANIMAL ==&lt;br /&gt;
&lt;br /&gt;
Anybody happen to know anything about the [PACK_ANIMAL] tag?  I noticed that [[muskox|muskoxen]], [[mule|mules]] and [[donkey|donkeys]] all share this distinction.  I also noticed someone in the [[muskox]] page had said that muskoxen could serve as haulers.  Has Toady implemented a tag for animal haulers and sneaked it past everyone?  Perhaps they can only perform this function if they serve as a pet to haulers?  Or is it simply that merchants can carry goods on them? [[User:Some1else|Some1else]] 01:05, 19 February 2008 (EST)&lt;br /&gt;
:It's only merchants, I believe. --[[User:Penguinofhonor|Penguinofhonor]] 21:31, 29 July 2008 (EDT)&lt;br /&gt;
::That's true for now, but it will probably have more importance when animal hauling is finally implemented...  --[[User:Arkenstone|Arkenstone]] 10:18, 7 August 2009 (EST)&lt;br /&gt;
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== VERMIN_ tags ==&lt;br /&gt;
&lt;br /&gt;
Made a new creature with VERMIN_CHASM and it spit out an unrecognised token message in my errorlog. Can someone confirm these work? Preferrably by pointing to a creature that has them? --[[User:Nunix|Nunix]] 18:57, 16 March 2008 (EDT)&lt;br /&gt;
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:thats leftover from 2d. bats and such used to have it, but now have a biome tag instead -[[User:Chariot|Chariot]] 19:09, 16 March 2008 (EDT)&lt;br /&gt;
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::Thanks. Do we know if that applies to any of the others? --[[User:Nunix|Nunix]] 18:29, 22 March 2008 (EDT)&lt;br /&gt;
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Tried to make a dwarf mode playable race with the [VERMIN_HUNTER] tag, and they went hungry. Took it away and they ate normal food again. Seems that when this tag is in place, the race will ONLY eat vermin. Have noted this in the entry.18:22, 22 November 2008 (EST)&lt;br /&gt;
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== Litter size ==&lt;br /&gt;
&lt;br /&gt;
I've been testing the [LITTER_SIZE] token, and according to my tests it indeed affects the number of children. I set a creature to have 5-10 litter size and it did indeed produce 6 and 7 children, while another creature had 3-5 and produced 3-5 children. I'm gonna remove the &amp;quot;untested&amp;quot; tag from the wiki, feel free to tell me off if it proves otherwise.--[[User:Eurytus|Eurytus]] 23:14, 5 April 2008 (EDT)&lt;br /&gt;
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== Redirect ==&lt;br /&gt;
&lt;br /&gt;
In conformance with the [[DwarfFortressWiki:Community Portal|Community Portal]], I think this page should be moved to [[Creature tokens]].  It can keep the plural because people are usually concerned with all of the tokens instead of just one.  Thoughts? --[[User:JT|JT]] 22:26, 7 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== defender ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;DEFENDER 		Appears from the glowing pits after the magma river.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
After the magma river? This seems to be left over from the 2d version, does this token still exist? If so we might want to adjust its description to the newest version&lt;br /&gt;
:Yeah, I just noticed that this entire article seems to have been copypasta-ed from the old version and not updated. There's a number of tags listed there that no longer exist, such as all of the RIVERATTACK_* tags. I'll stick an &amp;quot;old&amp;quot; template on the page for now, since it'll take some doing to go through all of the tags and verify that they still exist/do the same thing as they used to. But to answer your specific question, yes, the DEFENDER tag does still exist. It's just the magma river that doesn't. --[[User:Morlark|Morlark]] 12:14, 25 June 2008 (EDT)&lt;br /&gt;
::Ok, I've had a bit of a search, and I've removed those tags which I've verified as non-existent. I should stress though that my search was not exhaustive, so it's possible that this article does still contain errors. --[[User:Morlark|Morlark]]&lt;br /&gt;
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== Body parts ==&lt;br /&gt;
&lt;br /&gt;
It would be nice if there was a list of available body parts, ive been trying to make a new creature and am stuck using dwarven body parts... --[[User:High tech dragon|High tech dragon]] 22:59, 25 September 2008 (EDT)&lt;br /&gt;
:[[Body_tokens]] --[[User:Ikkonoishi|Ikkonoishi]] 08:28, 26 September 2008 (EDT)&lt;br /&gt;
::There is, of course, always the option to make your own body parts by editing the raws, though. Just make sure ''you know what you doing.'' &amp;lt;/ayb&amp;gt; --[[User:GreyMario|GreyMaria]] 16:02, 26 September 2008 (EDT)&lt;br /&gt;
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== Weapons and sizes ==&lt;br /&gt;
&lt;br /&gt;
I'm curious as to what tags allow or disallow the use of bows or crossbows. It seems like it could be that the stout tag disallows the use of bows, and the narrow disallows the use of crossbows, as I believe the races that have neither tag (humans, goblins) can use both weapons. Anyone confirm/deny/antithesize before I accidentally mess up my raws trying to find out? --[[User:Zombiejustice|Zombiejustice]] 17:20, 6 October 2008 (EDT)&lt;br /&gt;
*All that it takes to add or remove the use of bows and crossbows is to add or remove the weapon tag from the entity file. Dwarves can't equip bows at the military screen even if you allow them to use them though, that is hardcoded. --[[User:i2amroy|i2amroy]] 19 January 2009&lt;br /&gt;
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== Catgirls ==&lt;br /&gt;
I'm attempting to put a new creature into the game - specifically, catgirls. They have the COMMON_DOMESTIC token, but won't show up in the embark menu. As directed by the guy who made them, I put the code into the creature_domestic_humanoid.txt and the body parts into body_domestic_humanoid.txt and there aren't any errors on world generation, so I assume the coding is right. Any help for someone with no real idea of what they're doing? --[[User:Simmura McCrea|Simmura McCrea]] 16:58, 17 October 2008 (EDT)&lt;br /&gt;
:OK, I put them into creature_domestic.txt this time, and they showed up, but they suffocated when I started playing. They have lungs, a throat and a mouth, so I can't think what they're missing. They're not aquatic or anything like that either, so I've no idea why they drowned. Here's the full code if you want to instantly pick out what I'm missing.&amp;lt;br&amp;gt;[CREATURE:CATHUMAN]&lt;br /&gt;
[NAME:catgirl:catgirls:catgirl]&lt;br /&gt;
[TILE:'f'][COLOR:2:0:0]&lt;br /&gt;
[FEMALE]&lt;br /&gt;
[PETVALUE:400]&lt;br /&gt;
[INTELLIGENT]&lt;br /&gt;
[TRAPAVOID]&lt;br /&gt;
[EXTRAVISION]&lt;br /&gt;
[CANOPENDOORS]&lt;br /&gt;
[COMMON_DOMESTIC][BENIGN][PET]&lt;br /&gt;
[MISCHIEVIOUS]&lt;br /&gt;
[PREFSTRING:cat ears]&lt;br /&gt;
[BODY:2BIGEARS:HUMANOID:TAIL:2EYES:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS&lt;br /&gt;
:THROAT:NECK:SPINE:&lt;br /&gt;
BRAIN:5FINGERS:5TOES:MOUTH]&lt;br /&gt;
[SIZE:6]&lt;br /&gt;
[MAXAGE:60:110]&lt;br /&gt;
[ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
[ATTACK:SECOND:BYTYPE:MOUTH:bite:bites:1:1:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
[CHILD:12][BABY:1][MULTIPLE_LITTER_RARE]&lt;br /&gt;
[FAT:1]&lt;br /&gt;
[EQUIPS]&lt;br /&gt;
[DIURNAL]&lt;br /&gt;
[STANDARD_FLESH]&lt;br /&gt;
[HOMEOTHERM:10067]&lt;br /&gt;
[LAYERING:10]&lt;br /&gt;
[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
[NOT_BUTCHERABLE]&lt;br /&gt;
[CANNOT_UNDEAD]&lt;br /&gt;
[PERSONALITY:ACTIVITY_LEVEL:50:75:100]&lt;br /&gt;
[PERSONALITY:ADVENTUROUSNESS:0:60:100]&lt;br /&gt;
[PERSONALITY:CHEERFULNESS:50:75:100]&lt;br /&gt;
[PERSONALITY:EXCITEMENT_SEEKING:25:75:100]&lt;br /&gt;
[PERSONALITY:FRIENDLINESS:50:75:100]&lt;br /&gt;
[PERSONALITY:ORDERLINESS:0:20:40]&lt;br /&gt;
[PERSONALITY:CAUTIOUSNESS:0:10:30]&lt;br /&gt;
--[[User:Simmura McCrea|Simmura McCrea]] 12:17, 20 October 2008 (EDT)&lt;br /&gt;
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They have no brain? They need a [Nothought] tag for that i think. You need to check the linkings in the body folder too to make sure everything's attached as it should be. If they still dont work just check through each of the tokens with the wiki and you should find the problem.&lt;br /&gt;
:They do have a brain and all the tokens seem to be fine. I added [CAN_LEARN] and [CAN_SPEAK] in case the [INTELLIGENT] tag was playing up, but it doesn't seem so. I'm a little stuck now, so I might have to go without catgirls for a while.--[[User:Simmura McCrea|Simmura McCrea]] 08:41, 15 November 2008 (EST)&lt;br /&gt;
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:If you want a quick fix, just add [NOBREATHE]! That'll let you check the bodyparts in game (and in 99.9% of situations, it'll be the same as a more in-depth fix.) Putting the ears before the main body token might be the problem.--[[User:Navian|Navian]] 13:52, 15 November 2008 (EST)&lt;br /&gt;
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:Messing with the order of the body parts didn't do anything, so it'll have to be [NOBREATHE]. Ah well, thanks for the help. --[[User:Simmura McCrea|Simmura McCrea]] 17:23, 16 November 2008 (EST)&lt;br /&gt;
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::Yeah, there's something weird going on. They're still suffocating. I generated a new wold after saving the [NOBREATHE] tag and my catgirls are still suffocating. It seems that catgirls can defy even DF's questionable physics. --[[User:Simmura McCrea|Simmura McCrea]] 17:33, 16 November 2008 (EST)&lt;br /&gt;
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::I had a similar problem when attempting to introduce a novel species: They would spawn with no body parts and instantly suffocate (apparently you run out of oxygen before having to worry about a lack of blood or brains). The errorlog told me I'd mistyped the name for the main body. And then I forgot that you had to close DF and reopen it for the changes to take effect. But I digress. Two things: Firstly, those line breaks (if they're in the source) may be confusing the game. Try turning off &amp;quot;word wrap&amp;quot; or similar so that it's all on one line before saving it. Secondly, check the errorlog and see if it's throwing any errors. Make a world, embark to a site, let them all suffocate, and then open up errorlog.txt. You say there weren't any errors in worldgen, but seeing as you can apparently have 200-year-old civilizations of bodiless beings waging war and generally not dying due to massive everything failure, I don't think it checks for sanity until they appear on the sitemap.--[[User:Quil|Quil]] 17:53, 16 November 2008 (EST)&lt;br /&gt;
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:Yep, that's got it. Cheers! --[[User:Simmura McCrea|Simmura McCrea]] 13:31, 17 November 2008 (EST)&lt;br /&gt;
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:If I may, which &amp;quot;that&amp;quot; was the one that got it?--[[User:Quil|Quil]] 14:17, 17 November 2008 (EST)&lt;br /&gt;
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:The word wrap. What a weird way to break a creature. --[[User:Simmura McCrea|Simmura McCrea]] 17:36, 18 November 2008 (EST)&lt;br /&gt;
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::Yeah, Notepad can be retarded like that. --[[User:GreyMario|GreyMaria]] 18:11, 18 November 2008 (EST)&lt;br /&gt;
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Simmura, if you're thinking this way, I have a friend that I've helped code in Felines, as an actual civilization, like elves, dwarves, etc.  It's close to release-level, I can let you know specially when he's willing to release it, if you'd like. --[[User:Aescula|Aescula]] 00:48, 24 February 2010 (UTC)&lt;br /&gt;
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==World Gen and Megabeasts==&lt;br /&gt;
Anyone know what controls how many megabeasts are spawned during world gen?  I'm hoping its something in the creature tokens (like genpower) and thus easily moddable - just increasing DAMBLOCK doesn't seem to increase their longevity much, and I'd like to play in a world older than 50 years with a decent number of megabeasts remaining. --[[User:Squirrelloid|Squirrelloid]] 04:03, 20 December 2008 (EST)&lt;br /&gt;
*I think it is hard coded. Currently the best way to have your megabeasts survive longer is move all of you megabeasts to their own text file and then copy it make sure that both files have the exact same name, no copy number 1 on the end or anything like that. In one version change their DAMBLOCK and SIZE to enormous numbers, like 100000. worldgen with this text file in the raws. Then switch the two text files. This should restore all of your megabeasts to normal power. --[[User:i2amroy|i2amroy]] 19 January 2009&lt;br /&gt;
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::You mean that for a medium (for example) world there can never be more than 18 megabeasts?  That's really lame... --[[User:Squirrelloid|Squirrelloid]] 03:26, 20 January 2009 (EST)&lt;br /&gt;
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About megabeast modding... after adding the TRAINABLE tag to some, and after one attacked and my Dungeon Master tamed it, we stopped having sieges. It's been 3 years now and we haven't even seen so much as a single thief or ambush. We count ourselves lucky to have continued to receive liaisons and caravans however. We're making plans to drop it into a bottomless pit to see if that fixes the problem however. &lt;br /&gt;
--[[User:Unseenmage|Unseenmage]] 04:31, 03 February 2009 (EST)&lt;br /&gt;
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The megabeast burst into pieces against a ledge within the bottomless pit and that spring a vile force of darkness arrived. Problem solved. &lt;br /&gt;
--[[User:Unseenmage|Unseenmage]] 05:00, 03 February 2009 (EST)&lt;br /&gt;
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*Something that works for me is adding [SEMIMEGABEAST] to their entries, and upping the number of caves in the world. That way they'll take over caves similar to the way other semi-megas do, but still function as general megabeasts. Be warned: If you up the number of caves too much, you may end up in a world with all the civilizations eaten by dragons. Have fun! [[User:GenericOverusedName|GenericOverusedName]] 17:30, 31 October 2009 (UTC)&lt;br /&gt;
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== Elf Cannibals ==&lt;br /&gt;
&lt;br /&gt;
I can't seem to find the tag that makes elves (supposedly) eat sentient creatures.  As far as I can tell from the raws, they are not, in fact, cannibals.  Can anyone give insight?  --[[User:Smartmo|Smartmo]] 02:22, 3 May 2009 (UTC)&lt;br /&gt;
:Actually, it's the [ETHIC:EAT_SAPIENT_KILL:ACCEPTABLE] tag in the entity_default that lets them eat sentient creatures that they kill. They won't eat sentients they don't kill, due to the [ETHIC:EAT_SAPIENT_OTHER:UNTHINKABLE] tag.--[[User:Drake1500|Drake1500]] 04:50, 6 May 2009 (UTC)&lt;br /&gt;
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== Ivory showing up as a trade item.==&lt;br /&gt;
The material spawn may be broken, but there could be a chance of it showing up as a trade item because I have a game where I got a Hippo Ivory bracelet off  of a dwarven caravan that I deconstructed the depot on not too long ago.--[[User:Smjjames|Smjjames]] 19:04, 25 May 2009 (UTC)&lt;br /&gt;
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== Biome ==&lt;br /&gt;
&lt;br /&gt;
 SAVAGE 		 Determines whether creature can show up on &amp;quot;savage&amp;quot; maps. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;can&amp;quot;?!  Doesn't this tag mean they ''only'' show up there? (Or at least that's where they start, and then meander around across the game map.)  --[[User:Albedo|Albedo]] 22:05, 3 August 2009 (UTC)&lt;br /&gt;
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== STOUT ==&lt;br /&gt;
&amp;quot;STOUT 		 Creature has a resistance to being knocked over.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
In DF Complete mod, the nords (north humans) have clothes like &amp;quot;stout Flax sandal&amp;quot;, which seems to imply that STOUT is a equipment-tag like NARROW. --[[User:TomiTapio|TomiTapio]] 11:29, 5 September 2009 (UTC)&lt;br /&gt;
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== FIREIMMUNE ==&lt;br /&gt;
&lt;br /&gt;
Tested it in adventurer mode.  A vanilla &amp;quot;play now&amp;quot; skilless and naked human stood on an oak sapling, set fire to it, and waited.  After 58 waits, he started blistering.  At 65, he started burning.  At 75, he passed out.  Trial 2, humans with [FIREIMMUNE] added.  &amp;quot;Play now&amp;quot; again, stood on a chestnut sapling, set it on fire.  Blistering at 57, burning at 64, passed out at around 76.  There does appear to be no actual increase to fire or heat resistance, in 40D.  -[[User:Arrkhal|Arrkhal]] 15:29, 10 October 2009 (UTC)&lt;br /&gt;
:That would probably be because of/related to how all of the damage is (apparently) done by heat. That is, fire heats up the area around it, and that's the main reason as to why it's dangerous. (Just like in the real world.) So [FIREIMMUNE] might be antiquated now - however, I'm pretty sure the same effect can be achieved through use of the heat resistance related tokens. ~ [[User:Midna|Midna]] 22:08, 20 January 2010 (UTC)&lt;br /&gt;
::Hmm...  And if you leave [FIREIMMUNE] on, you might just possibly get to walk around with a human ON FIRE but not dying.  Can you say throwing fireballs that used to be clothes? :3 --[[User:Aescula|Aescula]] 00:54, 24 February 2010 (UTC)&lt;br /&gt;
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== [VEGETATION]? ==&lt;br /&gt;
&lt;br /&gt;
Any clue what this tag does? I found it on the grimeling and treant, which are supposed to be plant-like I suppose. But was exactly does it do? [[User:GenericOverusedName|GenericOverusedName]] 17:32, 31 October 2009 (UTC)&lt;br /&gt;
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== Using the &amp;quot;Aquatic&amp;quot; tag to eliminate annoying animals ==&lt;br /&gt;
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I was sick of cats leaving bits of dead vermin that lured my dwarves outdoors, so I added the [AQUATIC] tag to cats in the creature_domestic.txt file and loaded my save game. Every cat drowned (being out of water) within seconds, and that was that.&lt;br /&gt;
- [[User:Porkness|Porkness]] 10:47, 17 December 2009&lt;br /&gt;
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== Lisp possibilities ==&lt;br /&gt;
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Kinda something here in hopes that Toady will see it.&lt;br /&gt;
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The [LISP] tag is something that could probably very easily be expanded.  Imagine, for, say, a feline race, being able to use [LISP:R] for a purring sound.  Nifty?--[[User:Aescula|Aescula]] 10:45, 14 February 2010 (UTC)&lt;br /&gt;
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== Intelegence ==&lt;br /&gt;
&lt;br /&gt;
turns out, adding the [INTELEGENCE] tag allows the creature to learn new abilities such as after I added it to my dogs, they started learning Pacifier, negotiator, judge of intent etc I suppose thats because they can work jobs and always have the 'no job' thingo on, anyone have any ideas on how to allow for labour to be enable for animals?&lt;/div&gt;</summary>
		<author><name>Haydosss</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Floor&amp;diff=74594</id>
		<title>40d Talk:Floor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Floor&amp;diff=74594"/>
		<updated>2010-03-21T09:30:43Z</updated>

		<summary type="html">&lt;p&gt;Haydosss: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Can the wagons that come with the human caravans travel over floor?--[[User:Tarsier|Tarsier]] 18:28, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I've tried building floor directly on the ground, and they travelled over it with no problem.  I've never tried building a raised floor for them to travel over, though I suspect they'd have no trouble with it (provided, of course, they had the appropriate ramps and such to travel up to it). --[[User:JT|JT]] 18:48, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I can confirm that caravans will cross raised floors, but not if the floor is still raised at the edge of the map. I think this is because there isn't any ramp to get up to that level off the map, so the caravan can't physicaly get up there. [[User:Blargityblarg|Blargityblarg]] 10:33, 19 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
I think that a constructed floor counts as part of a room's value (correct me if I am wrong). Assuming that this is true, could one smooth and engrave an entire floor and then build a constructed floor on top of it and have both values added to room totals?--[[User:Varsashi|Varsashi]] 21:47, 10 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Maybe, but if you really want to boost the value of a room, put a platinum statue in it.--[[User:Maximus|Maximus]] 23:24, 10 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
=Trapped Floors?=&lt;br /&gt;
&lt;br /&gt;
I know you cannot build walls on top of floors (note:  Why not?) -- can you build traps on top of floors?  I picture a fortress with the volcano mostly capped by floor, except for a few vents for random things to crawl out of -- only to be chopped, diced, and otherwise destroyed by large serrated discs.  Free bones! :)&lt;br /&gt;
:Two constructions (wall and floor are both constructions) may not share a tile. You can build buildings on a constructed floor tile (weapon trap is a building, floor is a construction). (edited for clarity) [[User:Rkyeun|Rkyeun]] 00:07, 16 February 2008 (EST)&lt;br /&gt;
::Don't you contradict yourself here? What is a floor - a construction or a building? I always thought, that constructions are buildings for myself... --[[User:Dorten|Dorten]] 23:33, 10 January 2008 (EST)&lt;br /&gt;
:::A floor is a construction.  I've rewritten the [[construction]] article to explain the various differences better.--[[User:Maximus|Maximus]] 19:22, 11 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
=building on angles=&lt;br /&gt;
you can only set a floor to be built on a 90 degree angle, but the dwarves will build on a 45 degree like  f means floor, W means wall, o means epty space, D means dwarf &lt;br /&gt;
 FFF             DFF&lt;br /&gt;
 WoW             WoW&lt;br /&gt;
&lt;br /&gt;
:Floors do not provide support on a 45 degree angle, only to the cardinal directions (eg North, South, East, and West). Dwarves meanwhile can build in all 8 directions. --[[User:JeebusSez|JeebusSez]] 00:40, 21 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Returning to pristine state ==&lt;br /&gt;
&lt;br /&gt;
If you build a wall/constructed floor/farm plot on a soil tile and afterwards remove the construction, the tile turns from e.g. &amp;quot;Silty Clay Cavern Floor&amp;quot; to &amp;quot;Furrowed Silty Clay&amp;quot;. The tile changes from it's original graphic (&amp;quot;.&amp;quot; in my case) to a tilde (&amp;quot;~&amp;quot;).&lt;br /&gt;
Is there any way to return the tile to it's pristine state? Pure visual appeal ;) [[User:Caiburn|Caiburn]]&lt;br /&gt;
:Walking on it will return it to it's original state. (multiple steps) --[[User:Zchris13|Zchris13]] 17:23, 19 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Glass Floors ==&lt;br /&gt;
&lt;br /&gt;
... How do I build glass floors? I can make any of the stuff in the furnace, but when it comes down to looking into b C f, raw green/clear class simply aren't options.&lt;br /&gt;
Is it still possible? Do they need to be cut or something? --[[user:Droqen|Droqen]]&lt;br /&gt;
:Try making them into blocks--[[User:CrazyMcfobo|CrazyMcfobo]] 16:39, 29 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Disappearing floor ==&lt;br /&gt;
&lt;br /&gt;
I recently made a massive floor at the bottom of a bottomless pit (hehe, I mean the lowest Z-level) and began filling the pit with water from an brook (and an underground river, if that matters). Some of the floors began disappearing. First one, then another three. I am very sure that they were disappearing and I didn't just forget to build those floors parts.&lt;br /&gt;
This is annoying. It's my first megaconstruction, I didn't backup any saves :(&lt;br /&gt;
If I can get some conformation on this by others, I'll add it to the page. [[User:Deco|Deco]] 19:10, 22 August 2009 (UTC)&lt;br /&gt;
:I believe what's happening is that plants are growing on your floors and destroying them - the same thing happened to several engravings of mine. When a tower-cap or shrub appears on a cell, the cell loses all data about what was there before - it's not a detailed felsite floor with a tower-cap growing on it, but a tower-cap and naught else. If you want to stop plants growing there, you can remove the ceiling (as aboveground muddy whatever doesn't grow plants). It might also work (I hope, since I'm installing it as my current solution) to put road over the entirety of the floor you want to protect. --[[User:Cowmage|Cowmage]] 00:57, 24 August 2009 (UTC)&lt;br /&gt;
::Seems to have worked, thanks! :D &amp;lt;br /&amp;gt;I added a section about it, but I left it with the verify tag so someone else can try it. You saved me an hour or so of micromanaging the construction of some walls :D [[User:Deco|Deco]] 09:47, 28 August 2009 (UTC)&lt;br /&gt;
::do you think it would be possible to utilise this by flooding an underground fully mined area filled with rocks so that as the Tower Caps grow they 'destroy' the stones, leaving just a Tower Cap farm.&lt;br /&gt;
&lt;br /&gt;
Do floors increase happiness?&lt;br /&gt;
&lt;br /&gt;
== Construction tecniques ==&lt;br /&gt;
&lt;br /&gt;
just as a suggestion, if you wanted to build a large floor that was not a square/rectangle off of a preexisting floor/upper wall, you can only build the different rectangles if the previous one is completed, eg, you will have to wait for one to finnish before designating the next.&lt;br /&gt;
A solution to this is to designate a large box of floors to be built and then cancel individual pices out of it, allowing for one designation that your dwarves will finish in their own time. [[Haydosss]] 21 March 2010&lt;/div&gt;</summary>
		<author><name>Haydosss</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Floor&amp;diff=74593</id>
		<title>40d Talk:Floor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Floor&amp;diff=74593"/>
		<updated>2010-03-21T09:28:29Z</updated>

		<summary type="html">&lt;p&gt;Haydosss: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Can the wagons that come with the human caravans travel over floor?--[[User:Tarsier|Tarsier]] 18:28, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I've tried building floor directly on the ground, and they travelled over it with no problem.  I've never tried building a raised floor for them to travel over, though I suspect they'd have no trouble with it (provided, of course, they had the appropriate ramps and such to travel up to it). --[[User:JT|JT]] 18:48, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I can confirm that caravans will cross raised floors, but not if the floor is still raised at the edge of the map. I think this is because there isn't any ramp to get up to that level off the map, so the caravan can't physicaly get up there. [[User:Blargityblarg|Blargityblarg]] 10:33, 19 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
I think that a constructed floor counts as part of a room's value (correct me if I am wrong). Assuming that this is true, could one smooth and engrave an entire floor and then build a constructed floor on top of it and have both values added to room totals?--[[User:Varsashi|Varsashi]] 21:47, 10 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Maybe, but if you really want to boost the value of a room, put a platinum statue in it.--[[User:Maximus|Maximus]] 23:24, 10 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
=Trapped Floors?=&lt;br /&gt;
&lt;br /&gt;
I know you cannot build walls on top of floors (note:  Why not?) -- can you build traps on top of floors?  I picture a fortress with the volcano mostly capped by floor, except for a few vents for random things to crawl out of -- only to be chopped, diced, and otherwise destroyed by large serrated discs.  Free bones! :)&lt;br /&gt;
:Two constructions (wall and floor are both constructions) may not share a tile. You can build buildings on a constructed floor tile (weapon trap is a building, floor is a construction). (edited for clarity) [[User:Rkyeun|Rkyeun]] 00:07, 16 February 2008 (EST)&lt;br /&gt;
::Don't you contradict yourself here? What is a floor - a construction or a building? I always thought, that constructions are buildings for myself... --[[User:Dorten|Dorten]] 23:33, 10 January 2008 (EST)&lt;br /&gt;
:::A floor is a construction.  I've rewritten the [[construction]] article to explain the various differences better.--[[User:Maximus|Maximus]] 19:22, 11 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
=building on angles=&lt;br /&gt;
you can only set a floor to be built on a 90 degree angle, but the dwarves will build on a 45 degree like  f means floor, W means wall, o means epty space, D means dwarf &lt;br /&gt;
 FFF             DFF&lt;br /&gt;
 WoW             WoW&lt;br /&gt;
&lt;br /&gt;
:Floors do not provide support on a 45 degree angle, only to the cardinal directions (eg North, South, East, and West). Dwarves meanwhile can build in all 8 directions. --[[User:JeebusSez|JeebusSez]] 00:40, 21 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Returning to pristine state ==&lt;br /&gt;
&lt;br /&gt;
If you build a wall/constructed floor/farm plot on a soil tile and afterwards remove the construction, the tile turns from e.g. &amp;quot;Silty Clay Cavern Floor&amp;quot; to &amp;quot;Furrowed Silty Clay&amp;quot;. The tile changes from it's original graphic (&amp;quot;.&amp;quot; in my case) to a tilde (&amp;quot;~&amp;quot;).&lt;br /&gt;
Is there any way to return the tile to it's pristine state? Pure visual appeal ;) [[User:Caiburn|Caiburn]]&lt;br /&gt;
:Walking on it will return it to it's original state. (multiple steps) --[[User:Zchris13|Zchris13]] 17:23, 19 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Glass Floors ==&lt;br /&gt;
&lt;br /&gt;
... How do I build glass floors? I can make any of the stuff in the furnace, but when it comes down to looking into b C f, raw green/clear class simply aren't options.&lt;br /&gt;
Is it still possible? Do they need to be cut or something? --[[user:Droqen|Droqen]]&lt;br /&gt;
:Try making them into blocks--[[User:CrazyMcfobo|CrazyMcfobo]] 16:39, 29 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Disappearing floor ==&lt;br /&gt;
&lt;br /&gt;
I recently made a massive floor at the bottom of a bottomless pit (hehe, I mean the lowest Z-level) and began filling the pit with water from an brook (and an underground river, if that matters). Some of the floors began disappearing. First one, then another three. I am very sure that they were disappearing and I didn't just forget to build those floors parts.&lt;br /&gt;
This is annoying. It's my first megaconstruction, I didn't backup any saves :(&lt;br /&gt;
If I can get some conformation on this by others, I'll add it to the page. [[User:Deco|Deco]] 19:10, 22 August 2009 (UTC)&lt;br /&gt;
:I believe what's happening is that plants are growing on your floors and destroying them - the same thing happened to several engravings of mine. When a tower-cap or shrub appears on a cell, the cell loses all data about what was there before - it's not a detailed felsite floor with a tower-cap growing on it, but a tower-cap and naught else. If you want to stop plants growing there, you can remove the ceiling (as aboveground muddy whatever doesn't grow plants). It might also work (I hope, since I'm installing it as my current solution) to put road over the entirety of the floor you want to protect. --[[User:Cowmage|Cowmage]] 00:57, 24 August 2009 (UTC)&lt;br /&gt;
::Seems to have worked, thanks! :D &amp;lt;br /&amp;gt;I added a section about it, but I left it with the verify tag so someone else can try it. You saved me an hour or so of micromanaging the construction of some walls :D [[User:Deco|Deco]] 09:47, 28 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
Do floors increase happiness?&lt;br /&gt;
&lt;br /&gt;
== Construction tecniques ==&lt;br /&gt;
&lt;br /&gt;
just as a suggestion, if you wanted to build a large floor that was not a square/rectangle off of a preexisting floor/upper wall, you can only build the different rectangles if the previous one is completed, eg, you will have to wait for one to finnish before designating the next.&lt;br /&gt;
A solution to this is to designate a large box of floors to be built and then cancel individual pices out of it, allowing for one designation that your dwarves will finish in their own time. [[Haydosss]] 21 March 2010&lt;/div&gt;</summary>
		<author><name>Haydosss</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Floor&amp;diff=74592</id>
		<title>40d Talk:Floor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Floor&amp;diff=74592"/>
		<updated>2010-03-21T09:26:02Z</updated>

		<summary type="html">&lt;p&gt;Haydosss: /* Construction tecniques */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Can the wagons that come with the human caravans travel over floor?--[[User:Tarsier|Tarsier]] 18:28, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I've tried building floor directly on the ground, and they travelled over it with no problem.  I've never tried building a raised floor for them to travel over, though I suspect they'd have no trouble with it (provided, of course, they had the appropriate ramps and such to travel up to it). --[[User:JT|JT]] 18:48, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I can confirm that caravans will cross raised floors, but not if the floor is still raised at the edge of the map. I think this is because there isn't any ramp to get up to that level off the map, so the caravan can't physicaly get up there. [[User:Blargityblarg|Blargityblarg]] 10:33, 19 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
I think that a constructed floor counts as part of a room's value (correct me if I am wrong). Assuming that this is true, could one smooth and engrave an entire floor and then build a constructed floor on top of it and have both values added to room totals?--[[User:Varsashi|Varsashi]] 21:47, 10 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Maybe, but if you really want to boost the value of a room, put a platinum statue in it.--[[User:Maximus|Maximus]] 23:24, 10 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
=Trapped Floors?=&lt;br /&gt;
&lt;br /&gt;
I know you cannot build walls on top of floors (note:  Why not?) -- can you build traps on top of floors?  I picture a fortress with the volcano mostly capped by floor, except for a few vents for random things to crawl out of -- only to be chopped, diced, and otherwise destroyed by large serrated discs.  Free bones! :)&lt;br /&gt;
:Two constructions (wall and floor are both constructions) may not share a tile. You can build buildings on a constructed floor tile (weapon trap is a building, floor is a construction). (edited for clarity) [[User:Rkyeun|Rkyeun]] 00:07, 16 February 2008 (EST)&lt;br /&gt;
::Don't you contradict yourself here? What is a floor - a construction or a building? I always thought, that constructions are buildings for myself... --[[User:Dorten|Dorten]] 23:33, 10 January 2008 (EST)&lt;br /&gt;
:::A floor is a construction.  I've rewritten the [[construction]] article to explain the various differences better.--[[User:Maximus|Maximus]] 19:22, 11 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
=building on angles=&lt;br /&gt;
you can only set a floor to be built on a 90 degree angle, but the dwarves will build on a 45 degree like  f means floor, W means wall, o means epty space, D means dwarf &lt;br /&gt;
 FFF             DFF&lt;br /&gt;
 WoW             WoW&lt;br /&gt;
&lt;br /&gt;
:Floors do not provide support on a 45 degree angle, only to the cardinal directions (eg North, South, East, and West). Dwarves meanwhile can build in all 8 directions. --[[User:JeebusSez|JeebusSez]] 00:40, 21 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Returning to pristine state ==&lt;br /&gt;
&lt;br /&gt;
If you build a wall/constructed floor/farm plot on a soil tile and afterwards remove the construction, the tile turns from e.g. &amp;quot;Silty Clay Cavern Floor&amp;quot; to &amp;quot;Furrowed Silty Clay&amp;quot;. The tile changes from it's original graphic (&amp;quot;.&amp;quot; in my case) to a tilde (&amp;quot;~&amp;quot;).&lt;br /&gt;
Is there any way to return the tile to it's pristine state? Pure visual appeal ;) [[User:Caiburn|Caiburn]]&lt;br /&gt;
:Walking on it will return it to it's original state. (multiple steps) --[[User:Zchris13|Zchris13]] 17:23, 19 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Glass Floors ==&lt;br /&gt;
&lt;br /&gt;
... How do I build glass floors? I can make any of the stuff in the furnace, but when it comes down to looking into b C f, raw green/clear class simply aren't options.&lt;br /&gt;
Is it still possible? Do they need to be cut or something? --[[user:Droqen|Droqen]]&lt;br /&gt;
:Try making them into blocks--[[User:CrazyMcfobo|CrazyMcfobo]] 16:39, 29 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Disappearing floor ==&lt;br /&gt;
&lt;br /&gt;
I recently made a massive floor at the bottom of a bottomless pit (hehe, I mean the lowest Z-level) and began filling the pit with water from an brook (and an underground river, if that matters). Some of the floors began disappearing. First one, then another three. I am very sure that they were disappearing and I didn't just forget to build those floors parts.&lt;br /&gt;
This is annoying. It's my first megaconstruction, I didn't backup any saves :(&lt;br /&gt;
If I can get some conformation on this by others, I'll add it to the page. [[User:Deco|Deco]] 19:10, 22 August 2009 (UTC)&lt;br /&gt;
:I believe what's happening is that plants are growing on your floors and destroying them - the same thing happened to several engravings of mine. When a tower-cap or shrub appears on a cell, the cell loses all data about what was there before - it's not a detailed felsite floor with a tower-cap growing on it, but a tower-cap and naught else. If you want to stop plants growing there, you can remove the ceiling (as aboveground muddy whatever doesn't grow plants). It might also work (I hope, since I'm installing it as my current solution) to put road over the entirety of the floor you want to protect. --[[User:Cowmage|Cowmage]] 00:57, 24 August 2009 (UTC)&lt;br /&gt;
::Seems to have worked, thanks! :D &amp;lt;br /&amp;gt;I added a section about it, but I left it with the verify tag so someone else can try it. You saved me an hour or so of micromanaging the construction of some walls :D [[User:Deco|Deco]] 09:47, 28 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
Do floors increase happiness?&lt;br /&gt;
&lt;br /&gt;
== Construction tecniques ==&lt;br /&gt;
&lt;br /&gt;
just as a suggestion, if you wanted to build a large floor that was not a square/rectangle off of a preexisting floor/upper wall, you can only build the different rectangles if the previous one is completed, eg, you will have to wait for one to finnish before designating the next.&lt;br /&gt;
A solution to this is to designate a large box of floors to be built and then cancel individual pices out of it, allowing for one designation that your dwarves will finish in their own time. [[Haydosss:Haydosss]] 21 March 2010&lt;/div&gt;</summary>
		<author><name>Haydosss</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Mist&amp;diff=74591</id>
		<title>40d Talk:Mist</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Mist&amp;diff=74591"/>
		<updated>2010-03-21T09:04:55Z</updated>

		<summary type="html">&lt;p&gt;Haydosss: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is for the discussion of the Mist article.&lt;br /&gt;
&lt;br /&gt;
== Falling Mist? ==&lt;br /&gt;
&lt;br /&gt;
I don't have any place to build my own waterfall, so if anyone knows... Is the mist generated by the '''falling''' or by the '''landing''' water? I.e. if it falls sevel levels down, will the mist be generated on every level, or only at the bottom?--[[User:Dorten|Dorten]] 00:07, 14 January 2008 (EST)&lt;br /&gt;
:'''Falling''' water generates mist, afaik. (Be warned, falling magma generates magma mist, which is deadly!) [[User:GreyMario|GreyMario]] 15:01, 14 January 2008 (EST)&lt;br /&gt;
::You seem to have experimented a bit with [[magma mist]], greymario. Could you help expand the article? [[User:VengefulDonut|VengefulDonut]] 19:35, 14 January 2008 (EST)&lt;br /&gt;
:::Or, well, last I heard it was deadly, anyway. I haven't needed to make lava waterfalls yet, thank god. --[[User:GreyMario|GreyMario]] 16:08, 23 April 2008 (EDT)&lt;br /&gt;
::::I realize I'm a year late to this party, but for those that might have a similar question, '''falling''' water will not generate mist ''unless'' you have a grate in place, from what I know. I've experimented with many modular combination waterfall-perpetual motion-well-resevoir designs, and all of them required the grates for mist to occur and generate happy thoughts. --[[User:Hilscher|Hilscher]] 21:10, 1 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Lava Mist ==&lt;br /&gt;
&lt;br /&gt;
I just started to divert a river into a volcano (magma vent) and every now and then theres a cave in. When that happens, a column of 'Lava Mist' is created... what is this? --[[User:Mabmoro|mabmoro]] 21:42, 12 August 2008 (EDT)&lt;br /&gt;
::::This is the mist generated as the new 'natural wall' of magma/lava that has been created by the reaction  between water and magma falls through other areas of lava, just as if a floor where dropped on the lava. &lt;br /&gt;
--[[User:Haydosss|Haydosss]] 17:08 21 Mar 2010 &lt;br /&gt;
== How much mist? ==&lt;br /&gt;
&lt;br /&gt;
How much mist is generated from falling/splashing water? This seems to be one of those things that either everyone knows and so it's assumed, or nobody knows and never bother to ask. The closest I've been able to get to a real answer is &amp;quot;a column.&amp;quot; --[[User:Aethios|Aethios]] 07:32, 23 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== AncientEnemy's mist generator ==&lt;br /&gt;
&lt;br /&gt;
The design from [http://www.bay12games.com/forum/index.php?topic=34407.0 this thread] ought to be included on this page under a &amp;quot;Generating Mist&amp;quot; heading.  I may do it myself if I get around to it, but there's the link if someone else wants to try it.  --[[User:FunkyWaltDogg|FunkyWaltDogg]] 13:46, 28 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I still can't visualize the construction of the version with no retaining wall.  Suggest an image of it, or both, in the official tile set.  --[[User:Nightwind|Nightwind]] 03:03, 1 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::It is rather difficult to imagine, and I agree that a official tile set image would be nice.  Let me see if I can explain it better and then perhaps someone can fix it!  I'm not sure how to set it up with the tile set, but perhaps I'll figure it out.  &lt;br /&gt;
&lt;br /&gt;
::Only the z=1 level layout is important.  The pumps need to be setup for clockwise or counterclockwise operation and one of the &amp;quot;hole&amp;quot; squares has a place for water to sit at the z=0 level. As the article says, on this z=1 level, designate the hole with ground under it as a pond.  The dwarfs will attempt to fill it up using buckets (see [[pond]]).  After the first bucket, the water in the square is at a level of 1/7.  At this level, the water doesn't spread out but also no water is picked up by the pump as it needs 2/7.  But, just as the second dwarf adds water to make it 2/7, the pump picks it up and then the cycle is started. Meaning the water is now looping around from pump to pump.  Say another dwarf adds more to the same square. Then the water will be at 1/7 so it will not get picked or expand like before.  However, when the water that is already looping in the loop hits that square, the two combine.  Then the water is 3/7, so the 3/7 water now starts cycling around. I think after you get to 7/7, the water starts to &amp;quot;spill&amp;quot; in the z=1 level, but I've not done it. I have found that 2/7 water generates enough mist, so I don't bother past this point, and I just make the pond zone inactive.  Does that help at all?--[[User:Kwieland|Kwieland]] 13:52, 1 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::That explains the original that I almost understood,  then I read it a second time and it clicks... AH HA.  It stops explaining what i think I'm seeing, and starts to reveal 'the truth'.  In other words, that was enough detail to get through my thick skull, thank you.--[[User:Nightwind|Nightwind]] 17:26, 1 May 2009 (UTC)&lt;br /&gt;
:::With another Z-level above the pumps, it's also possible to create a simple on/off switch for the mist generator - place a single screw pump directly above one of the others below (with the same horizontal/vertical orientation) with its output tile walled in, then channel out the floor underneath the output tile and build a floor hatch. Power the pump through a gear assembly, then link a lever to the gear assembly and the floor hatch (making sure the lever is in the &amp;quot;off&amp;quot; position when linked to the gear). When in the &amp;quot;off&amp;quot; state, the hatch will be closed and the pump will be active, sucking the water out of the loop and holding it in a (1 tile) tank, and when in the &amp;quot;on&amp;quot; state, the hatch will be open and the pump will be inactive, allowing the water to fall back into the system and continue generating mist. This would be ideal for allowing future renovation (such as replacing statues with those of higher quality) or temporarily reducing lag. --[[User:Quietust|Quietust]] 15:20, 2 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Properties of mist ==&lt;br /&gt;
&lt;br /&gt;
Does anyone know what the properties of mist are, such as how far a single 'column' will travel before it disapears? Or, what kinds of things mist will move through, such as bars or fortifications.&lt;/div&gt;</summary>
		<author><name>Haydosss</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Mist&amp;diff=74590</id>
		<title>40d Talk:Mist</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Mist&amp;diff=74590"/>
		<updated>2010-03-21T08:18:17Z</updated>

		<summary type="html">&lt;p&gt;Haydosss: /* Properties of mist */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is for the discussion of the Mist article.&lt;br /&gt;
&lt;br /&gt;
== Falling Mist? ==&lt;br /&gt;
&lt;br /&gt;
I don't have any place to build my own waterfall, so if anyone knows... Is the mist generated by the '''falling''' or by the '''landing''' water? I.e. if it falls sevel levels down, will the mist be generated on every level, or only at the bottom?--[[User:Dorten|Dorten]] 00:07, 14 January 2008 (EST)&lt;br /&gt;
:'''Falling''' water generates mist, afaik. (Be warned, falling magma generates magma mist, which is deadly!) [[User:GreyMario|GreyMario]] 15:01, 14 January 2008 (EST)&lt;br /&gt;
::You seem to have experimented a bit with [[magma mist]], greymario. Could you help expand the article? [[User:VengefulDonut|VengefulDonut]] 19:35, 14 January 2008 (EST)&lt;br /&gt;
:::Or, well, last I heard it was deadly, anyway. I haven't needed to make lava waterfalls yet, thank god. --[[User:GreyMario|GreyMario]] 16:08, 23 April 2008 (EDT)&lt;br /&gt;
::::I realize I'm a year late to this party, but for those that might have a similar question, '''falling''' water will not generate mist ''unless'' you have a grate in place, from what I know. I've experimented with many modular combination waterfall-perpetual motion-well-resevoir designs, and all of them required the grates for mist to occur and generate happy thoughts. --[[User:Hilscher|Hilscher]] 21:10, 1 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Lava Mist ==&lt;br /&gt;
&lt;br /&gt;
I just started to divert a river into a volcano (magma vent) and every now and then theres a cave in. When that happens, a column of 'Lava Mist' is created... what is this? --[[User:Mabmoro|mabmoro]] 21:42, 12 August 2008 (EDT)&lt;br /&gt;
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== How much mist? ==&lt;br /&gt;
&lt;br /&gt;
How much mist is generated from falling/splashing water? This seems to be one of those things that either everyone knows and so it's assumed, or nobody knows and never bother to ask. The closest I've been able to get to a real answer is &amp;quot;a column.&amp;quot; --[[User:Aethios|Aethios]] 07:32, 23 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== AncientEnemy's mist generator ==&lt;br /&gt;
&lt;br /&gt;
The design from [http://www.bay12games.com/forum/index.php?topic=34407.0 this thread] ought to be included on this page under a &amp;quot;Generating Mist&amp;quot; heading.  I may do it myself if I get around to it, but there's the link if someone else wants to try it.  --[[User:FunkyWaltDogg|FunkyWaltDogg]] 13:46, 28 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I still can't visualize the construction of the version with no retaining wall.  Suggest an image of it, or both, in the official tile set.  --[[User:Nightwind|Nightwind]] 03:03, 1 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::It is rather difficult to imagine, and I agree that a official tile set image would be nice.  Let me see if I can explain it better and then perhaps someone can fix it!  I'm not sure how to set it up with the tile set, but perhaps I'll figure it out.  &lt;br /&gt;
&lt;br /&gt;
::Only the z=1 level layout is important.  The pumps need to be setup for clockwise or counterclockwise operation and one of the &amp;quot;hole&amp;quot; squares has a place for water to sit at the z=0 level. As the article says, on this z=1 level, designate the hole with ground under it as a pond.  The dwarfs will attempt to fill it up using buckets (see [[pond]]).  After the first bucket, the water in the square is at a level of 1/7.  At this level, the water doesn't spread out but also no water is picked up by the pump as it needs 2/7.  But, just as the second dwarf adds water to make it 2/7, the pump picks it up and then the cycle is started. Meaning the water is now looping around from pump to pump.  Say another dwarf adds more to the same square. Then the water will be at 1/7 so it will not get picked or expand like before.  However, when the water that is already looping in the loop hits that square, the two combine.  Then the water is 3/7, so the 3/7 water now starts cycling around. I think after you get to 7/7, the water starts to &amp;quot;spill&amp;quot; in the z=1 level, but I've not done it. I have found that 2/7 water generates enough mist, so I don't bother past this point, and I just make the pond zone inactive.  Does that help at all?--[[User:Kwieland|Kwieland]] 13:52, 1 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::That explains the original that I almost understood,  then I read it a second time and it clicks... AH HA.  It stops explaining what i think I'm seeing, and starts to reveal 'the truth'.  In other words, that was enough detail to get through my thick skull, thank you.--[[User:Nightwind|Nightwind]] 17:26, 1 May 2009 (UTC)&lt;br /&gt;
:::With another Z-level above the pumps, it's also possible to create a simple on/off switch for the mist generator - place a single screw pump directly above one of the others below (with the same horizontal/vertical orientation) with its output tile walled in, then channel out the floor underneath the output tile and build a floor hatch. Power the pump through a gear assembly, then link a lever to the gear assembly and the floor hatch (making sure the lever is in the &amp;quot;off&amp;quot; position when linked to the gear). When in the &amp;quot;off&amp;quot; state, the hatch will be closed and the pump will be active, sucking the water out of the loop and holding it in a (1 tile) tank, and when in the &amp;quot;on&amp;quot; state, the hatch will be open and the pump will be inactive, allowing the water to fall back into the system and continue generating mist. This would be ideal for allowing future renovation (such as replacing statues with those of higher quality) or temporarily reducing lag. --[[User:Quietust|Quietust]] 15:20, 2 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Properties of mist ==&lt;br /&gt;
&lt;br /&gt;
Does anyone know what the properties of mist are, such as how far a single 'column' will travel before it disapears? Or, what kinds of things mist will move through, such as bars or fortifications.&lt;/div&gt;</summary>
		<author><name>Haydosss</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Maximizing_framerate&amp;diff=63290</id>
		<title>40d Talk:Maximizing framerate</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Maximizing_framerate&amp;diff=63290"/>
		<updated>2010-02-20T03:00:48Z</updated>

		<summary type="html">&lt;p&gt;Haydosss: /* Random Flickering? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Using DF with Mac ==&lt;br /&gt;
I'm using a Powerbook G4, and DF 0.28.181.40d. I have NEVER experienced ANY lag... EVER! It's absolutely awful when I try to play on my Windows PC, it seems so chunky. I tried it an the macs at school and it works great on those as well. DF certainly is more Mac-friendly than Windows-firendly! --[[User:Darkond2100|Darkond2100]] 03:48, 27 January 2010 (UTC)&lt;br /&gt;
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== Effect on # of dwarves, framerate calculations ==&lt;br /&gt;
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I'm not sure how important the number of dwarves is on the framerate. I was getting about 12 to 15 with 22 dwarves, and this has fallen to 9 with 97 dwarves. I think it is more bad pathing, like animals being caught behind doors that causes more problems than the number of units themselves. The addition of 80 goblins had an impact of 1 fps as well... although again, they probably weren't having any trouble path finding to no where. --Gotthard 13:53, 3 December 2007 (EST)&lt;br /&gt;
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:I typically see a substantial drop in framerate when new immigrants come, and afterward the game's never as fast or responsive. However, I also demand a higher framerate (not less than 40, to avoid annoying interface lagging/jerkiness) than many people seem prepared to tolerate, so our findings aren't inconsistent. You just have more load already and so don't notice a given amount of additional usage as much. [[User:Fedor|Fedor]] 05:39, 7 December 2007 (EST)&lt;br /&gt;
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::If this is the case, then I doubt there is a linear relationship associated with the FPS values. The G_FPS might also impact this. Typically, 10-12 more dwarves lowered my FPS by 1 at max, and I have 6 masons making blocks for my castle, and 18 dwarves running around permanently putting them up. I would guess that the FPS drops off fast to begin with, so it takes a lot to go down from 10-9 fps compared to 40-39 fps. --Gotthard 08:35, 7 December 2007 (EST)&lt;br /&gt;
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:::Yes, this is expected. Framerate changes aren't linear and here's why: Let us imagine that a given computer can process 10,000 game things per second. A framerate of 100 means that the game requires only 100 calculations per update, and therefore can update 100 times/second. A framerate of 1 means the game has to perform 10,000 calculations per update. To drop from 40 to 39 FPS, the game must require ~6 more calculations per update. To drop from 10 to 9 FPS, the game must require ~111 more calculations per update. [[User:Fedor|Fedor]] 08:51, 13 December 2007 (EST)&lt;br /&gt;
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::Wow, I can't stand things if FPS falls under ~80! Though, running a 2.1Ghz Dual Core and 512M 8600GeForce probably has some bearing on it. Personally, I run my G_FPS at only 10, and FPS_CAP at 200. I haven't gotten to economy sized populations yet with these settings (mostly on purpose cause I also keep my POP_CAP to only 10 until I've gotten the majority of the fortress dug out and a good stock of food and bedrooms, etc. The extra dwarves end up just getting in the way any other time I've tried my play-style. With this setup, I usually average around 150 FPS. Also, I've noticed a difference in FPS if I have the map section open, either single or double pane, moreso when there are a large number of creatures on the map. Simply closing (tabbing) the map got me an increase from ~125 to ~140. Should be worth 2-3 frames at the low FPS levels you guys are talking about. I'm also curious if the FPS counter itself has a significant effect on frames... --[[User:n9103|n9103]] 11:40, 17 Dec 2007 (PST)&lt;br /&gt;
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:::Dude... you are runnning the game displaying at 10 FPS even though it's 80~200 FPS (IE: Should be pretty damn jerky), and never got an economy sized population. Of course you have a good FPS. Hell, mine was sticking at 100 with 10 dwarves and I just have a ~2 year old straight out of the box PC. [[User:Milskidasith|Milskidasith]] 22:18, 11 November 2008 (EST)&lt;br /&gt;
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== Weather and Trees ==&lt;br /&gt;
&lt;br /&gt;
Is it just me, or with weather turned trees will not grow back. Most saplings have withered and died. The landscape is littered with them. I'm in a Mirthful area, so it's not alignment. I haven't been able to get any trees since I deforested the entire area, and yes, it has been over three years. I'm playing 33d. [[User:Klada|Klada]] 19:50, 5 December 2007 (EST)&lt;br /&gt;
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:Well I've been playing map for 6 years now, and I've had weather on the entire time, tons of trees have grown back. I've not deforested the ENTIRE area, but from what I understand trees grow back at a proportional rate to the amount of area there was to grow, so it should be better. I think saplings randomly die, perhaps moreso with traffic on them but... I don't have an explanation. --Gotthard 19:23, 6 December 2007 (EST)&lt;br /&gt;
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::&amp;quot;Is it just me, or with weather turned trees will not grow back.&amp;quot; Turned on or turned off? Logically, if weather were turned off, trees shouldn't grow to maturity. --[[User:n9103|n9103]] 11:29, 17 Dec 2007 (PST)&lt;br /&gt;
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:::Trees grow back just fine with weather turned off. I don't know why sometimes most or all the saplings die, but it's not turning weather off that causes it. --[[User:BurnedToast|BurnedToast]] 00:00, 4 January 2008 (EST)&lt;br /&gt;
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::::N9103, logic has no place here. Begone! --[[User:Savok|Savok]] 15:12, 21 March 2008 (EDT)&lt;br /&gt;
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:::::HA! Tell that to Flingify() ^.^  Most things in DF do get a logical implementation... notable exceptions exist of course, but generally speaking, things follow commonsense. ... So Nya! --[[User:N9103|Edward]] 05:55, 22 March 2008 (EDT)&lt;br /&gt;
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:Is any part of the area you embarked at evil? If so, are they the areas that the trees could grow in? (i.e. a mirthful mountain next to haunted woods) If you're beyond doubt sure that that's not the case, then going on what else has been investigated, I see one of two things: Complete deforestation *stops* tree growth, including saplings; Or, you've got some kind of bug that hasn't been documented yet. --[[User:N9103|Edward]] 19:05, 2 April 2008 (EDT)&lt;br /&gt;
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== Economy ==&lt;br /&gt;
&lt;br /&gt;
Can we confirm/disprove the effect of the economy on framerate? --[[User:DDouble|DDouble]] 02:42, 13 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Not sure what you mean exactly. The economy makes several changes, any of which might potentially impact speed. Can you give more detail on what specifically might potentially be causing a slowdown (or speed boost)? Is there a discussion on the forum that you have in mind? [[User:Fedor|Fedor]] 08:51, 13 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::I'm pretty sure he's talking about the init setting and turning it off. The 'potentially' part you mentioned is what he wanted clarification on. Does turning the setting off before the economy activates improve pre-economy performance? There might indeed be people out there that are willing to lose one of the cooler features for a much improved framerate. A good question is does turning that setting off prevent you from ever gaining an economy (when you decide to turn the option back on) should you pass the point where it should have activated? --[[User:n9103|n9103]] 11:27, 17 Dec 2007 (PST)&lt;br /&gt;
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== One Way Stairs ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Use ...multiple one-way stairways to connect any two spots where lots of dwarves will want to be&amp;quot;&lt;br /&gt;
&lt;br /&gt;
How do you make a one way stair? I tried searching here, and on the forum, but didn't find it. [[User:Calculus|Calculus]]&lt;br /&gt;
&lt;br /&gt;
:I mean to use paired up and down staircases instead of up/down ones. This suggestion is now removed because I'm not sure it actually makes a difference (it's safer for your dwarves, but I don't see a difference in game speed) [[User:Fedor|Fedor]] 14:50, 2 January 2008 (EST)&lt;br /&gt;
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::How is a single-floor staircase (down+up) any safer than using a multiple-floor staircase (down+down/up+up)?&lt;br /&gt;
&lt;br /&gt;
::Or for that matter, how is it different than making all your staircases down/up (minus bottom level of course)? --[[User:N9103|Edward]] 22:40, 3 January 2008 (EST)&lt;br /&gt;
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:::If a dwarf falls down a multi-level up/down staircase, he may die or be badly injured.[[User:Fedor|Fedor]] 22:52, 3 January 2008 (EST)&lt;br /&gt;
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::::What would cause a dwarf to fall down stairs aside from combat?--[[User:Maximus|Maximus]] 01:59, 4 January 2008 (EST)&lt;br /&gt;
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:::::Haven't a clue. I just know that several people have reported their dwarves getting killed or maimed that way.[[User:Fedor|Fedor]] 15:17, 5 January 2008 (EST)&lt;br /&gt;
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::::I used to use the up/down staircases for a central mineshaft until I had multiple dwarves become maimed/die when fighting on the stairs. I now use a spiral staircase design instead. I don't think anything BUT combat makes them fall, but if they charge a goblin snatcher and miss, there's no promise they won't end up 15 levels down missing all their limbs. --Gotthard 11:08, 7 January 2008 (EST)&lt;br /&gt;
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:::::How about using floor hatches every level? -- Digger&lt;br /&gt;
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::::::Those cause annoying blinkage. --[[User:Silfir|Silfir]] 07:17, 5 November 2008 (EST)&lt;br /&gt;
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:::::::Don't use stairs at all. Use ramps, the distance to travel a ramp is only 1, compared to a stair, which is two. (ramps, step on it, your down auto; stairs, you step on it, then you step down.) &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Zchris13|Zchris13]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::::::::Please, please, ''please'' sign your comments (use four tildes). Anyway, I haven't had any significant problems with dwarves dodging and falling down stairs, because my levels don't span in a way that allows it to happen in the first place. Personally, I find that it's easier to lock down things that way, but others will probably disagree. ~ [[User:Midna|Midna]] 02:11, 9 December 2009 (UTC)&lt;br /&gt;
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== Weather and windmills ==&lt;br /&gt;
&lt;br /&gt;
To BurnedToast: You seem to be right that turning weather off doesn't stop windmills from working. I wasn't sure where I got that impression, but after looking it up, it was from several instances on IRC where people came in, said &amp;quot;The windmill isn't making power :(&amp;quot;, were told to &amp;quot;turn weather on&amp;quot;, went &amp;quot;Ah ha!&amp;quot;, and never said that it didn't make them start working. (After I while I started suggesting it too since nobody had reported it not working, until recently.) So, hmm. I just switched a fort that had weather to not having it, and yeah, the windmills all still work. So I built a new one - also works. Then I generated a new world with weather off, started a new fort in it, built a windmill, and it produced 20 power. Oh well. --[[User:SL|SL]] 13:24, 9 January 2008 (EST)&lt;br /&gt;
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== Multiple CPUs/Cores ==&lt;br /&gt;
&lt;br /&gt;
As far as I have tested, DF uses 3 threads. It seems to put all its efforts in a single one, but even so, the other two still take cpu time, so having a dual-core machine still helps even if the threads are synchronized (and it isn't such a huge difference). I assume one of the threads link the display to the game core while the other runs the input buffer. I'd have to do more testing. [[User:Soulwynd|Soulwynd]] 23:37, 17 March 2008 (EDT)&lt;br /&gt;
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== Bulging Histories ==&lt;br /&gt;
&lt;br /&gt;
Any chance history plays a role in framerates? I have a fairly beefy machine and was regularly getting 100FPS in my first few forts, but after about 15 forts and 30 adventure modes (I'm quite suicidal), I can't get my FPS above 35 even on initial embark and a 3x3 fortress plot. [[User:Weasello|Weasello]] 12:43, 21 March 2008 (EDT)&lt;br /&gt;
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:Well... from that data, that's likely. Personally, I play all my forts on separate worlds. --[[User:Savok|Savok]] 15:12, 21 March 2008 (EDT)&lt;br /&gt;
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:I think I have to second the idea of (small histories == higher framerates) I've been playing a lot of small and smaller worlds, and even when I pick larger than normal sites, my frames seem to stay up better than on standard worlds.  I'll test at some point just how well a Full Local map holds up in a Pocket world. --[[User:N9103|Edward]] 19:04, 2 April 2008 (EDT)&lt;br /&gt;
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== Disconnection ==&lt;br /&gt;
&lt;br /&gt;
I've found it '''VERY''' important, in terms of framerates, not to block all paths between your fortress and the outside world, either with raised bridges, or with forbidden doors. I'm not certain about walls, as I haven't desired &amp;quot;permanent&amp;quot; blocking, but temporary, to prevent thives and the like. Infact, pathfinding errors from those I desire to keep out are exactly what crashes the framerate.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
I'm talking about '''50% loss''', and that's just to start. If you continue to block the pathfinding, It's possible to have it completely crawl to a stop, as in 0-1 FPS!&amp;lt;br&amp;gt;&lt;br /&gt;
It's a shame that such a primitive defense results in such a catastrophic failure of the pathing system. :(&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
As I didn't see it mentioned anywhere, I'm adding it here, and will eventually add it to the main article if no one else feels like pretty-ing it up for display.&amp;lt;br&amp;gt;&lt;br /&gt;
--[[User:N9103|Edward]] 17:42, 29 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:That's happening for you? I've been setting up an elaborate set of bridges and floodgates that serves as the only entrance to my fortress, and have closed my dwarves off inside on numerable occasions and it caused little more than make them cancel tasks that required them to leave the fortress.--[[User:Eurytus|Eurytus]] 15:57, 2 April 2008 (EST)&lt;br /&gt;
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::Have you turned off invasions as well? I used to do that when I played with invasions off to develop my management abilities. I did it now in three different worlds (smaller) and have had it happen every time. The framerate loss began as soon as a goblin/kobold tried to do mischief and pull a lever, as determined in the error log. I would assume that thieves/snatchers would likely cause similar frame-crashes, but that much isn't verified on my part. --[[User:N9103|Edward]] 04:04, 4 April 2008 (EDT)&lt;br /&gt;
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:::I have invasions on, although any attackers have died rather quickly.--[[User:Eurytus|Eurytus]] 21:48, 2 April 2008 (EST)&lt;br /&gt;
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::::Hey look! invaders! I closed the gates and lowered the bridge, but my framerate didn't drop. In fact, just as the invaders got there my framerate went back up from a puzzlingly low 40 back up to a regular 90.--[[User:Eurytus|Eurytus]] 22:19, 2 April 2008 (EST)&lt;br /&gt;
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::::I've tested it again with a couple more waves of goblins, and I've come to the conclusion that the preceding immense slowdown is while the goblins are on the map but not in view. This makes me think that either hidden units contribute to lag more, or the difficult terrain in my area causes their pathfinding to temporarily &amp;quot;freak out.&amp;quot;--[[User:Eurytus|Eurytus]] 1:03, 3 April 2008 (EST)&lt;br /&gt;
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:::::Well, it would seem obvious that invaders have glitches that have direct effects on framerates... just not well defined effects :-/  The &amp;quot;not in view&amp;quot; part seems true enough since the 'mischief-makers' are always invisible until discovered, and my forts generally have been rather far from invasion points. Looks like this is gonna be on hold for the page until someone does some '''extensive''' testing. --[[User:N9103|Edward]] 04:04, 4 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::::I'll be happy to start testing it as soon as I start establishing some more long-term fortresses.--[[User:Eurytus|Eurytus]] 11:23, 4 April 2008 (EST)&lt;br /&gt;
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:[[User_talk:Squirrelloid#Animals_try_to_path_through_tightly_closed_doors|Squirrelloid]]'s done some tests that end up proving the same point, but with animals instead of thieves/snatchers. Both of those groups use flawed pathfinding that doesn't properly account for created obstacles that are passable under certain conditions that aren't true at the time of the pathfind. (Doors being forbidden, or bridges raised for the thieves, and doors being designated as pet forbidden for the animals.) I still say that failed pathfinds cause 90% of framerate loss. --[[User:N9103|Edward]] 06:24, 1 May 2008 (EDT)&lt;br /&gt;
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:I've uploaded a zip of my errorlog.txt that encompasses a decent, but not overly long amount of time. The unzipped file is 22MB! Thankfully, text compresses very well, and the zip is only 387K. &amp;lt;99% of the file is failed mischief from either goblins or kobolds. [http://dffd.wimbli.com/file.php?id=167] --[[User:N9103|Edward]] 02:29, 11 May 2008 (EDT)&lt;br /&gt;
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: At some point the article on Maximizing Framerate should include a section that deals with player actions that can have an impact.  Things like connecting a large open pipe system to a running water source, mass-designating stone for dumping, and closing off your fortress should all be listed as cons.  I'm doing some research right now into the benefits of intelligent [[traffic area]] designations as well.  For example, rooms larger than 11x11 with only two doors should have a high-traffic line linking the two doors, and two low-traffic &amp;quot;curbs&amp;quot; on either edge, to prevent the Dijkstra half of A* from spending extra cycles looking in dumb places. --[[User:Jurph|Jurph]] 18:01, 8 April 2009 (UTC)&lt;br /&gt;
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== Dual Screens ==&lt;br /&gt;
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I just put a second monitor on my computer, partly so I could fullscreen DF with the wiki in another screen. However, running DF in fullscreen make sit take up one screen like normal, and the other goes black. Ckciking the black monitor causes DF to stretch across the monitors. Since there is info here about running DF in one monitor to save CPU cycles, I was wondering is anyone could help. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Ilmmad|Ilmmad]]&amp;lt;/small&amp;gt;&lt;br /&gt;
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:I don't understand what you're saying. Dwarf Fortress does not do that on my computer. Operating system, perhaps?&amp;lt;br&amp;gt;By the way, sign your comments using &amp;lt;nowiki&amp;gt;--~~~~&amp;lt;/nowiki&amp;gt;. --[[User:GreyMario|GreyMario]] 17:24, 22 April 2008 (EDT)&lt;br /&gt;
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:When you enter fullscreen mode with most graphics apis (such as OpenGL) you will take full control, which is why the other screen goes black. Your best bet is to run in windowed mode with the window size set to your resolution. --[[User:Shades|Shades]] 18:01, 22 April 2008 (EDT)&lt;br /&gt;
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::I had this same thought; and did some measurement - on Windows with the &amp;quot;windows standard&amp;quot; theme and default fonts, the room needed for the chrome is 27 pixels vertical, 8 pixels horizontal. [[User:Random832|Random832]] 10:31, 14 October 2008 (EDT)&lt;br /&gt;
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== temperature ==&lt;br /&gt;
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From the article &amp;quot;&amp;quot; You're well-advised to stick with &amp;quot;warm&amp;quot; or &amp;quot;hot&amp;quot; fortress sites if you turn temperature off and your source of water is a stream.&amp;quot;&amp;quot;  ---  I cannot understand that. --[[User:Catpaw|Catpaw]] 08:29, 16 September 2008 (EDT)&lt;br /&gt;
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:If you turn temperature off, and you start on a cold location with a stream, the stream will be frozen and never thaw.[[User:DaBing|DaBing]]&lt;br /&gt;
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So wait, it says some &amp;quot;rather nice lava warming effects&amp;quot; are turned off, but what are these exactly? Can I still dump stone in lava? What stops working? [[User:Ar-Pharazon|Ar-Pharazon]] 17:09, 18 February 2009 (EST)&lt;br /&gt;
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:You can still dump stone in lava, it just won't melt as there is no heat transfer. --[[User:Elvang|Elvang]] 21:00, 18 February 2009 (EST)&lt;br /&gt;
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== New 40d# releases and the Acceleration program ==&lt;br /&gt;
&lt;br /&gt;
So I'm sure most of you are aware of the new 40d releases (I think it's on 40d7) that toady has been putting out that incorporate better handling of OpenGL. In so far as I understand, he is combining the acceleration program into Dwarf Fortress, so they come 'packaged' together right out of the box. Also, the thread that the wiki is linking to ( http://www.bay12games.com/forum/index.php?topic=27262.0 ) is stated to be obsolete and sends the user to the 40d# thread ( http://www.bay12games.com/forum/index.php?topic=27262.0 ). I think we should update/remove/replace the 'acceleration program' portion of this article to point users to the new 40d# releases, unless we want to wait until Toady releases something final before changing anything? If do decide to change it, we might want to make people aware that there WAS an acceleration program, but it has been superseded by the new 40d# releases. Thoughts? --[[User:Sinergistic|Sinergistic]] 00:24, 6 January 2009 (EST)&lt;br /&gt;
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=== Turn Mouse Support Off ===&lt;br /&gt;
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With the graphics-accelerated versions of 40d above, I've found that turning mouse support completely off ( [MOUSE:NO] in init.txt ) has had greater improvement in framerate than anything else I've tried.  Can anyone else confirm this? (nammyung)&lt;br /&gt;
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:This does not appear to be the case in 40d17 - FPS also seems unaffected with .bmp cursor enabled. [[User:Kludge|-K]] 23:51, 9 February 2010 (UTC)&lt;br /&gt;
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== Small Worlds ==&lt;br /&gt;
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I noticed mention of small worlds.  I have no doubt that they probably reduce lag, but I will argue the creation time issue.  My experience so far has been that &amp;quot;pocket&amp;quot; and &amp;quot;smaller&amp;quot; sized worlds take longer to gen than &amp;quot;Small&amp;quot; and &amp;quot;Medium,&amp;quot; because of the shear volume of rejected attempts in the initial creation stage.  My experience is entirely with 40d and 40d9. [[User:Burlingk|Burlingk]] 01:42, 10 February 2009 (EST)&lt;br /&gt;
:You don't get many rejects with the default configurations for worlds. When you start changing those, yes, rejects will happen, especially if you're trying to fit as much into a pocket sized one as you would into a small. [[User:Shardok|Shardok]] 00:06, 25 August 2009 (UTC)&lt;br /&gt;
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== Peasant cancels Rest: Interrupted by recruit ==&lt;br /&gt;
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This event caused my FPS to drop to &amp;lt;1. One of my recruits went berserk over the loss of his pet and started attacking an unlucky peasant. The peasant went unconscious and the above message was spammed on the screen thousands and thousands of times. As soon as my military had finished off the berserk recruit, the FPS jumped back to the solid 100.&lt;br /&gt;
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== Random Flickering? ==&lt;br /&gt;
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I've found that if the G-FPS is set to below 40 i get a severe flickering which affects the use of lists (like military and unit lists) I'm wondering if anyone else has experienced this or if its just something with my computer...[[User:Haydosss|Haydosss]]Haydosss - 20-2-2010&lt;/div&gt;</summary>
		<author><name>Haydosss</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Maximizing_framerate&amp;diff=63289</id>
		<title>40d Talk:Maximizing framerate</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Maximizing_framerate&amp;diff=63289"/>
		<updated>2010-02-20T02:59:18Z</updated>

		<summary type="html">&lt;p&gt;Haydosss: /* Random Flickering? */ new section&lt;/p&gt;
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&lt;div&gt;== Using DF with Mac ==&lt;br /&gt;
I'm using a Powerbook G4, and DF 0.28.181.40d. I have NEVER experienced ANY lag... EVER! It's absolutely awful when I try to play on my Windows PC, it seems so chunky. I tried it an the macs at school and it works great on those as well. DF certainly is more Mac-friendly than Windows-firendly! --[[User:Darkond2100|Darkond2100]] 03:48, 27 January 2010 (UTC)&lt;br /&gt;
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== Effect on # of dwarves, framerate calculations ==&lt;br /&gt;
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I'm not sure how important the number of dwarves is on the framerate. I was getting about 12 to 15 with 22 dwarves, and this has fallen to 9 with 97 dwarves. I think it is more bad pathing, like animals being caught behind doors that causes more problems than the number of units themselves. The addition of 80 goblins had an impact of 1 fps as well... although again, they probably weren't having any trouble path finding to no where. --Gotthard 13:53, 3 December 2007 (EST)&lt;br /&gt;
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:I typically see a substantial drop in framerate when new immigrants come, and afterward the game's never as fast or responsive. However, I also demand a higher framerate (not less than 40, to avoid annoying interface lagging/jerkiness) than many people seem prepared to tolerate, so our findings aren't inconsistent. You just have more load already and so don't notice a given amount of additional usage as much. [[User:Fedor|Fedor]] 05:39, 7 December 2007 (EST)&lt;br /&gt;
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::If this is the case, then I doubt there is a linear relationship associated with the FPS values. The G_FPS might also impact this. Typically, 10-12 more dwarves lowered my FPS by 1 at max, and I have 6 masons making blocks for my castle, and 18 dwarves running around permanently putting them up. I would guess that the FPS drops off fast to begin with, so it takes a lot to go down from 10-9 fps compared to 40-39 fps. --Gotthard 08:35, 7 December 2007 (EST)&lt;br /&gt;
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:::Yes, this is expected. Framerate changes aren't linear and here's why: Let us imagine that a given computer can process 10,000 game things per second. A framerate of 100 means that the game requires only 100 calculations per update, and therefore can update 100 times/second. A framerate of 1 means the game has to perform 10,000 calculations per update. To drop from 40 to 39 FPS, the game must require ~6 more calculations per update. To drop from 10 to 9 FPS, the game must require ~111 more calculations per update. [[User:Fedor|Fedor]] 08:51, 13 December 2007 (EST)&lt;br /&gt;
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::Wow, I can't stand things if FPS falls under ~80! Though, running a 2.1Ghz Dual Core and 512M 8600GeForce probably has some bearing on it. Personally, I run my G_FPS at only 10, and FPS_CAP at 200. I haven't gotten to economy sized populations yet with these settings (mostly on purpose cause I also keep my POP_CAP to only 10 until I've gotten the majority of the fortress dug out and a good stock of food and bedrooms, etc. The extra dwarves end up just getting in the way any other time I've tried my play-style. With this setup, I usually average around 150 FPS. Also, I've noticed a difference in FPS if I have the map section open, either single or double pane, moreso when there are a large number of creatures on the map. Simply closing (tabbing) the map got me an increase from ~125 to ~140. Should be worth 2-3 frames at the low FPS levels you guys are talking about. I'm also curious if the FPS counter itself has a significant effect on frames... --[[User:n9103|n9103]] 11:40, 17 Dec 2007 (PST)&lt;br /&gt;
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:::Dude... you are runnning the game displaying at 10 FPS even though it's 80~200 FPS (IE: Should be pretty damn jerky), and never got an economy sized population. Of course you have a good FPS. Hell, mine was sticking at 100 with 10 dwarves and I just have a ~2 year old straight out of the box PC. [[User:Milskidasith|Milskidasith]] 22:18, 11 November 2008 (EST)&lt;br /&gt;
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== Weather and Trees ==&lt;br /&gt;
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Is it just me, or with weather turned trees will not grow back. Most saplings have withered and died. The landscape is littered with them. I'm in a Mirthful area, so it's not alignment. I haven't been able to get any trees since I deforested the entire area, and yes, it has been over three years. I'm playing 33d. [[User:Klada|Klada]] 19:50, 5 December 2007 (EST)&lt;br /&gt;
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:Well I've been playing map for 6 years now, and I've had weather on the entire time, tons of trees have grown back. I've not deforested the ENTIRE area, but from what I understand trees grow back at a proportional rate to the amount of area there was to grow, so it should be better. I think saplings randomly die, perhaps moreso with traffic on them but... I don't have an explanation. --Gotthard 19:23, 6 December 2007 (EST)&lt;br /&gt;
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::&amp;quot;Is it just me, or with weather turned trees will not grow back.&amp;quot; Turned on or turned off? Logically, if weather were turned off, trees shouldn't grow to maturity. --[[User:n9103|n9103]] 11:29, 17 Dec 2007 (PST)&lt;br /&gt;
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:::Trees grow back just fine with weather turned off. I don't know why sometimes most or all the saplings die, but it's not turning weather off that causes it. --[[User:BurnedToast|BurnedToast]] 00:00, 4 January 2008 (EST)&lt;br /&gt;
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::::N9103, logic has no place here. Begone! --[[User:Savok|Savok]] 15:12, 21 March 2008 (EDT)&lt;br /&gt;
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:::::HA! Tell that to Flingify() ^.^  Most things in DF do get a logical implementation... notable exceptions exist of course, but generally speaking, things follow commonsense. ... So Nya! --[[User:N9103|Edward]] 05:55, 22 March 2008 (EDT)&lt;br /&gt;
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:Is any part of the area you embarked at evil? If so, are they the areas that the trees could grow in? (i.e. a mirthful mountain next to haunted woods) If you're beyond doubt sure that that's not the case, then going on what else has been investigated, I see one of two things: Complete deforestation *stops* tree growth, including saplings; Or, you've got some kind of bug that hasn't been documented yet. --[[User:N9103|Edward]] 19:05, 2 April 2008 (EDT)&lt;br /&gt;
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== Economy ==&lt;br /&gt;
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Can we confirm/disprove the effect of the economy on framerate? --[[User:DDouble|DDouble]] 02:42, 13 December 2007 (EST)&lt;br /&gt;
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:Not sure what you mean exactly. The economy makes several changes, any of which might potentially impact speed. Can you give more detail on what specifically might potentially be causing a slowdown (or speed boost)? Is there a discussion on the forum that you have in mind? [[User:Fedor|Fedor]] 08:51, 13 December 2007 (EST)&lt;br /&gt;
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::I'm pretty sure he's talking about the init setting and turning it off. The 'potentially' part you mentioned is what he wanted clarification on. Does turning the setting off before the economy activates improve pre-economy performance? There might indeed be people out there that are willing to lose one of the cooler features for a much improved framerate. A good question is does turning that setting off prevent you from ever gaining an economy (when you decide to turn the option back on) should you pass the point where it should have activated? --[[User:n9103|n9103]] 11:27, 17 Dec 2007 (PST)&lt;br /&gt;
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== One Way Stairs ==&lt;br /&gt;
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&amp;quot;Use ...multiple one-way stairways to connect any two spots where lots of dwarves will want to be&amp;quot;&lt;br /&gt;
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How do you make a one way stair? I tried searching here, and on the forum, but didn't find it. [[User:Calculus|Calculus]]&lt;br /&gt;
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:I mean to use paired up and down staircases instead of up/down ones. This suggestion is now removed because I'm not sure it actually makes a difference (it's safer for your dwarves, but I don't see a difference in game speed) [[User:Fedor|Fedor]] 14:50, 2 January 2008 (EST)&lt;br /&gt;
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::How is a single-floor staircase (down+up) any safer than using a multiple-floor staircase (down+down/up+up)?&lt;br /&gt;
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::Or for that matter, how is it different than making all your staircases down/up (minus bottom level of course)? --[[User:N9103|Edward]] 22:40, 3 January 2008 (EST)&lt;br /&gt;
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:::If a dwarf falls down a multi-level up/down staircase, he may die or be badly injured.[[User:Fedor|Fedor]] 22:52, 3 January 2008 (EST)&lt;br /&gt;
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::::What would cause a dwarf to fall down stairs aside from combat?--[[User:Maximus|Maximus]] 01:59, 4 January 2008 (EST)&lt;br /&gt;
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:::::Haven't a clue. I just know that several people have reported their dwarves getting killed or maimed that way.[[User:Fedor|Fedor]] 15:17, 5 January 2008 (EST)&lt;br /&gt;
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::::I used to use the up/down staircases for a central mineshaft until I had multiple dwarves become maimed/die when fighting on the stairs. I now use a spiral staircase design instead. I don't think anything BUT combat makes them fall, but if they charge a goblin snatcher and miss, there's no promise they won't end up 15 levels down missing all their limbs. --Gotthard 11:08, 7 January 2008 (EST)&lt;br /&gt;
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:::::How about using floor hatches every level? -- Digger&lt;br /&gt;
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::::::Those cause annoying blinkage. --[[User:Silfir|Silfir]] 07:17, 5 November 2008 (EST)&lt;br /&gt;
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:::::::Don't use stairs at all. Use ramps, the distance to travel a ramp is only 1, compared to a stair, which is two. (ramps, step on it, your down auto; stairs, you step on it, then you step down.) &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Zchris13|Zchris13]]&amp;lt;/small&amp;gt;&lt;br /&gt;
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::::::::Please, please, ''please'' sign your comments (use four tildes). Anyway, I haven't had any significant problems with dwarves dodging and falling down stairs, because my levels don't span in a way that allows it to happen in the first place. Personally, I find that it's easier to lock down things that way, but others will probably disagree. ~ [[User:Midna|Midna]] 02:11, 9 December 2009 (UTC)&lt;br /&gt;
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== Weather and windmills ==&lt;br /&gt;
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To BurnedToast: You seem to be right that turning weather off doesn't stop windmills from working. I wasn't sure where I got that impression, but after looking it up, it was from several instances on IRC where people came in, said &amp;quot;The windmill isn't making power :(&amp;quot;, were told to &amp;quot;turn weather on&amp;quot;, went &amp;quot;Ah ha!&amp;quot;, and never said that it didn't make them start working. (After I while I started suggesting it too since nobody had reported it not working, until recently.) So, hmm. I just switched a fort that had weather to not having it, and yeah, the windmills all still work. So I built a new one - also works. Then I generated a new world with weather off, started a new fort in it, built a windmill, and it produced 20 power. Oh well. --[[User:SL|SL]] 13:24, 9 January 2008 (EST)&lt;br /&gt;
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== Multiple CPUs/Cores ==&lt;br /&gt;
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As far as I have tested, DF uses 3 threads. It seems to put all its efforts in a single one, but even so, the other two still take cpu time, so having a dual-core machine still helps even if the threads are synchronized (and it isn't such a huge difference). I assume one of the threads link the display to the game core while the other runs the input buffer. I'd have to do more testing. [[User:Soulwynd|Soulwynd]] 23:37, 17 March 2008 (EDT)&lt;br /&gt;
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== Bulging Histories ==&lt;br /&gt;
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Any chance history plays a role in framerates? I have a fairly beefy machine and was regularly getting 100FPS in my first few forts, but after about 15 forts and 30 adventure modes (I'm quite suicidal), I can't get my FPS above 35 even on initial embark and a 3x3 fortress plot. [[User:Weasello|Weasello]] 12:43, 21 March 2008 (EDT)&lt;br /&gt;
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:Well... from that data, that's likely. Personally, I play all my forts on separate worlds. --[[User:Savok|Savok]] 15:12, 21 March 2008 (EDT)&lt;br /&gt;
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:I think I have to second the idea of (small histories == higher framerates) I've been playing a lot of small and smaller worlds, and even when I pick larger than normal sites, my frames seem to stay up better than on standard worlds.  I'll test at some point just how well a Full Local map holds up in a Pocket world. --[[User:N9103|Edward]] 19:04, 2 April 2008 (EDT)&lt;br /&gt;
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== Disconnection ==&lt;br /&gt;
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I've found it '''VERY''' important, in terms of framerates, not to block all paths between your fortress and the outside world, either with raised bridges, or with forbidden doors. I'm not certain about walls, as I haven't desired &amp;quot;permanent&amp;quot; blocking, but temporary, to prevent thives and the like. Infact, pathfinding errors from those I desire to keep out are exactly what crashes the framerate.&amp;lt;br&amp;gt;&lt;br /&gt;
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I'm talking about '''50% loss''', and that's just to start. If you continue to block the pathfinding, It's possible to have it completely crawl to a stop, as in 0-1 FPS!&amp;lt;br&amp;gt;&lt;br /&gt;
It's a shame that such a primitive defense results in such a catastrophic failure of the pathing system. :(&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
As I didn't see it mentioned anywhere, I'm adding it here, and will eventually add it to the main article if no one else feels like pretty-ing it up for display.&amp;lt;br&amp;gt;&lt;br /&gt;
--[[User:N9103|Edward]] 17:42, 29 March 2008 (EDT)&lt;br /&gt;
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:That's happening for you? I've been setting up an elaborate set of bridges and floodgates that serves as the only entrance to my fortress, and have closed my dwarves off inside on numerable occasions and it caused little more than make them cancel tasks that required them to leave the fortress.--[[User:Eurytus|Eurytus]] 15:57, 2 April 2008 (EST)&lt;br /&gt;
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::Have you turned off invasions as well? I used to do that when I played with invasions off to develop my management abilities. I did it now in three different worlds (smaller) and have had it happen every time. The framerate loss began as soon as a goblin/kobold tried to do mischief and pull a lever, as determined in the error log. I would assume that thieves/snatchers would likely cause similar frame-crashes, but that much isn't verified on my part. --[[User:N9103|Edward]] 04:04, 4 April 2008 (EDT)&lt;br /&gt;
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:::I have invasions on, although any attackers have died rather quickly.--[[User:Eurytus|Eurytus]] 21:48, 2 April 2008 (EST)&lt;br /&gt;
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::::Hey look! invaders! I closed the gates and lowered the bridge, but my framerate didn't drop. In fact, just as the invaders got there my framerate went back up from a puzzlingly low 40 back up to a regular 90.--[[User:Eurytus|Eurytus]] 22:19, 2 April 2008 (EST)&lt;br /&gt;
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::::I've tested it again with a couple more waves of goblins, and I've come to the conclusion that the preceding immense slowdown is while the goblins are on the map but not in view. This makes me think that either hidden units contribute to lag more, or the difficult terrain in my area causes their pathfinding to temporarily &amp;quot;freak out.&amp;quot;--[[User:Eurytus|Eurytus]] 1:03, 3 April 2008 (EST)&lt;br /&gt;
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:::::Well, it would seem obvious that invaders have glitches that have direct effects on framerates... just not well defined effects :-/  The &amp;quot;not in view&amp;quot; part seems true enough since the 'mischief-makers' are always invisible until discovered, and my forts generally have been rather far from invasion points. Looks like this is gonna be on hold for the page until someone does some '''extensive''' testing. --[[User:N9103|Edward]] 04:04, 4 April 2008 (EDT)&lt;br /&gt;
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::::::I'll be happy to start testing it as soon as I start establishing some more long-term fortresses.--[[User:Eurytus|Eurytus]] 11:23, 4 April 2008 (EST)&lt;br /&gt;
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:[[User_talk:Squirrelloid#Animals_try_to_path_through_tightly_closed_doors|Squirrelloid]]'s done some tests that end up proving the same point, but with animals instead of thieves/snatchers. Both of those groups use flawed pathfinding that doesn't properly account for created obstacles that are passable under certain conditions that aren't true at the time of the pathfind. (Doors being forbidden, or bridges raised for the thieves, and doors being designated as pet forbidden for the animals.) I still say that failed pathfinds cause 90% of framerate loss. --[[User:N9103|Edward]] 06:24, 1 May 2008 (EDT)&lt;br /&gt;
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:I've uploaded a zip of my errorlog.txt that encompasses a decent, but not overly long amount of time. The unzipped file is 22MB! Thankfully, text compresses very well, and the zip is only 387K. &amp;lt;99% of the file is failed mischief from either goblins or kobolds. [http://dffd.wimbli.com/file.php?id=167] --[[User:N9103|Edward]] 02:29, 11 May 2008 (EDT)&lt;br /&gt;
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: At some point the article on Maximizing Framerate should include a section that deals with player actions that can have an impact.  Things like connecting a large open pipe system to a running water source, mass-designating stone for dumping, and closing off your fortress should all be listed as cons.  I'm doing some research right now into the benefits of intelligent [[traffic area]] designations as well.  For example, rooms larger than 11x11 with only two doors should have a high-traffic line linking the two doors, and two low-traffic &amp;quot;curbs&amp;quot; on either edge, to prevent the Dijkstra half of A* from spending extra cycles looking in dumb places. --[[User:Jurph|Jurph]] 18:01, 8 April 2009 (UTC)&lt;br /&gt;
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== Dual Screens ==&lt;br /&gt;
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I just put a second monitor on my computer, partly so I could fullscreen DF with the wiki in another screen. However, running DF in fullscreen make sit take up one screen like normal, and the other goes black. Ckciking the black monitor causes DF to stretch across the monitors. Since there is info here about running DF in one monitor to save CPU cycles, I was wondering is anyone could help. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Ilmmad|Ilmmad]]&amp;lt;/small&amp;gt;&lt;br /&gt;
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:I don't understand what you're saying. Dwarf Fortress does not do that on my computer. Operating system, perhaps?&amp;lt;br&amp;gt;By the way, sign your comments using &amp;lt;nowiki&amp;gt;--~~~~&amp;lt;/nowiki&amp;gt;. --[[User:GreyMario|GreyMario]] 17:24, 22 April 2008 (EDT)&lt;br /&gt;
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:When you enter fullscreen mode with most graphics apis (such as OpenGL) you will take full control, which is why the other screen goes black. Your best bet is to run in windowed mode with the window size set to your resolution. --[[User:Shades|Shades]] 18:01, 22 April 2008 (EDT)&lt;br /&gt;
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::I had this same thought; and did some measurement - on Windows with the &amp;quot;windows standard&amp;quot; theme and default fonts, the room needed for the chrome is 27 pixels vertical, 8 pixels horizontal. [[User:Random832|Random832]] 10:31, 14 October 2008 (EDT)&lt;br /&gt;
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== temperature ==&lt;br /&gt;
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From the article &amp;quot;&amp;quot; You're well-advised to stick with &amp;quot;warm&amp;quot; or &amp;quot;hot&amp;quot; fortress sites if you turn temperature off and your source of water is a stream.&amp;quot;&amp;quot;  ---  I cannot understand that. --[[User:Catpaw|Catpaw]] 08:29, 16 September 2008 (EDT)&lt;br /&gt;
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:If you turn temperature off, and you start on a cold location with a stream, the stream will be frozen and never thaw.[[User:DaBing|DaBing]]&lt;br /&gt;
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So wait, it says some &amp;quot;rather nice lava warming effects&amp;quot; are turned off, but what are these exactly? Can I still dump stone in lava? What stops working? [[User:Ar-Pharazon|Ar-Pharazon]] 17:09, 18 February 2009 (EST)&lt;br /&gt;
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:You can still dump stone in lava, it just won't melt as there is no heat transfer. --[[User:Elvang|Elvang]] 21:00, 18 February 2009 (EST)&lt;br /&gt;
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== New 40d# releases and the Acceleration program ==&lt;br /&gt;
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So I'm sure most of you are aware of the new 40d releases (I think it's on 40d7) that toady has been putting out that incorporate better handling of OpenGL. In so far as I understand, he is combining the acceleration program into Dwarf Fortress, so they come 'packaged' together right out of the box. Also, the thread that the wiki is linking to ( http://www.bay12games.com/forum/index.php?topic=27262.0 ) is stated to be obsolete and sends the user to the 40d# thread ( http://www.bay12games.com/forum/index.php?topic=27262.0 ). I think we should update/remove/replace the 'acceleration program' portion of this article to point users to the new 40d# releases, unless we want to wait until Toady releases something final before changing anything? If do decide to change it, we might want to make people aware that there WAS an acceleration program, but it has been superseded by the new 40d# releases. Thoughts? --[[User:Sinergistic|Sinergistic]] 00:24, 6 January 2009 (EST)&lt;br /&gt;
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=== Turn Mouse Support Off ===&lt;br /&gt;
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With the graphics-accelerated versions of 40d above, I've found that turning mouse support completely off ( [MOUSE:NO] in init.txt ) has had greater improvement in framerate than anything else I've tried.  Can anyone else confirm this? (nammyung)&lt;br /&gt;
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:This does not appear to be the case in 40d17 - FPS also seems unaffected with .bmp cursor enabled. [[User:Kludge|-K]] 23:51, 9 February 2010 (UTC)&lt;br /&gt;
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== Small Worlds ==&lt;br /&gt;
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I noticed mention of small worlds.  I have no doubt that they probably reduce lag, but I will argue the creation time issue.  My experience so far has been that &amp;quot;pocket&amp;quot; and &amp;quot;smaller&amp;quot; sized worlds take longer to gen than &amp;quot;Small&amp;quot; and &amp;quot;Medium,&amp;quot; because of the shear volume of rejected attempts in the initial creation stage.  My experience is entirely with 40d and 40d9. [[User:Burlingk|Burlingk]] 01:42, 10 February 2009 (EST)&lt;br /&gt;
:You don't get many rejects with the default configurations for worlds. When you start changing those, yes, rejects will happen, especially if you're trying to fit as much into a pocket sized one as you would into a small. [[User:Shardok|Shardok]] 00:06, 25 August 2009 (UTC)&lt;br /&gt;
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== Peasant cancels Rest: Interrupted by recruit ==&lt;br /&gt;
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This event caused my FPS to drop to &amp;lt;1. One of my recruits went berserk over the loss of his pet and started attacking an unlucky peasant. The peasant went unconscious and the above message was spammed on the screen thousands and thousands of times. As soon as my military had finished off the berserk recruit, the FPS jumped back to the solid 100.&lt;br /&gt;
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== Random Flickering? ==&lt;br /&gt;
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I've found that if the G-FPS is set to below 40 i get a severe flickering which affects the use of lists (like military and unit lists) I'm wondering if anyone else has experienced this or if its just something with my computer...&lt;/div&gt;</summary>
		<author><name>Haydosss</name></author>
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