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	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-08-17T18:22:51Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Animal_trap&amp;diff=24448</id>
		<title>40d:Animal trap</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Animal_trap&amp;diff=24448"/>
		<updated>2008-11-25T06:00:04Z</updated>

		<summary type="html">&lt;p&gt;Hkidnc: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Animal traps''' are special [[trap]]s used to catch live [[vermin]] or [[fish]] from the [[river]], ''not'' (large) land [[animal]]s. Creating an animal trap requires the [[trapping]] skill and not [[carpentry]] or [[metalcrafting]] despite the fact that they are constructed at a [[carpenter's workshop]] or a [[metalsmith's forge]]. You may want to build separate workshops or forges to construct animal traps if you do it large scale, for if you do not have an unoccupied dwarf with the trapping skill active, work will grind to a halt as your carpenters and smiths wait for the construct animal trap job to be finished before they can get to their tasks.&lt;br /&gt;
&lt;br /&gt;
Animal traps are stored by default in [[animal stockpile]]s when empty or containing an animal. They can be used for trapping animals in two ways - either by defining a Capture Live Land Animal task at the [[Kennel]]s (which usually results in [[Vermin]] being captured) or by {{k|b}}uilding them as an Ani{{k|m}}al Trap.&lt;br /&gt;
&lt;br /&gt;
When used via the kennels, a dwarf with the Trapping [[labor]] enabled will pick up an animal trap and head to a food stockpile. The dwarf will search for nearby vermin, and if he find one, bundle the animal into the trap and drop it, and it will then be retrieved by a dwarf with Animal Hauling enabled and dropped in an animal stockpile. &lt;br /&gt;
&lt;br /&gt;
When used via the {{k|b}}uild menu, the traps are constructed by a dwarf with the trapping labour enabled, using either a wooden or metal trap created previously from a Carpenter's shop or Forge. Once constructed, examining it with {{k|q}} will allow you to set the bait to be added to the trap. Set traps can be baited with nothing ({{k|z}}, presumably the inactive state), {{k|m}}eat, {{k|f}}ish or a large {{k|g}}em. Once placed and baited, you simply have to wait for an animal to walk in and trigger the trap. Traps are not guaranteed to successfully capture an animal, and it seems safe to assume that the quality of a constructed trap has some influence on the capture chance. The bait will be stolen if the trap fails to go off, but the trap remains set and simply needs rebaiting.  It is interesting to note that fish cannot be captured in this method, with baited/flooded animal traps.  One must use the 'capture live fish' command issued from the [[fishery]].&lt;br /&gt;
&lt;br /&gt;
Once an animal is caught in a built and baited trap, the game will pause, zooming to the trap, and you will receive an announcement telling you what you caught. The trap will automatically be slated for removal, and one of your dwarves will deconstruct it and move the trap containing the animal back to the animal stockpile.&lt;br /&gt;
&lt;br /&gt;
The sorts of small animal that these traps can catch aren't butcherable and provide no raw materials. Dwarves can tame them as pets, or if you leave them in the traps in the animal stockpile dwarves will occasionally come by and eat them. If your dwarves have a particular liking towards eating the vermin you catch, you might be unable to easily tame your vermin, as the dwarves will prefer to eat your vermin over almost anything else. To prevent this, you can forbid the vermin, but not the animal trap. This will stop the dwarves from eating the animal, but will not hinder your ability to tame it, since taming requires only that the animal trap be usable.&lt;/div&gt;</summary>
		<author><name>Hkidnc</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Human&amp;diff=5821</id>
		<title>40d:Human</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Human&amp;diff=5821"/>
		<updated>2008-11-22T18:29:10Z</updated>

		<summary type="html">&lt;p&gt;Hkidnc: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Human|symbol=U|color={{COLOR:3:0:0}}|butcher=no|bones=7|chunks=N/A|meat=N/A|fat=N/A|skulls=1|skin=N/A|biome=* Any}}&lt;br /&gt;
&lt;br /&gt;
'''Humans''' are intelligent [[humanoid]] [[creatures]] that live in cities on the plains. They are one of the races playable in [[Adventure Mode]]. Their buildings are made entirely of [[wood]], and usually include several houses and [[shop]]s, and a tavern. They are primarily interested in [[trade]], and generally send large [[caravan]]s in [[Calendar|summer]].&lt;br /&gt;
&lt;br /&gt;
== Humans in Fortress Mode ==&lt;br /&gt;
&lt;br /&gt;
The first human [[caravan]] will arrive in the summer of your second year, provided a human [[civilization]] has access to your site. The caravan will have [[wagon]]s, which carry lots of goods, but need a 3 tile wide corridor. Humans may also send a [[Liaison|representative]] if their civilization is big enough, and having more skilled trading [[noble]]s will upgrade him to a Merchant Baron or Merchant Prince, who have larger caravans.&lt;br /&gt;
&lt;br /&gt;
In the current version&amp;lt;sup&amp;gt;[[v0.28.181.40d]]&amp;lt;/sup&amp;gt; humans will invade if enough humans were killed while visiting your area.&lt;br /&gt;
&lt;br /&gt;
This is especially dangerous if a human noble has been to your fortress. All [[trap]]s that he/she observed while walking inside are inactive for any invading humans. If you succeed in defeating a human [[siege]], they may send a diplomat to make an offer of peace.&lt;br /&gt;
&lt;br /&gt;
=== Living among them ===&lt;br /&gt;
&lt;br /&gt;
Creating a settlement underneath a human town confers a number advantages. The human [[soldier]]s and [[guard]]s, in the process of protecting their town, also protect your fortress. In addition, all the objects present in the town are assumed to be your property, which provides your fortress with a huge starting value boost. You may also [[reclaim]] the items present inside the various buildings, giving you a nice early cache of [[weapons]], trade objects and [[furniture]]. Finally, the wood from the buildings may be acquired by deconstructing them, or [[cave-ins|undermining]] the structure.&lt;br /&gt;
&lt;br /&gt;
== Humans in Adventure Mode ==&lt;br /&gt;
&lt;br /&gt;
Human towns usually have many different shops. They typically have swordsmen and plenty of [[Drunk|drunks]] to recruit. The leader and quest giver of a city is called the [[mayor]], who can generally be found in the tavern in the center of town.&lt;br /&gt;
&lt;br /&gt;
Humans characters are, in every way, the middle road between [[dwarves]] and [[elf|elves]]. Their starting equipment is [[metal]], but the type of metal depends on how advanced that particular Human civilization is. Humans might have [[copper]], [[bronze]], or [[iron]] equipment. Humans may start with skill in any [[weapon]] (as opposed to the more limited lists that [[elves]] and [[dwarves]] use). Humans lack the special damage resistance of [[dwarves]] and the raw speed of [[elves]], but they are one [[size]] category larger than [[dwarves]]. This makes them hit harder and absorb more damage (though it may not make up for their lack of damage resistance). Another downside for humans is that they have a life expectancy of 60-120 years, which is a lot shorter than dwarves and especially elves, but this is unlikely to affect anyone except a serious [[Fortress Mode]] addict.&lt;br /&gt;
&lt;br /&gt;
They may buy both [[armor]] and weapons at human towns, and may scavenge dwarven weapons from abandoned fortresses. Masterpiece armor is extremely rare in human [[shop]]s, but exceptional equipment is common, and temples contain abundant loot, so a human adventurer can easily pick up a set of exceptional gear.&lt;br /&gt;
&lt;br /&gt;
== Playing as Humans in Fortress Mode ==&lt;br /&gt;
To start a &amp;quot;Human fort&amp;quot; (or, alternately, an Elven retreat or [[Goblin]] tower) one need only add the tag [CIV_CONTROLLABLE] to the entity_default.txt file in the /raw/objects folder, under whichever race you wish to play. You should only do this after having already generated a world, otherwise you may encounter bugs. It's also advisable to only have one race playable at a time by removing the [CIV_CONTROLLABLE] tag from all but the race you wish to play, for similar reasons.&lt;br /&gt;
&lt;br /&gt;
Gameplay adapts remarkably well, as if Toady intended us to do this, although there are a few bugs mostly relating to traders from certain races not arriving at your fort. The Elves can carry with them many different [[pet]]s upon embarking, and the races will start with the appropriate food and [[plants]] (for example, humans have [[prickle berry|prickle berries]] instead of [[plump helmet]]s by default).&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:HUMAN]&lt;br /&gt;
	[NAME:human:humans:human]&lt;br /&gt;
	[TILE:'U'][COLOR:3:0:0]&lt;br /&gt;
	[GENPOWER:3]&lt;br /&gt;
	[BUTCHERABLE_NONSTANDARD]&lt;br /&gt;
	[INTELLIGENT]&lt;br /&gt;
	[CANOPENDOORS]&lt;br /&gt;
	[BENIGN]&lt;br /&gt;
	[PREFSTRING:stature]&lt;br /&gt;
	[BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:5FINGERS:5TOES:MOUTH]&lt;br /&gt;
	[SIZE:7]&lt;br /&gt;
	[MAXAGE:60:120]&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:3]&lt;br /&gt;
	[EQUIPS]&lt;br /&gt;
	[DIURNAL]&lt;br /&gt;
	[SPEECH_MALE:human_male.txt]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10067]&lt;br /&gt;
	[LAYERING:10]&lt;br /&gt;
	[SWIMS_LEARNED][SWIM_SPEED:2500]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Races]]&lt;br /&gt;
[[Category:Humanoids]]&lt;/div&gt;</summary>
		<author><name>Hkidnc</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Human&amp;diff=5820</id>
		<title>40d:Human</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Human&amp;diff=5820"/>
		<updated>2008-11-22T18:28:17Z</updated>

		<summary type="html">&lt;p&gt;Hkidnc: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Human|symbol=U|color={{COLOR:3:0:0}}|butcher=no|bones=7|chunks=N/A|meat=N/A|fat=N/A|skulls=1|skin=N/A|biome=* Any}}&lt;br /&gt;
&lt;br /&gt;
'''Humans''' are intelligent [[humanoid]] [[creatures]] that live in cities on the plains. They are one of the races playable in [[Adventure Mode]]. Their buildings are made entirely of [[wood]], and usually include several houses and [[shop]]s, and a tavern. They are primarily interested in [[trade]], and generally send large [[caravan]]s in [[Calendar|summer]].&lt;br /&gt;
&lt;br /&gt;
== Humans in Fortress Mode ==&lt;br /&gt;
&lt;br /&gt;
The first human [[caravan]] will arrive in the summer of your second year, provided a human [[civilization]] has access to your site. The caravan will have [[wagon]]s, which carry lots of goods, but need a 3 tile wide corridor. Humans may also send a [[Liaison|representative]] if their civilization is big enough, and having more skilled trading [[noble]]s will upgrade him to a Merchant Baron or Merchant Prince, who have larger caravans.&lt;br /&gt;
&lt;br /&gt;
In the current version&amp;lt;sup&amp;gt;[[28.181.40d]]&amp;lt;/sup&amp;gt; humans will invade if enough humans were killed while visiting your area.&lt;br /&gt;
&lt;br /&gt;
This is especially dangerous if a human noble has been to your fortress. All [[trap]]s that he/she observed while walking inside are inactive for any invading humans. If you succeed in defeating a human [[siege]], they may send a diplomat to make an offer of peace.&lt;br /&gt;
&lt;br /&gt;
=== Living among them ===&lt;br /&gt;
&lt;br /&gt;
Creating a settlement underneath a human town confers a number advantages. The human [[soldier]]s and [[guard]]s, in the process of protecting their town, also protect your fortress. In addition, all the objects present in the town are assumed to be your property, which provides your fortress with a huge starting value boost. You may also [[reclaim]] the items present inside the various buildings, giving you a nice early cache of [[weapons]], trade objects and [[furniture]]. Finally, the wood from the buildings may be acquired by deconstructing them, or [[cave-ins|undermining]] the structure.&lt;br /&gt;
&lt;br /&gt;
== Humans in Adventure Mode ==&lt;br /&gt;
&lt;br /&gt;
Human towns usually have many different shops. They typically have swordsmen and plenty of [[Drunk|drunks]] to recruit. The leader and quest giver of a city is called the [[mayor]], who can generally be found in the tavern in the center of town.&lt;br /&gt;
&lt;br /&gt;
Humans characters are, in every way, the middle road between [[dwarves]] and [[elf|elves]]. Their starting equipment is [[metal]], but the type of metal depends on how advanced that particular Human civilization is. Humans might have [[copper]], [[bronze]], or [[iron]] equipment. Humans may start with skill in any [[weapon]] (as opposed to the more limited lists that [[elves]] and [[dwarves]] use). Humans lack the special damage resistance of [[dwarves]] and the raw speed of [[elves]], but they are one [[size]] category larger than [[dwarves]]. This makes them hit harder and absorb more damage (though it may not make up for their lack of damage resistance). Another downside for humans is that they have a life expectancy of 60-120 years, which is a lot shorter than dwarves and especially elves, but this is unlikely to affect anyone except a serious [[Fortress Mode]] addict.&lt;br /&gt;
&lt;br /&gt;
They may buy both [[armor]] and weapons at human towns, and may scavenge dwarven weapons from abandoned fortresses. Masterpiece armor is extremely rare in human [[shop]]s, but exceptional equipment is common, and temples contain abundant loot, so a human adventurer can easily pick up a set of exceptional gear.&lt;br /&gt;
&lt;br /&gt;
== Playing as Humans in Fortress Mode ==&lt;br /&gt;
To start a &amp;quot;Human fort&amp;quot; (or, alternately, an Elven retreat or [[Goblin]] tower) one need only add the tag [CIV_CONTROLLABLE] to the entity_default.txt file in the /raw/objects folder, under whichever race you wish to play. You should only do this after having already generated a world, otherwise you may encounter bugs. It's also advisable to only have one race playable at a time by removing the [CIV_CONTROLLABLE] tag from all but the race you wish to play, for similar reasons.&lt;br /&gt;
&lt;br /&gt;
Gameplay adapts remarkably well, as if Toady intended us to do this, although there are a few bugs mostly relating to traders from certain races not arriving at your fort. The Elves can carry with them many different [[pet]]s upon embarking, and the races will start with the appropriate food and [[plants]] (for example, humans have [[prickle berry|prickle berries]] instead of [[plump helmet]]s by default).&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:HUMAN]&lt;br /&gt;
	[NAME:human:humans:human]&lt;br /&gt;
	[TILE:'U'][COLOR:3:0:0]&lt;br /&gt;
	[GENPOWER:3]&lt;br /&gt;
	[BUTCHERABLE_NONSTANDARD]&lt;br /&gt;
	[INTELLIGENT]&lt;br /&gt;
	[CANOPENDOORS]&lt;br /&gt;
	[BENIGN]&lt;br /&gt;
	[PREFSTRING:stature]&lt;br /&gt;
	[BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:5FINGERS:5TOES:MOUTH]&lt;br /&gt;
	[SIZE:7]&lt;br /&gt;
	[MAXAGE:60:120]&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:3]&lt;br /&gt;
	[EQUIPS]&lt;br /&gt;
	[DIURNAL]&lt;br /&gt;
	[SPEECH_MALE:human_male.txt]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10067]&lt;br /&gt;
	[LAYERING:10]&lt;br /&gt;
	[SWIMS_LEARNED][SWIM_SPEED:2500]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Races]]&lt;br /&gt;
[[Category:Humanoids]]&lt;/div&gt;</summary>
		<author><name>Hkidnc</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Human&amp;diff=5819</id>
		<title>40d:Human</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Human&amp;diff=5819"/>
		<updated>2008-11-22T18:18:38Z</updated>

		<summary type="html">&lt;p&gt;Hkidnc: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Human|symbol=U|color={{COLOR:3:0:0}}|butcher=no|bones=7|chunks=N/A|meat=N/A|fat=N/A|skulls=1|skin=N/A|biome=* Any}}&lt;br /&gt;
&lt;br /&gt;
'''Humans''' are intelligent [[humanoid]] [[creatures]] that live in cities on the plains. They are one of the races playable in [[Adventure Mode]]. Their buildings are made entirely of [[wood]], and usually include several houses and [[shop]]s, and a tavern. They are primarily interested in [[trade]], and generally send large [[caravan]]s in [[Calendar|summer]].&lt;br /&gt;
&lt;br /&gt;
== Humans in Fortress Mode ==&lt;br /&gt;
&lt;br /&gt;
The first human [[caravan]] will arrive in the summer of your second year, provided a human [[civilization]] has access to your site. The caravan will have [[wagon]]s, which carry lots of goods, but need a 3 tile wide corridor. Humans may also send a [[Liaison|representative]] if their civilization is big enough, and having more skilled trading [[noble]]s will upgrade him to a Merchant Baron or Merchant Prince, who have larger caravans.&lt;br /&gt;
&lt;br /&gt;
In the current version&amp;lt;sup&amp;gt;28.181.40d&amp;lt;/sup&amp;gt; humans will invade if enough humans were killed while visiting your area.&lt;br /&gt;
&lt;br /&gt;
This is especially dangerous if a human noble has been to your fortress. All [[trap]]s that he/she observed while walking inside are inactive for any invading humans. If you succeed in defeating a human [[siege]], they may send a diplomat to make an offer of peace.&lt;br /&gt;
&lt;br /&gt;
=== Living among them ===&lt;br /&gt;
&lt;br /&gt;
Creating a settlement underneath a human town confers a number advantages. The human [[soldier]]s and [[guard]]s, in the process of protecting their town, also protect your fortress. In addition, all the objects present in the town are assumed to be your property, which provides your fortress with a huge starting value boost. You may also [[reclaim]] the items present inside the various buildings, giving you a nice early cache of [[weapons]], trade objects and [[furniture]]. Finally, the wood from the buildings may be acquired by deconstructing them, or [[cave-ins|undermining]] the structure.&lt;br /&gt;
&lt;br /&gt;
== Humans in Adventure Mode ==&lt;br /&gt;
&lt;br /&gt;
Human towns usually have many different shops. They typically have swordsmen and plenty of [[Drunk|drunks]] to recruit. The leader and quest giver of a city is called the [[mayor]], who can generally be found in the tavern in the center of town.&lt;br /&gt;
&lt;br /&gt;
Humans characters are, in every way, the middle road between [[dwarves]] and [[elf|elves]]. Their starting equipment is [[metal]], but the type of metal depends on how advanced that particular Human civilization is. Humans might have [[copper]], [[bronze]], or [[iron]] equipment. Humans may start with skill in any [[weapon]] (as opposed to the more limited lists that [[elves]] and [[dwarves]] use). Humans lack the special damage resistance of [[dwarves]] and the raw speed of [[elves]], but they are one [[size]] category larger than [[dwarves]]. This makes them hit harder and absorb more damage (though it may not make up for their lack of damage resistance). Another downside for humans is that they have a life expectancy of 60-120 years, which is a lot shorter than dwarves and especially elves, but this is unlikely to affect anyone except a serious [[Fortress Mode]] addict.&lt;br /&gt;
&lt;br /&gt;
They may buy both [[armor]] and weapons at human towns, and may scavenge dwarven weapons from abandoned fortresses. Masterpiece armor is extremely rare in human [[shop]]s, but exceptional equipment is common, and temples contain abundant loot, so a human adventurer can easily pick up a set of exceptional gear.&lt;br /&gt;
&lt;br /&gt;
== Playing as Humans in Fortress Mode ==&lt;br /&gt;
To start a &amp;quot;Human fort&amp;quot; (or, alternately, an Elven retreat or [[Goblin]] tower) one need only add the tag [CIV_CONTROLLABLE] to the entity_default.txt file in the /raw/objects folder, under whichever race you wish to play. You should only do this after having already generated a world, otherwise you may encounter bugs. It's also advisable to only have one race playable at a time by removing the [CIV_CONTROLLABLE] tag from all but the race you wish to play, for similar reasons.&lt;br /&gt;
&lt;br /&gt;
Gameplay adapts remarkably well, as if Toady intended us to do this, although there are a few bugs mostly relating to traders from certain races not arriving at your fort. The Elves can carry with them many different [[pet]]s upon embarking, and the races will start with the appropriate food and [[plants]] (for example, humans have [[prickle berry|prickle berries]] instead of [[plump helmet]]s by default).&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:HUMAN]&lt;br /&gt;
	[NAME:human:humans:human]&lt;br /&gt;
	[TILE:'U'][COLOR:3:0:0]&lt;br /&gt;
	[GENPOWER:3]&lt;br /&gt;
	[BUTCHERABLE_NONSTANDARD]&lt;br /&gt;
	[INTELLIGENT]&lt;br /&gt;
	[CANOPENDOORS]&lt;br /&gt;
	[BENIGN]&lt;br /&gt;
	[PREFSTRING:stature]&lt;br /&gt;
	[BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:5FINGERS:5TOES:MOUTH]&lt;br /&gt;
	[SIZE:7]&lt;br /&gt;
	[MAXAGE:60:120]&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:3]&lt;br /&gt;
	[EQUIPS]&lt;br /&gt;
	[DIURNAL]&lt;br /&gt;
	[SPEECH_MALE:human_male.txt]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10067]&lt;br /&gt;
	[LAYERING:10]&lt;br /&gt;
	[SWIMS_LEARNED][SWIM_SPEED:2500]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Races]]&lt;br /&gt;
[[Category:Humanoids]]&lt;/div&gt;</summary>
		<author><name>Hkidnc</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Human&amp;diff=26474</id>
		<title>40d Talk:Human</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Human&amp;diff=26474"/>
		<updated>2008-11-19T23:40:35Z</updated>

		<summary type="html">&lt;p&gt;Hkidnc: /* I can't take it anymore! */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you build in a Human town and you set up your trading post in the middle then will the caravans go from the town to the post or do they come from the edges of the map? --[[User:Varsashi|Varsashi]]&lt;br /&gt;
:If you set up in a human town, human traders don't show up at all. --[[User:BurnedToast|BurnedToast]] 03:42, 21 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
My current dwarftown who I started in a human town has been visited by human traders. ([[User:Keilden|Keilden]] 08:37, 3 January 2008 (EST))&lt;br /&gt;
&lt;br /&gt;
Traders are coming to my fort/town as well. Building Forts in human towns seems to have no effect other than to add the value of their possessions to your own fort and to give you some dedicated guards.--[[User:The Flying Febe|The Flying Febe]] 12:27, 3 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== I can't take it anymore! ==&lt;br /&gt;
&lt;br /&gt;
Do humans seige or not? Somebody please, for god's sake, find an answer. Ask Toady if you have to. No more of this &amp;quot;It is unknown if.&amp;quot; or &amp;quot;this was made for the 2D version&amp;quot;. Just answer it.&lt;br /&gt;
&lt;br /&gt;
Now that I have your attention, please answer this question, I apologize if I freaked anyone out with this. Also, everything is this catagory so far has been one post, not me trying to cover up my own actions. Please answer the question, not the previous sentence. --[[User:Smoking Gnu|Smoking Gnu]] 20:22, 15 April 2008 (EDT)&lt;br /&gt;
:If your desire is so big, why don't you ask Toady yourself?--[[User:Dorten|Dorten]] 01:38, 18 April 2008 (EDT)&lt;br /&gt;
:Yes.   They seige.   And they avoid traps too, just like it says in the article.  That is not a thing of the past.  It still happens.   I'm not sure what exactly I DID to cause it.  But it hurt.   A lot.--[[User:Hkidnc|Hkidnc]] 18:40, 19 November 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Hkidnc</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Human&amp;diff=26473</id>
		<title>40d Talk:Human</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Human&amp;diff=26473"/>
		<updated>2008-11-19T23:40:25Z</updated>

		<summary type="html">&lt;p&gt;Hkidnc: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you build in a Human town and you set up your trading post in the middle then will the caravans go from the town to the post or do they come from the edges of the map? --[[User:Varsashi|Varsashi]]&lt;br /&gt;
:If you set up in a human town, human traders don't show up at all. --[[User:BurnedToast|BurnedToast]] 03:42, 21 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
My current dwarftown who I started in a human town has been visited by human traders. ([[User:Keilden|Keilden]] 08:37, 3 January 2008 (EST))&lt;br /&gt;
&lt;br /&gt;
Traders are coming to my fort/town as well. Building Forts in human towns seems to have no effect other than to add the value of their possessions to your own fort and to give you some dedicated guards.--[[User:The Flying Febe|The Flying Febe]] 12:27, 3 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== I can't take it anymore! ==&lt;br /&gt;
&lt;br /&gt;
Do humans seige or not? Somebody please, for god's sake, find an answer. Ask Toady if you have to. No more of this &amp;quot;It is unknown if.&amp;quot; or &amp;quot;this was made for the 2D version&amp;quot;. Just answer it.&lt;br /&gt;
&lt;br /&gt;
Now that I have your attention, please answer this question, I apologize if I freaked anyone out with this. Also, everything is this catagory so far has been one post, not me trying to cover up my own actions. Please answer the question, not the previous sentence. --[[User:Smoking Gnu|Smoking Gnu]] 20:22, 15 April 2008 (EDT)&lt;br /&gt;
:If your desire is so big, why don't you ask Toady yourself?--[[User:Dorten|Dorten]] 01:38, 18 April 2008 (EDT)&lt;br /&gt;
:Yes.   They seige.   And they avoid traps too, just like it says in the article.  That is not a thing of the past.  It still happens.   I'm not sure what exactly I DID to cause it.  But it hurt.   A lot.&lt;/div&gt;</summary>
		<author><name>Hkidnc</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Brook&amp;diff=25385</id>
		<title>40d Talk:Brook</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Brook&amp;diff=25385"/>
		<updated>2008-11-05T20:00:26Z</updated>

		<summary type="html">&lt;p&gt;Hkidnc: /* What the hell? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Fishable?===&lt;br /&gt;
Might be worth mentioning if brooks are normal water with respect to fishability, or whether a channel needs to be dug first. [[User:Runspotrun|Runspotrun]] 16:31, 11 November 2007 (EST)&lt;br /&gt;
          &lt;br /&gt;
I suppose so, since it is a potential source of confusion.&lt;br /&gt;
--[[User:Dryn|Dryn]] 22:23, 28 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== damming ==&lt;br /&gt;
&lt;br /&gt;
# How do I know which side of my dam is going to be dry, before I dam a brook? (ie which way does the water flow, if the entire z-level is level, and the brook stays on the whole z-level from one edge of the screen to the other??)&lt;br /&gt;
# Will it cause a flood, when I dam a brook, if I don't leave a spillway?&lt;br /&gt;
# If I channel my brook so it is non-walkable, will it still freeze in winter?&lt;br /&gt;
&lt;br /&gt;
[[User:GarrieIrons|GarrieIrons]] 07:37, 9 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:#Check the edges of the brook that meet the map, one of them will be losing water. That's the downstream side.&lt;br /&gt;
:#Assuming this is the same level brook, no, as the dam would be at the same level as the source.&lt;br /&gt;
:#Channeling will simply remove the brook floor tiles, the brook itself will still freeze, like any exposed water.&lt;br /&gt;
&lt;br /&gt;
[[User:N9103|Edward]] 07:36, 13 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Magma vs. Brook ==&lt;br /&gt;
&lt;br /&gt;
So I've been playing around with magma and a brook, and in addition to setting about twenty dwarves on fire, I discovered some interesting things. The first I posted to the [[magma]] article a few days ago: namely, magma coming in contact with a brook will cause the water below the brook to harden to obsidian, but does not seem to produce steam. When I dug the obsidian out, I discovered WHY: magma falls through the brook floor tiles (and onto my miners, who of course catch on fire, and go back to their barracks to &amp;quot;sleep it off&amp;quot;. Yeah. That went well). This also gives the brook tile the appearance of a boulder, but it does not obstruct wagons, and if you {{k|k}} over it, the description is still &amp;quot;brook&amp;quot;. So now I'm curious: Does water fall through the brook floor tiles as well? Once I've finished draining the brook, perhaps I'll build a water pump and find out. If so, that would mean that brook &amp;quot;floor tiles&amp;quot; act like floor grates, or possibly floor bars: that is, solid things (or solid things larger than vermin) cannot pass through, but fluids can. Which kind of makes sense. Any thoughts? Has someone already done this? --[[User:Zombiejustice|Zombiejustice]] 01:17, 15 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:While the end effect might be the same I think you would find that when the magma comes in contact with the brook, some of the '''magma''' is turned to obsidian boulders by the '''water'''. The rest of the magma then falls through the boulders to the next level. The water would not become obsidian. Possibly the water is not even destroyed, just displaced... that would probably need source diving to work out. (I would guess that when a channel of magma reaches a brook tile there is infinately more water than magma - there would only be 1 x 7 units of magma but every brook tile and every aquifer tile is a gate to the elemental plane of water)[[User:GarrieIrons|GarrieIrons]] 02:11, 15 June 2008 (EDT)&lt;br /&gt;
:My second point is, there is a huge difference between the natural surface of the brook and a ground layer scattered by obsidian boulders. You can tunnel under a brook, if you keep resetting all the &amp;quot;wet rock detected&amp;quot; stuff. I think magma would be destroying non-magma safe surfaces it is resting on that would be why it is &amp;quot;falling through&amp;quot;.[[User:GarrieIrons|GarrieIrons]] 02:14, 15 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Research, continued:&lt;br /&gt;
::(1)Water will, in fact, pass downward through the surface of a brook. I dried up a brook, then pumped water onto its surface. The brook got muddy, and the tiles below suddenly had water.&lt;br /&gt;
::(2)If you dry up the water under the brook floor, the brook tile dries up; the character for a dry brook is the same as that for a boulder. This same character is visible on the tile below the brook floor (that is, at the level where the actual water would otherwise be). If you turned the water to obsidian with magma, you can mine it out to form an obsidian floor, but the upper tile will still be the dried brook character. If you run water over the floor, the dried brook character above turns back to a flowing brook character.&lt;br /&gt;
::(3)Dwarves do not appear to be able to walk on the bed (that is, the lower level) of a dried-up brook. A player can designate these tiles for digging (as in {{k|d}},{{k|d}} - which strikes me as weird) but dwarves will not dig them out.&lt;br /&gt;
::Addressing Garrie's points above:&lt;br /&gt;
::(1)It's my understanding, based on reading the wiki and my own observations, that any amount of water in a tile and any amount of magma in that same tile produces obsidian (and steam, which in the case of brooks appears trapped under the surface of the brook). The fact that the water replenishes does not affect this. I've dammed my brook in this manner twice now.&lt;br /&gt;
::(2)There is indeed a huge difference between the natural surface of a brook and a field full of boulders; my further research has shown what is going on here. As to magma destroying non-magma-safe surfaces: I believe (though I've not tested it) that this is the case for constructed surfaces. Magma will not melt naturally occurring floors, even if the area below has been mined out (this I have done myself). The fact that water also passes through the surface of the brook, and that the surface of the brook remains after the magma passes through it, leads me to believe my original analysis is correct.&lt;br /&gt;
::Oh, erm, I sound so severe. --[[User:Zombiejustice|Zombiejustice]] 15:48, 18 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Wagons ==&lt;br /&gt;
&lt;br /&gt;
Can wagons travel along non-dried-up brooks, or do they need to be dammed up first? My latest fort is in some rough terrain, so I was thinking the local brook would make a good substitute for a road, and I didn't feel like wasting any dwarven human resources. --[[User:Toastdieb]]&lt;br /&gt;
&lt;br /&gt;
:Brooks are small rivers that have a floor on top of them. So, yes. --[[User:Savok|Savok]] 00:10, 25 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== What the hell? ==&lt;br /&gt;
&lt;br /&gt;
If he wanted to simulate a shallow river, why not just have a bunch of depth-2 water tiles flow through the map? Why have a bunch of depth-7 tiles with a floor on top of them? When you cross a brook, you're wading through the water, not walking across the top. And the game already simulates wading through water.&lt;br /&gt;
&lt;br /&gt;
Can someone explain why it works this way? --[[User:LogicalDash|LogicalDash]] 04:07, 5 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
: I see it as representing a mass of loose mud/gravel that's saturated with water. It's effectively solid when walking over the top, but if you dig a hole in (channel) or around it, the hole floods. That's good enough for me, at least. --[[User:Bilkinson|Bilkinson]] 23:07, 4 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:: Taking a guess, I'd say that it's because of the way water pressure works. In order to auto-generate a tile like you're talking about, the game would have to make sure that 9/7 strength water enters the map from the upstream edge, one z-level below the top of the brook. The computer would then have to calculate what happens to that extra pressure. Because of the way water flows, it is not guaranteed to go directly up. Each edge of the brook tile would splash in a randomly chosen direction, and ultimately eat up a lot of processing power. Many slower computers will quickly lose framerate on a map with any kind of running water, even given the current setup. &lt;br /&gt;
:: Oh, and please remember to sign your posts with {{k|-}}{{k|-}}{{k|~}}{{k|~}}{{k|~}}{{k|~}}. This makes the wiki a friendlier place all around. --[[User:RomeoFalling|RomeoFalling]] 23:09, 4 November 2008 (EST)&lt;br /&gt;
::: done --[[User:LogicalDash|LogicalDash]] 04:07, 5 November 2008 (EST)&lt;br /&gt;
:::: If you just added depth 2 water, it could/would go anywhere, and quickly flood the map.  Unless you put it in a channel, and now you have a nice little hole running through your map, which you can't walk over, which only has depth 2 water in it.   So, in order to best approximate a brook (shallow water you can walk through which follows a set path through the map)  He created what he did.  Tis the only way I'm afraid. --[[User:Hkidnc|Hkidnc]] 15:00, 5 November 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Hkidnc</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Dragon&amp;diff=29060</id>
		<title>40d Talk:Dragon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Dragon&amp;diff=29060"/>
		<updated>2008-08-10T01:31:32Z</updated>

		<summary type="html">&lt;p&gt;Hkidnc: Spawning Injured?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Tameable? ==&lt;br /&gt;
&lt;br /&gt;
Are Dragons tameable in this version?  Supposedly they were in the previous version, but I am not sure.  [[User:KiTA|KiTA]] 18:59, 24 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
If you see a Hyrda in a fortress, will a Dragon ever appear, or will you forever see Hyrdas going forward? [[User:KiTA|KiTA]] 18:59, 24 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: Yes, they can be tamed once you get the [[dungeon master]], just like before. --[[User:JT|JT]] 18:43, 24 November 2007 (EST)&lt;br /&gt;
:: What about multiple types of megabeasts showing up?  Or is it &amp;quot;once a hyrda, always a hydra?&amp;quot;&lt;br /&gt;
::: I had both a hydra and bronze colossus show up in the same fort [[User:Coelocanth|Coelocanth]]&lt;br /&gt;
::: I had a Dragon, and then 3 months later a hydra show up as well. PS: I edited your comment. --[[User:Gotthard|Gotthard]] 11:08, 10 December 2007 (EST)&lt;br /&gt;
::::So far I'm 15 years into my fortress and I've had 3 Bronze Collusi, 2 Hydras, 1 Titan and 1 Dragon. I've tossed them all into a pit which I drop sieging armies into for my amusment... [[User:XRsyst|XRsyst]] 22:55, May 15 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Disappointment ==&lt;br /&gt;
&lt;br /&gt;
I was pretty disappointed with my first Dragon.  It came during a goblin siege, and proceeded to make a bee line for them.  The first goblin bolt grounded it as unconscious, and the second killed it.  Highly anticlimactic, it didn't even singe anything.  Would be nice if they were somewhat threatening. --Gotthard 13:50, 3 December 2007 (EST)&lt;br /&gt;
:This is not a problem with dragons, it's a recuring problem from ranged weapons. Did you ever try to send champions against a horde of bowmen? They'd die just as easily as recruits... --[[User:Eagle of Fire|Eagle of Fire]] 14:30, 3 December 2007 (EST)&lt;br /&gt;
::I would say it is somewhat a problem with megabeasts in general, though. Someone actually mentioned this to me in another context the other day, but megabeasts really need to have some special mechanics for them if they're going to be very mega.--[[User:Qalnor|Qalnor]] 15:01, 3 December 2007 (EST)&lt;br /&gt;
::If I read the raws correctly, it just looks like his only attack is a bite (with a good damage of 1-6).  Shouldn't he have a tail swipe, or a wing buffet to complement his fire breathing ability?  Perhaps an increased resistance to ranged attacks, although armor doesn't seem to do much to piercing damage.  Very irritating. --Gotthard 17:21, 3 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
A dragon raided my village, burning everything above ground.  The flames consumed everything.  Including the dragon itself.  --[[User:Sebbekai|Sebbekai]] 16:31, 5 April 2008 (EDT)&lt;br /&gt;
:err... it burned itself to death? Are you sure? Because if you look at the object data for dragons in this article, it has the [FIREIMMUNE_SUPER] tag... --[[User:BahamutZERO|BahamutZERO]] 22:17, 16 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Tiny? ==&lt;br /&gt;
&lt;br /&gt;
Dragons can enter dwarf homes?  That's a bit odd.  A five story tall dragon probably should be a bit taller then the four-or-so foot dwarves.  I'd imagine elves have a hard enough time as is. [[User:Minalkra|Minalkra]] 01:20, 2 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Uhh.. This is Dwarf Fortress not the North American Scale and Size Convention (NASSC) ...Duh [[User:Hoborobo|Hoborobo]] 14:03, 4 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Burning items ...  ==&lt;br /&gt;
&lt;br /&gt;
IMO the easiest way of dealing with fire breath is: Options -&amp;gt; Only military allowed outside.&lt;br /&gt;
&lt;br /&gt;
Setting this ON as soon as the dragon arrives will result in dwarves not doing much (or more precisely cancelling any task that paths them outside), but should also prevent dwarves from picking up burning items (providing you kill the dragon while it's still outside the fortress.)&lt;br /&gt;
&lt;br /&gt;
== They're [FANCIFUL]...? ==&lt;br /&gt;
&lt;br /&gt;
I just noticed the object data for dragons has the [FANCIFUL] tag. I had been led to believe by [[Fanciful|this article]] that this tag was for creatures that were just mythical and didn't actually spawn in the game. But dragons certainly do spawn in the game. Is that article wrong or what? --[[User:BahamutZERO|BahamutZERO]] 22:26, 16 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I think this makes dragons not spawn normally. Instead, they spawn when it's time for a dragon attack. --[[User:GreyMario|GreyMaria]] 22:32, 16 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Ah, I just looked at the other megabeasts, and they have the tag too, along with the demons. So that's probably why. The [FANCIFUL] article is still somewhat wrong or misleading though. --[[User:BahamutZERO|BahamutZERO]] 22:36, 16 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== After being tamed ==&lt;br /&gt;
&lt;br /&gt;
Will the defend themselves if they get attacked? I would love burning the bloody goblins who go after my dwarf families. It seems they won't move much if you let them out of their cages. It would also be fun to have a match with 2 mega beasts against each other.--[[User:Seaneat|Seaneat]] 13:37, 4 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Spawning Injured? ==&lt;br /&gt;
&lt;br /&gt;
I was just assaulted by a Dragon.  With no legs.  (Well... it was missing 2 legs... completely cut off)&lt;br /&gt;
&lt;br /&gt;
It constantly was unconscious (although it did wake up every 5 minutes or so and take a couple steps forward)&lt;br /&gt;
I haven't checked up on the legends for that dragon yet, but I can assume it lost those body parts in a battle sometime back.  Very... intreaguing.  Should a note be made about mega-beasts spawning as such?&lt;/div&gt;</summary>
		<author><name>Hkidnc</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Soil&amp;diff=2870</id>
		<title>40d:Soil</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Soil&amp;diff=2870"/>
		<updated>2008-07-26T00:50:29Z</updated>

		<summary type="html">&lt;p&gt;Hkidnc: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Soil is the name for the various kinds of ground that can be planted on without [[irrigation]] using [[water]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! Tile&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Clay||{{Raw Tile|▓|#800000|#808000}}&lt;br /&gt;
|-&lt;br /&gt;
|Silty Clay||{{Raw Tile|▓|#800000|#c0c0c0}}&lt;br /&gt;
|-&lt;br /&gt;
|Sandy Clay||{{Raw Tile|▒|#800000|#808000}}&lt;br /&gt;
|-&lt;br /&gt;
|Clay Loam||{{Raw Tile|▒|#800000|#c0c0c0}}&lt;br /&gt;
|-&lt;br /&gt;
|Sandy Clay Loam||{{Raw Tile|░|#800000|#808000}}&lt;br /&gt;
|-&lt;br /&gt;
|Silty Clay Loam||{{Raw Tile|░|#800000|#c0c0c0}}&lt;br /&gt;
|-&lt;br /&gt;
|Loam||{{Raw Tile|░|#808000|#c0c0c0}}&lt;br /&gt;
|-&lt;br /&gt;
|Sandy Loam||{{Raw Tile|░|#ffff00|#808000}}&lt;br /&gt;
|-&lt;br /&gt;
|Silt Loam||{{Raw Tile|▒|#808000|#c0c0c0}}&lt;br /&gt;
|-&lt;br /&gt;
|Loamy Sand||{{Raw Tile|▒|#ffff00|#808000}}&lt;br /&gt;
|-&lt;br /&gt;
|Silt||{{Raw Tile|▓|#808000|#c0c0c0}}&lt;br /&gt;
|-&lt;br /&gt;
|Tan Sand||{{Raw Tile|≈|#ffff00|#800000}}&lt;br /&gt;
|-&lt;br /&gt;
|Yellow Sand||{{Raw Tile|≈|#ffff00|#808000}}&lt;br /&gt;
|-&lt;br /&gt;
|White Sand||{{Raw Tile|≈|#ffffff|#808000}}&lt;br /&gt;
|-&lt;br /&gt;
|Black Sand||{{Raw Tile|≈|#808080|#808000}}&lt;br /&gt;
|-&lt;br /&gt;
|Red Sand||{{Raw Tile|≈|#ff0000|#800000}}&lt;br /&gt;
|-&lt;br /&gt;
|Peat||{{Raw Tile|≈|#808080|#808000}}&lt;br /&gt;
|-&lt;br /&gt;
|Pelagic Clay||{{Raw Tile|░|#800000|#808000}}&lt;br /&gt;
|-&lt;br /&gt;
|Calcareous Ooze||{{Raw Tile|▒|#800000|#c0c0c0}}&lt;br /&gt;
|-&lt;br /&gt;
|Siliceous Ooze||{{Raw Tile|▒|#800000|#c0c0c0}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When starting a new fortress, types and quantities of available soils are listed at the bottom right of the fortress location selection screen. In contrast to rock types, soil type names appear in the same shade of brown as farm plots, and are usually closest to the top of the list, and thus, closest to the surface of the ground. &amp;lt;!-- belongs in fortress-starting article --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note, however, that you may only plant cave flora if the tile is marked &amp;quot;Indoors.&amp;quot; To check this, go to the tile in {{k|k}} mode. &amp;lt;!-- belongs in a farming article --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Digging into soil does not generate any byproduct materials, unlike digging in rock, which makes it much easier to create storerooms and other large areas of empty space.&lt;br /&gt;
&lt;br /&gt;
Soil cannot be smoothed, so it can be difficult to make high value rooms.  Also, since soil cannot be smoothed, soil cannot be used to make fortifications.&lt;br /&gt;
&lt;br /&gt;
The only minerals that can be found in soil are [[gold nuggets|gold]], [[Aluminum]], [[cassiterite]], and [[platinum nuggets|platinum]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Map tiles]]&lt;/div&gt;</summary>
		<author><name>Hkidnc</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Soil&amp;diff=22128</id>
		<title>40d Talk:Soil</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Soil&amp;diff=22128"/>
		<updated>2008-07-26T00:48:59Z</updated>

		<summary type="html">&lt;p&gt;Hkidnc: Aluminum&lt;/p&gt;
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&lt;div&gt;Is it worth having a [[map tile]]s category to relate all the individual (non construction) features of a map, such [[soil]], [[sand]], [[floor]]s, [[tree]]s, [[stair]]s, [[ramp]]s, [[sky]], [[rock|unseen rock]], etc.? --[[User:Markavian|Markavian]]&lt;br /&gt;
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I have a map with silty loam, but when I build a farm plot on this soil it says I have no seeds to plant there... Is it the soil type or the lack of seeds? It doesn't make sense, because wild plants and trees can grow on that soil type. I'm looking into it.[[User:Schm0|Schm0]] 06:36, 21 November 2007 (EST)&lt;br /&gt;
:I'd have said lack of seeds it will only show the crops that you have seeds for. However if your talking outdoor farms then some [[crops]] will only grow in certain biomes. --[[User:Shades|Shades]] 06:50, 21 November 2007 (EST)&lt;br /&gt;
::So silty loam is an acceptable soil type to have outdoor farming? I get the message &amp;quot;no seeds available for this location&amp;quot;.[[User:Schm0|Schm0]] 12:32, 21 November 2007 (EST)&lt;br /&gt;
:::I'm assuming you haven't modded anything and are playing as Dwarves. Dwarves cannot start out with any above-ground crops or seeds, so you indeed won't have any seeds to plant for any above-ground farm plots without first foraging or buying some. This isn't related to the type of soil you place it on; if it lets you build a farm plot, then you can plant the appropriate crops there as long as they fit the biome. Silty loam underground would be fine for planting plump helmets, or above ground fine for planting rope reed. --[[User:Hesitris|Hesitris]] 12:14, 2 December 2007 (EST)&lt;br /&gt;
::The message &amp;quot;no seeds available for this location&amp;quot; means that nothing can grow at this combination of biome, light/dark status (or is it inside/outside?) and season. In other cases it lists all crops, that can be farmed, even if you don't have seeds.&lt;br /&gt;
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[[User:Dorten|Dorten]] 00:24, 9 January 2008 (EST)&lt;br /&gt;
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== Sandy Loam ==&lt;br /&gt;
&lt;br /&gt;
All right, the list in the article is &amp;quot;possibly incomplete&amp;quot;.&lt;br /&gt;
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The question is, can '''Sandy Loam''' be [[farm]]ed without being [[irrigation|irrigated]]?&lt;br /&gt;
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Maybe, even more importantly than the possibly incomplete list of soils which ''can'' be farmed without irrigation, there needs to be a list of soils which ''cannot'' be farmed by irrigation.&lt;br /&gt;
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Of course, I would have chosen to do this by having an article for each type of soil saying simply:&lt;br /&gt;
&lt;br /&gt;
'''Sandy loam''' is a type of [[soil]].&lt;br /&gt;
&lt;br /&gt;
It may (not?) be [[farm]]ed without being [[irrigation|irrigated]].&lt;br /&gt;
&lt;br /&gt;
(other properties: is it in layers? what icon does it use? etc)&lt;br /&gt;
&lt;br /&gt;
[[:Category:Soils which need irrigation]] or [[:Category:Soils which do not need irrigation]]&lt;br /&gt;
&lt;br /&gt;
[[User:GarrieIrons|GarrieIrons]] 07:28, 8 January 2008 (EST)&lt;br /&gt;
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:''Anything'' can be farmed with irrigation. Irrigation creates the mud that is then farmed, not the floor under it. --[[User:N9103|Edward]] 20:21, 8 January 2008 (EST)&lt;br /&gt;
:you do not need any irrigation to farm on any soil. it can ''ALL'' be farmed without irrigation [[User:Chariot|Chariot]] 21:59, 8 January 2008 (EST)&lt;br /&gt;
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::The article already says '''loam''' (''found near rivers'') cannot be farmed without irrigation. What needs clarifying is that ''' (''modifier'') loam ''' ''also'' cannot be farmed without being irrigated. Which I ''guess'' to be the case but I don't source-dive so I won't present it as a fact. Maybe I was doing something wrong bcs I'm a {{tl|newbie}} at this game.[[User:GarrieIrons|GarrieIrons]] 05:54, 9 February 2008 (EST)&lt;br /&gt;
:::loam '''CAN''' be farmed without irrigation, i even just made a new world and fortress to see, they farmed on it fine. likewise, '''(''modifier'') loam''' ''also'' '''CAN''' be farmed on. '''&amp;gt;&amp;gt;ALL&amp;lt;&amp;lt;''' soils can be farmed without irrigation, as said repeatedly before. the only thing that would stop it is being in a BIOME which doesnt support the plant, which is not a property of the soil. -[[User:Chariot|Chariot]] 17:38, 9 February 2008 (EST)&lt;br /&gt;
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==Collapsing==&lt;br /&gt;
Are sandy soils more likely to collapse?&lt;br /&gt;
Is [[white sand]] the soil, the same as what is used to make glass? If so I guess I'm on a good map, I've got [[bituminous coal]], trees, and sandy soil from one map edge to the other.[[User:GarrieIrons|GarrieIrons]] 05:54, 9 February 2008 (EST)&lt;br /&gt;
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==Peat==&lt;br /&gt;
Can it be farmed without irrigation? Peat is not mentioned anywhere on the wiki. [[User:Robje|Robje]] 15:30, 4 April 2008 (EDT)&lt;br /&gt;
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:is peat a soil? yes. therefore can it be farmed without irrigation? yes. it does need to be added to the soil list -[[User:Chariot|Chariot]] 03:20, 5 April 2008 (EDT)&lt;br /&gt;
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== Aluminum ==&lt;br /&gt;
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I just found some Aluminum in Sandy Clay Loam, so I'm adding it to the list of minerals that can be found in soil.&lt;br /&gt;
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I have a screen shot if needed. --[[User:Hkidnc|Hkidnc]] 20:48, 25 July 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Hkidnc</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Elf&amp;diff=18094</id>
		<title>40d Talk:Elf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Elf&amp;diff=18094"/>
		<updated>2008-07-24T21:37:58Z</updated>

		<summary type="html">&lt;p&gt;Hkidnc: Elven Ambushes&lt;/p&gt;
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&lt;div&gt;==Trading==&lt;br /&gt;
I have successfuly traded them Silk items in 0.27.169.32a--[[User:Draco18s|Draco18s]] 00:01, 4 November 2007 (EDT)&lt;br /&gt;
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:Thanks for testing it, I removed the verify tag. --[[User:Turgid Bolk|Turgid Bolk]] 20:43, 4 November 2007 (EST)&lt;br /&gt;
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I have to wonder why elves wouldn't accept anything made out of wood, when all they want to trade me is animals in wooden cages, and alcohol in wooden barrels and bows and bolts made out of wood...you know what, almost everything they wanted to trade me was made from wood... --[[User:UltimaGecko|UltimaGecko]] 01:32, 4 November 2007 (EDT)&lt;br /&gt;
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:It's because the elves ask nicely when they take wood from a tree. Dwarves go out and TAKE IT!--[[User:Xazak|Xazak]] 14:38, 4 November 2007 (EST)&lt;br /&gt;
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I accidentally tried to trade a wooden bucket with them.  The elves scolded me, but still allowed me to trade my stone mugs and scepters.  They don't leave straight away anymore.--[[User:Mechturk|Mechturk]] 01:44, 5 November 2007 (EST)&lt;br /&gt;
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:Ah, I'm glad they're more forgiving now. Fixed. --[[User:Turgid Bolk|Turgid Bolk]] 02:14, 5 November 2007 (EST)&lt;br /&gt;
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::They may rather be bugged now.  There is a bug report that offering them something they don't like will make their mood maximally happy. --[[User:Geekwad|Geekwad]] 14:14, 19 November 2007 (EST)&lt;br /&gt;
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:::Elfs are stupid. I traded some stone crafts for some of their wooden cages, and then i tryed to trade those same wooden cages back and they get angry at me for killing trees! [[User:Diabl0658|Diabl0658]] 12:09, 1 December 2007 (EST)&lt;br /&gt;
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What about flours, syrups and the like? Food? The DO buy prepared meals.--[[User:Dorten|Dorten]] 00:32, 3 April 2008 (EDT)&lt;br /&gt;
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I've noticed something new which may just be a coincidence - As I scale back my harvesting of wood from local sources (outside) the elves bring me a larger quantity of wood to trade.  If I start chopping trees down for roads, etc. then they bring me less.  Anyone else notice this? --[[User:Termitehead|Termitehead]] 08:49, 6 May 2008 (CST)&lt;br /&gt;
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== Fortress in Elf Territory ==&lt;br /&gt;
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I set one up for fun, and so far (1st winter) there's been no effect.  The weirdest part is the large number of named trees; I've avoided cutting them down, and the elves haven't bothered me.  I've had hunters chase and kill deer right in their midst with no ill effect as well -- it remains to be seen what happens if he misses the deer and hits an elf, though.  Will report back when I find something interesting. [[User:Dolohov|Dolohov]] 10:53, 12 November 2007 (EST)&lt;br /&gt;
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==Pissed-off the elves...==&lt;br /&gt;
They seem to be kinda wussy, considering that I confiscated all of their trade caravan's goods (3k in rope reed cloth of various colors and a little bit of alcohol and seeds) and I expected a siege (my fort is in a boring area, and losing is fun) but they won't attack me. I took their junk a season or two ago. When and how will they attack? --[[User:Penguinofhonor|Penguinofhonor]] 19:22, 27 November 2007 (EST)&lt;br /&gt;
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:Elves are wusses now. It's not even known if non-evil races still siege, much less treehugging wusses like elves. -[[User:Kefkakrazy|Kefkakrazy]] 01:09, 28 November 2007 (EST)&lt;br /&gt;
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::[[Siege]]s from non-evil races have been disabled for now. They'll be back once the war arc is complete. --[[User:Strangething|Strangething]] 15:10, 17 June 2008 (EDT)&lt;br /&gt;
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==Elves bringing corpses==&lt;br /&gt;
The elves usually bring an animal or two in cages to trade, but many times that bring cages full of corpses... It's either all alive, or all corpses. Maybe the animals died in transit? Anybody else have this happen to them?--[[User:Valdemar|Valdemar]] 22:11, 25 December 2007 (EST)&lt;br /&gt;
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: &amp;quot;It's not dead, it's resting&amp;quot;. Er, the humans do this to me too. Pretty sure it's on the known bug list. [[User:Acama|Acama]] 02:17, 30 December 2007 (EST)&lt;br /&gt;
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:I'm rather certain that if you're in a climate that you can die from exposure, that this is what happens. Have you gotten a shipment of live animals and a shipment of dead ones while at the same site? If not, then this is almost certainly the case. If so, it's possibly a function of a random number and perhaps the extremeness of the climate. --[[User:N9103|Edward]] 04:11, 30 December 2007 (EST)&lt;br /&gt;
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::I seem to recall it being stated that this was due to the caravan passing THROUGH climates where you can die of exposure on the way to your fortress. If the path a civ needs to take runs through freezing or scorching climates, the elves don't give the animals proper temperature care and they die. In contrast, the elves seem to make it through just fine--who knows, maybe the code is slightly different for caravan entities and separate creatures that happen to be carried along with the caravan. --[[User:Alfador|Alfador]] 12:03, 10 January 2008 (EST)&lt;br /&gt;
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:I actually prefer this method. I like to trap stuff myself so it makes the cages much cheaper, and the corpse can still be butchered for meat, bones, fat, and skulls. Your butcher will grab the entire cage and take it to the butcher's shop to empty it. --[[User:Ikkonoishi|Ikkonoishi]] 11:20, 30 December 2007 (EST)&lt;br /&gt;
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== Elves and Animals ==&lt;br /&gt;
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Doing some testing with using Elves in fortress mode, it seems that they will NOT be attacked by animals. Do you think we might go as far as to write in this page that [NATURAL]creatures will not attack elves? [[User:Zonk|Zonk]] 11:57, 9 January 2008 (EST)&lt;br /&gt;
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== Elven warnings ==&lt;br /&gt;
&lt;br /&gt;
The elves just warned me about cutting too many trees... I didn't realize that was still in. --[[User:Bobson|Bobson]] 17:23, 27 February 2008 (EST)&lt;br /&gt;
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== Elven traders ==&lt;br /&gt;
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I have read that if the human caravans are attacked too many times, that the humans will wage war on you. I have also read that if you cut down too many trees, the elves will wage war on you. But if you let the elven traders die, will they also wage war on you? --[[User:Wafl|Wafl]] 22:14, 13 April 2008 (EDT)&lt;br /&gt;
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:Don't think so, elves got ambushed by gobbies one year and I did nothing to help them. Accidentally saved one of the traders, though, but he starved to death. --[[User:Gh3yz0r|Gh3yz0r]] 19:17, 8 July 2008 (EDT)&lt;br /&gt;
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==Blood Covering?==&lt;br /&gt;
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I have sold some items with blood covering with no negative effects... can anyone confirm if it's true or not? [[User:AlexFili|AlexFili]] 04:55, 8 May 2008 (EDT)&lt;br /&gt;
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I cannot say firsthand, but I've heard in the forums and, I think, elsewhere in the Wiki that blood covering angers the elves.--[[User:RustyMcloon|Rusty Mcloon]] 23:24, 16 July 2008 (EDT)&lt;br /&gt;
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== Speaking with Halfmen ==&lt;br /&gt;
&lt;br /&gt;
What exactly is the tag that lets you speak with snakemen, ratmen, etcetera? I haven't been able to figure it out as of yet, and I want to add it to a creature I'm making.&lt;br /&gt;
&lt;br /&gt;
In addition, adding the [AT_PEACE_WITH_WILDLIFE] tag didn't stop wolves and bears from ambushing and attacking me; so judging from this that is not the tag that makes them 'immune' to attacks; either that, or the wolves/bears and other large predators ignore that tag. ~ [[User:Midna|Midna]] 15:59, 14 May 2008 (EDT) (Edited later due to forgetting to add nametag)&lt;br /&gt;
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== Elves as of .39c ==&lt;br /&gt;
&lt;br /&gt;
I feel the Elves went under a pretty big overhaul in the latest version. They've turned into tree huggers who do little else but complain, to zerging cannibals who dominate worlds when given enough time. Also little things, like Elves regrowing trees around captured sites, in addition to the aforementioned personality changes, may warrant it's own section, and/or editing.&lt;br /&gt;
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== Elven Ambushes ==&lt;br /&gt;
&lt;br /&gt;
While they may not seige, They do preform Ambushes.&lt;br /&gt;
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And I noticed something quite strange...&lt;br /&gt;
&lt;br /&gt;
They ambushed with Mounts.  I saw a swarm of Unicorns heading torwards my location.  There where no unicorns on my map, so I sent my military to meet them, and when battle was engaged, it said &amp;quot;An Ambush!&amp;quot;  And, for each Unicorn, there was also an elf (on the same square)&lt;br /&gt;
&lt;br /&gt;
I'm not sure where to put this in the article though.  I've been ambushed by non-mounted elves several times as well.  Maybe a new section &amp;quot;Amubsh/Seige habits?&amp;quot;&lt;/div&gt;</summary>
		<author><name>Hkidnc</name></author>
	</entry>
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