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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Hoborobo</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=Hoborobo"/>
	<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php/Special:Contributions/Hoborobo"/>
	<updated>2026-05-21T11:40:06Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Pet&amp;diff=30142</id>
		<title>40d:Pet</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Pet&amp;diff=30142"/>
		<updated>2008-12-03T19:23:58Z</updated>

		<summary type="html">&lt;p&gt;Hoborobo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Tame [[animal]]s can be adopted as '''pets''' by [[dwarves]].&lt;br /&gt;
On the animals screen( {{K|z}}-Animals ), you can mark each animal as Available/Unavailable by selecting it and pressing {{K|Enter}}. &lt;br /&gt;
Available large animals may be adopted by any [[dwarf]], but tame [[vermin]] will only be adopted by dwarves who like that animal.  &lt;br /&gt;
&lt;br /&gt;
[[Tame]] animals that are not already pets are treated as livestock, and you can ready them for slaughter (at the [[butcher's shop]]) on the same screen.  If a tame animal dies by any means other than slaughtering at a butcher's shop, it cannot be butchered, and its [[bone]]s and [[skull]] cannot be used to make objects.  Once an animal has been adopted as a pet, it will be given a name, and can no longer be slaughtered.  &lt;br /&gt;
&lt;br /&gt;
[[Cat]]s are shown as &amp;quot;Uninterested&amp;quot;, because cats choose their owners.  They will not choose an owner if kept in a [[cage]], although they might choose one in the midst of being transferred to the cage.{{verify}}  Another way to keep the fort from being littered with pet cats is to turn them into [[kitchen|+Kitten Tallow Biscuits+]].&lt;br /&gt;
&lt;br /&gt;
[[Dog]]s can be trained at the [[kennel]] as either war dogs or hunting dogs.  Trained dogs can be assigned to a specific dwarf via that dwarf's [[preference]] menu ({{k|v}}-{{k|p}}-{{k|e}}, &amp;quot;Assign trained animal&amp;quot;).  Trained dogs will follow their trainer around until they are assigned to someone else (or caged or chained).&lt;br /&gt;
&lt;br /&gt;
[[Immigrant]]s often arrive with one or more pet animals (limited to dogs, cats, horses, mules, or donkeys).  The offspring of pets are always tame but not themselves pets.  However, they will follow their mother's owner around until they are trained, become someone else's pet, or are caged or chained.&lt;br /&gt;
&lt;br /&gt;
===Advantages/disadvantages===&lt;br /&gt;
* Unhappy dwarves can be &amp;quot;comforted by a pet&amp;quot; and become happier&lt;br /&gt;
* The pet will follow their owner everywhere, and cannot be [[cage]]d or [[chain]]ed&lt;br /&gt;
* Death of a pet makes its owner unhappy, though less so than death of a friend or family member.&lt;br /&gt;
* Dead pets should be buried in a [[coffin]], or the owner will be more upset.&lt;br /&gt;
* Pets can't be eaten unless the owner is dead (the animal keeps its name but is no longer a pet)&lt;br /&gt;
&lt;br /&gt;
===Effects on performance===&lt;br /&gt;
Depending on the computer, having a lot of pets can make an impact on FPS.  In this user's tests, a 100 dwarf fortress with wide open hallways for easy pathing was getting about 70 FPS average, with twenty pets.  I used death hallways to kill fifteen of the pets (kept a few cats for vermin duty), and now get about 80 fps average.  This seems like a huge jump, and no other fortress changes could be found to explain it.&lt;/div&gt;</summary>
		<author><name>Hoborobo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Fairy&amp;diff=44469</id>
		<title>40d:Fairy</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Fairy&amp;diff=44469"/>
		<updated>2008-12-03T19:20:34Z</updated>

		<summary type="html">&lt;p&gt;Hoborobo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Fairies''' are not [[elves]]. They are [[vermin]]s that glow in the dark like [[Firefly|fireflies]]. They are [[fanciful]] little critters that live in all good main [[biome]]s.&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:FAIRY]&lt;br /&gt;
	[NAME:fairy:fairies:fairy]&lt;br /&gt;
	[TILE:249][COLOR:6:0:1]&lt;br /&gt;
	[FANCIFUL]&lt;br /&gt;
	[VERMIN_GROUNDER][FREQUENCY:100]&lt;br /&gt;
	[FLIER][VERMIN_NOTRAP][GOOD]&lt;br /&gt;
	[SMALL_REMAINS]&lt;br /&gt;
	[SPEED:700]&lt;br /&gt;
	[PETVALUE:10]&lt;br /&gt;
	[NOT_BUTCHERABLE]&lt;br /&gt;
	[PREFSTRING:babylike giggles]&lt;br /&gt;
	[PREFSTRING:lacy wings]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[LIGHT_GEN]&lt;br /&gt;
	[BIOME:ALL_MAIN]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10067]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
	[POPULATION_NUMBER:250:500]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Vermin]]&lt;/div&gt;</summary>
		<author><name>Hoborobo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Strange_mood&amp;diff=5200</id>
		<title>40d Talk:Strange mood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Strange_mood&amp;diff=5200"/>
		<updated>2008-11-09T17:53:55Z</updated>

		<summary type="html">&lt;p&gt;Hoborobo: /* stark raving suicide */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Does the new version still have the strange mood? It wouldnt be complete without it!&lt;br /&gt;
&lt;br /&gt;
:It still exists, I've had it happen several times now, I went to the archive wiki and copy/pasted the old page.&lt;br /&gt;
&lt;br /&gt;
::Isnt that why the wiki was nuked? To make sure that no old info lingers? Ill put some &amp;quot;verify&amp;quot; in there, I dont think that the bold text is enough for users to understand that some of this may no longer apply. --[[User:Mizipzor|Mizipzor]] 06:03, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::I agree. Although moods themselves don't seem to have been changed in this version, the changes to the stones/ores that they use means that some of the information in this article is no longer true. I'll have a go at cleaning it up when I have the proper time for it, but this wiki definitely needs a 'no copypasting from the archives' rule to avoid screwups like this. If people are going to copypaste old stuff, then it is downright irresponsible of them not to verify the accuracy of the information before committing it to the wiki. --[[User:Morlark|Morlark]]&lt;br /&gt;
&lt;br /&gt;
I know, I was a huge fan of that little strange aspect of the old one.&lt;br /&gt;
&lt;br /&gt;
I need my dwarfs to make more swordfish bone swords, and i still need some glass weapons/armor&lt;br /&gt;
&lt;br /&gt;
The moods seem to have changed. One of my dwarfs went fey, made a nice hematite mug, and is now a legendary... Engraver. Very wierd, he also had no stoneworking or other craftdwarf skills. But he was a competent mason. This was also my fifth dwarf who took the same craftworkshop, so it's a bit strange. --[[User:Soyweiser|Soyweiser]] 17:36, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Six fey dwarf, all took the craftdwarfshop, now my bowyer took one. Think it might be a bug. Is the 15 artifacts limit still in? --[[User:Soyweiser|Soyweiser]] 14:34, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:: Whohoo my second legendary engraver made a gold mug. My bowyer became a legendary engraver. --[[User:Soyweiser|Soyweiser]] 14:40, 8 November 2007 (EST)&lt;br /&gt;
::: Scratch all that, one of my woodworkers just used a carpenters shop. --[[User:Soyweiser|Soyweiser]] 07:45, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Have you marked all statements in the article that risks being falsified with &amp;lt;nowiki&amp;gt;{{verify}}&amp;lt;/nowiki&amp;gt;? --[[User:Mizipzor|Mizipzor]] 19:41, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Hey, I am getting a dwarf who wants &amp;quot;raw...crystal&amp;quot;. Help? -- [[User:Bovinepro|Bovinepro]]&lt;br /&gt;
:Probably wants raw crystal glass. I had a dwarf ask for &amp;quot;raw...green&amp;quot;, they wanted raw green glass. Looks like Toady might have moved the glass demands out of the &amp;quot;rough...color&amp;quot; category. [[User:Iddq?|Iddq?]]&lt;br /&gt;
&lt;br /&gt;
About the engravers taking over craftdwarf's shops and becoming legendary engravers afterwards is quite true. I recently got a bunch of immigrants, and the engraver that came with them fell into a strange mood before even crossing the bridge on my river. He took over a craftdwarf's workshop and made a basalt scepter, and now he's legendary level in engraving. So yeah, perfect laboratory conditions, he was 100% engraver when he went into his mood and came out a legendary engraver. --[[User:Zhang5|Zhang5]] 17:07, 12 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
It seems that no craft skill is required.  I just had a peasant go into a strange mood.  His skills were: competent marksdwarf; novice wrestler; novice armor wearer.  He grabbed a craftsdwarf's workshop and 10 items (3xFelsite, Schorls, Tigereyes, Red Beryls, Giant cave swallow leather, Grizzly Bear Leather, Rough harlequin opals and Ash logs -- guess he has expensive taste?) and churned out an idol in relatively short order.  This is my 9th successful mood in this fortress, and I've seen requests for between 3 and 10 items, personally.  Since they seem to be increasing in complexity, I've either hit the item cap, or I'm about to break ten :)  [[User:Doctorlucky|Doctorlucky]] 16:34, 19 November 2007 (EST)&lt;br /&gt;
:This is consistent with older versions.  Moody peasants would become crafters, and 10 items was the cap.  The minimum was 1 item -- generally when constructing a &amp;quot;perfect gem&amp;quot;.--[[User:Maximus|Maximus]] 16:55, 19 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I had a miner go into a strange mood, take over a mason's workshop, and make a something that got him up to legendary miner status. In my current fort, I have had 6 artifacts made, 2 of which were actual moods and 5 of which were possessions (I can add, one of them failed and the dwarf became a babbling wreck). My dwarves love to use only one item: an oak door (1 item), an olivine coffin (2 items), a turtle shell mask (1 item and is my cheapest artifiact at 3600), a diorite amulet (3 items), and a perfect jelly opal (1 item). --[[User:Penguinofhonor|Penguinofhonor]] 18:47, 28 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Where to add the info that in my game (.33c) a miner took over a mason's workshop, became legendary miner and then held the artifact in his right hand instead of a pick, which became 'hauled', then droped the pick and then took the pick with his left hand? He can mine after all these. While holding a 667 weight units cabinet in his right hand. --[[User:Another|Another]] 10:07, 1 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I had dwarf Miller, profecienty Grower who had Fey Mood, and he became a  Legendary Mason ....&lt;br /&gt;
Is it normal ? [[user:Feydreva|Feydreva]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
One of my dwarves has become possessed and is demanding cloth, bones and stone, which I have plenty of. But he refuses to go fetch them. Is there something I'm doing wrong?&amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:Patarak|Patarak]] ([[User talk:Patarak|talk]]•[[Special:Contributions/Patarak|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
: They want either silk or fiber cloth. Make sure you have both! [[User:Bartavelle|Bartavelle]] 03:40, 21 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Aargh!  One of my dwarves went secretive and is demanding a huge list of stuff.  He seems to be demanding two types of stone because the &amp;quot;sketches quarry&amp;quot; message stays on twice as long as the others.  I have (and he has gathered) flint: is there any way to tell what kind of stone he wants? --[[User:Holyfool|Holyfool]] 011:55, 7 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
I had a Glassmaker that sat around when I had a lot of Magma Glass Furnaces, but then decided to get going when I made a regular Glass Furnace.  Seems like they will only use a specific kind.  Not sure yet if it's random.  Might be they won't take the Magma Glass Furnace in version 38a.  Can anyone verify? --[[User:Afbee|Afbee]] 05:07, 21 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
: My Glassmaker successfully used Magma Glass Furnace in a fey mood. --[[User:Digger|Digger]] 07:54, 24 February 2008 (EST)&lt;br /&gt;
:: I just had the same problem.  I had a glass maker who wouldn't take over a magma glass furnace.  Since I'm creating a glass fortress and had a mess of glass orders piled up, I thought that might have confused the AI and I built 2 more magma glass furnaces.  No dice, he didn't want them.  After reading this page I decided to create a normal glass furnace.  He snapped it up as soon as it was built. --[[User:Alkyon|Alkyon]] 04:07, 9 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Maximum number of artifacts==&lt;br /&gt;
Well, I just got my umpteenth mood, and it resulted in the 16th successfully created artifact.(33b)  So that 15 cap thing is clearly wrong.  As it happens, this single artifact is worth 754,800, and is an adamantine spear decorated with, among other things, adamantine.  For the record, in case this data is important to someone tabulating number of ingredients, my moods in order created the following objects using the corresponding number of ingredients: (Flute, 4; Mechanism, 4; Spear, 3; Millstone, 6; Ring, 8; Chest, 7; Cape, 7; Ring, 9; Statue, 8; Idol, 10; earring, 8; Buckler, 8; Table, 3; Mechanism, 10; Bracelet, 5; and Spear, 8). [[User:Doctorlucky|Doctorlucky]] 04:54, 27 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Do fell/macabre moods still exist? I haven't seen any for quite a few versions. It'd be nice to have that verified.&amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:Rabek|Rabek]] ([[User talk:Rabek|talk]]•[[Special:Contributions/Rabek|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== clarification on &amp;quot;trade&amp;quot; skills ==&lt;br /&gt;
&lt;br /&gt;
Are trade skills all the skills that produce items with some level of quality? Mainly I want to know if dyer is a trade skill. And how does that work with miner? I didn't think miner was a trade skill. Maybe someone who knows more than me could clarify in the wiki.&lt;br /&gt;
I just got my first artifact. It's worth 2400. The dwarf took one log and made a scepter. -[[User:Radtse|Radtse]]&lt;br /&gt;
&lt;br /&gt;
:I don't know exactly, we should make a list of the skills we know are not trade skills. I'll start: my brewer/grower once got a strange mood and made a wood item and gained woodcrafting skill. Let's try to only add to the list when we have experienced a moody dwarf with that skill only.--[[User:Valdemar|Valdemar]] 19:36, 27 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::I'm adding Weaver and Furnace Operator to this list, since they're on the wiki. I haven't seen them myself, but I'm assuming someone else has. Knowing that Furnace Operator is a &amp;quot;fey-able&amp;quot; skill will be quite helpful.-[[User:Radtse|Radtse]] 18:28, 29 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Where's cooking fit in? --[[User:KittenyKat|KittenyKat]] 20:09, 6 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
List of non-trade skills:&lt;br /&gt;
&lt;br /&gt;
* [[Brewer]]&lt;br /&gt;
* [[Grower]]&lt;br /&gt;
* [[Miller]]&lt;br /&gt;
* [[Wood Cutter]]&lt;br /&gt;
&lt;br /&gt;
Skills that may be used and gained by dwarves with no trade skills:&lt;br /&gt;
&lt;br /&gt;
* [[Wood crafter]]&lt;br /&gt;
* [[Stone crafter]]&lt;br /&gt;
&lt;br /&gt;
Skills that use a different skill(See list above), but give correct skill:&lt;br /&gt;
&lt;br /&gt;
* [[Miner]]&lt;br /&gt;
* [[Engraver]]&lt;br /&gt;
* [[Furnace Operator]]&lt;br /&gt;
* [[Weaver]]&lt;br /&gt;
&lt;br /&gt;
:::For the record, i can confirm both Furnace Operator and Weaver, since no one else has commented to verify them thus far.  (The weaver actually surprised me when it happened). --[[User:Squirrelloid|Squirrelloid]] 01:43, 29 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::I can confirm that a Miner will claim a Mason's shop, and produce a stone item, even with no Mason skill at all. It works just like the wiki says. --[[User:Strangething|Strangething]] 23:47, 31 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::And I can confirm that Wood Cutter does not contribute --  I had a Novice Glassmaker/No Prefix Wood Cutter take a glass furnace. [[User:Slitherrr|Slitherrr]] 13:48, 28 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== mood condition ==&lt;br /&gt;
The 20 dwarves / no crazy stuff has been found while looking at the binary of v0.27.169.33d, might be different now, but i don't think so. [[User:Bartavelle|Bartavelle]] 15:08, 2 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Regarding the calulations for required maximum existing artifacts (items/200 and dugout/(48*48)) wouldn't it make more sense to either use the squared symbol, or the actual result of that square (which was the original number actually discovered/revealed I believe)? --[[User:N9103|Edward]] 19:17, 28 April 2008 (EDT)&lt;br /&gt;
:&amp;lt;su&amp;lt;b&amp;gt;&amp;lt;/b&amp;gt;p&amp;gt;2&amp;lt;/su&amp;lt;b&amp;gt;&amp;lt;/b&amp;gt;p&amp;gt; --[[User:GreyMario|GreyMario]] 21:28, 28 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:20 dorf must be still there. I've made low-population fort and I had no mood for ~8 years (from start). I'm sure that I've digged at least 2700 tiles and created at least 300 items. I will test if raising population to 20 will cause moods. I think that 20 dwarf limit should be mentioned even if it's not confirmed. --[[User:Someone-else|Someone-else]] 18:30, 26 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Random Workshop Seizure ==&lt;br /&gt;
&lt;br /&gt;
I just had a gem cutter seize a carpenter's workshop and make a perfect gem; upon completion I had a worthless Legendary dwarf and a new jeweler's workshop, so I guess that's still in from the previous version. I've removed the verify in the article. [[User:Tacroy|Tacroy]] 16:51, 9 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:nonsense.  Should be a bigger chance of making ZOMG high-quality gem crafts now ;) --[[User:Frostedfire|Frostedfire]] 07:35, 18 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::More to the point, if you don't like the profession your dwarf has Legendary in...draft for the stats! --[[User:Alfador|Alfador]] 12:16, 18 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== forbidden items ==&lt;br /&gt;
&lt;br /&gt;
Do moody dwarfs use forbidden items? Will they demand forbid items? [[User:Diabl0658|Diabl0658]] 02:07, 21 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I don't know whether moody dwarves will use forbidden items (my guess would be they won't). But they don't choose the demands based on what is on the map, they can and do demand things you don't have. So it's safe to assume forbidding doesn't prevent dwarves from demanding the forbidden kind of item. --[[User:BahamutZERO|BahamutZERO]] 16:31, 13 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Forbidden items are not used. Similarly, if your mooder slipped in e.g. an iron bar when you wanted him to use a platinum bar, you can forbid AND dump the item to stop him from using it. --[[User:GreyMario|GreyMaria]] 16:35, 13 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Impossible Requests? ==&lt;br /&gt;
Will dwarves try to use items that you just don't have access to? I had a dwarf asking for silk when I haven't imported any and I'm pretty sure there isn't a giant spider anywhere. Also asking for &amp;quot;rocks&amp;quot; when I have mined at least one of each type of rock that is visible (requiring rocks from unmined areas seem pretty harsh). Also a request for &amp;quot;metal bars&amp;quot; when I have smeltered at least one of each ore I have found and made at least one of each possible alloy. [[User:Yvain|Yvain]] 23:27, 26 February 2008 (EST)&lt;br /&gt;
:Yeah, impossible stuff is all my dwarves ever want.  :-P  Right now mine appears to want stone I don't have, and no traders have come by with any stone....  So my guys are frantically mining in various directions....  [[User:Holyfool|Holyfool]] 13:59, 7 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::As far as i can tell they never request anything it is truly impossible for you to get.  Available by trade seems to imply possible for the game engine though.  Too bad if its the start of winter (which is when all my moods which require things I don't have and can't produce happen, of course).  But if there's no sand on your map at all you will not be asked for glass, since you can't trade for sand.  (If there's 5 tiles of sand under that underground lake you haven't found yet... sucks to be you - my first fortress lost 3 dwarves to this).  So yes, requiring things present on the map that you haven't found yet appears to be possible and routine. --[[User:Squirrelloid|Squirrelloid]] 01:48, 29 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Procastinator! ==&lt;br /&gt;
&lt;br /&gt;
I just had a moody dwarf demand bones, wood, rocks, and cloth. &lt;br /&gt;
&lt;br /&gt;
He got the rocks okay, and then did nothing for ages. Then, as soon as the fire imp corpse rotted away, he ran down and got the bones, then ran over to my wood stockpile and got a piece of wood...&lt;br /&gt;
&lt;br /&gt;
Do they need to get their ingredients in order now?--[[User:Shadow archmagi|Shadow archmagi]] 06:28, 29 February 2008 (EST)&lt;br /&gt;
:i think so, not that it  matters, he wont start unless he has ALL the ingridents.&lt;br /&gt;
&lt;br /&gt;
== gems ==&lt;br /&gt;
My moody dwarf asked for 2 kinds of rough gems, but i had cut all rough ones at that point. So i &amp;quot;printed out&amp;quot; all layers and started checking for leftover gems in the walls. Guess what, he picked the first 2 kinds i mined. So either&lt;br /&gt;
&lt;br /&gt;
* random/pure luck (don't think so)&lt;br /&gt;
* they only ask what they &amp;quot;see&amp;quot;&lt;br /&gt;
* they only ask what is somehow on the map&lt;br /&gt;
* or they might even adapt somewhat to availability, but i doubt that. --[[User:Koltom|Koltom]] 15:59, 28 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:I believe, but don't know for sure, that sometimes they want specific items and sometimes they just want anything in a category of items, such as any rough gems in this case. It used to work that way in the 2d version, didn't it? --[[User:BahamutZERO|BahamutZERO]] 12:23, 14 May 2008 (EDT)&lt;br /&gt;
::Confirming behaviour that BahamutZERO sees. Dwarves will '''always''' grab the closest object that falls under the category unless he is requesting a specific metal, specific silk, or specific plant fiber cloth. --[[User:GreyMario|GreyMaria]] 14:25, 14 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Just standing around? ==&lt;br /&gt;
&lt;br /&gt;
I have a dwarf who was possessed, but won't leave the main hall. He's also a novice in everything, but to be safe I've already cleared the shops. It's winter of my first year, but somehow I've already had 2 waves of immigrants. Back to the point, I'm afraid he's going to wait out the mood and go berserk. Help?&lt;br /&gt;
--[[User:Ilmmad|Ilmmad]] 20:00, 6 March 2008 (EST)&lt;br /&gt;
:Well, make sure u ve got one workshop of every possible kind available - there are however quite a few u dont need to build, its covered in the article. Check for locked doors or otherwise blocked access (bridges, channels, statues..) Dont forget furnaces, glass and magma. Check with 'q' if all workshops are completely build. If it doesnt help consider building workshops not related to his skills, or more &amp;quot;exotic&amp;quot; ones, like Ashery or Alchemist. No one can guarantee that Toady didnt have some new fun ideas ;) --[[User:Koltom|Koltom]] 22:59, 6 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== stark raving suicide ==&lt;br /&gt;
&lt;br /&gt;
My mechanic wanted silk cloth, which I didn't have, and eventually gone insane (&amp;quot;stark raving mad&amp;quot; to be precise).&lt;br /&gt;
Seconds after that I had message that he died in heat (I had artificial magma pool nearby).&lt;br /&gt;
He probably jumped into the pool like in melancholy. Main article states that only melancholic dwarves kill themselves in such way.&lt;br /&gt;
Could anyone confirm that mad ones do that too, and this wasn't just an accident/bug? [[User:Someone-else|Someone-else]] 16:59, 19 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Perhaps it ''was'' an accident -- I seem to recall that &amp;quot;stark raving mad&amp;quot; ones wander around at random. Perhaps it wandered into the lava. [[User:Anydwarf|Anydwarf]] 18:30, 19 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::It was an accident, the stark raving mad ones wander around aimlessly, regardless of Z- levels. --[[User:Hoborobo|Hoborobo]] 12:53, 9 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Glassmaker with no glass ==&lt;br /&gt;
&lt;br /&gt;
I had an immigrant glassworker get a mood, seize a glass workshop, and created an artifact made entirely of gemstones. No glass involved or asked for. (No sand on the map, anyway.) He turned into a Legendary Glassworker, despite having never made a glass anything.&lt;br /&gt;
&lt;br /&gt;
== Rewrite ==&lt;br /&gt;
&lt;br /&gt;
I think I got most of the old information and then some into the new article.  Please make any necessary modifications. --[[User:Marble Dice|Marble Dice]] 01:22, 10 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Silk Cloth ==&lt;br /&gt;
&lt;br /&gt;
I had a dwarf demand silk cloth, but he refused to use my giant cave spider silk cloth. I didn't have any regular cave spider silk cloth. To verify that the silk was the problem, I used Companion to change the silk demand to any stone, and he immediately collected the rest of the materials and constructed the artifact.&lt;br /&gt;
Can anyone else confirm that giant cave spider silk cloth does '''not''' count as silk cloth? --[[User:Doniazade|Doniazade]] 08:55, 13 May 2008 (EDT)&lt;br /&gt;
:No, I'm pretty sure I can't. I've seen a dwarf grab GCS silk.&amp;lt;br&amp;gt;Could it be that you had thread and not cloth? --[[User:GreyMario|GreyMaria]] 13:59, 13 May 2008 (EDT)&lt;br /&gt;
::Nope, giant cave spider cloth [3] sorted under cloth on the stock screen. --[[User:Doniazade|Doniazade]] 16:52, 13 May 2008 (EDT) &lt;br /&gt;
Probably they may specifically require GCS silk or specifically require CS silk. &amp;amp;mdash;[[User:Chaos|Chaos]] 14:10, 13 May 2008 (EDT)&lt;br /&gt;
I figured it out - the silk was outside and I had accidentally left &amp;quot;Dwarves Stay Inside&amp;quot; on after the latest attack. --[[User:Doniazade|Doniazade]] 08:52, 14 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Engineer taken by secretive mood, and creates... ==&lt;br /&gt;
&lt;br /&gt;
Evidently engineers who are taken by a secretive mood (&amp;quot;withdraws from society&amp;quot;, in case it's later determined that the descriptor has an effect) will have no problems taking over the mechanic's workshop. And there's only one thing mechanic-shops build - that's right, you heard right, ladies and gentlemen, I present ''Kodor ós: A claystone mechanism''. It's even available for use from the appropriate {{k|b}})uild screens. He decided to make this splendid 86,400o creation while on an eight-mechanism binge in that very same mechanic's workshop. Maybe dwarves choose the workshop they've been in the most often? --[[User:BismuthBismuthBismuth|BismuthBismuthBismuth]] 15:31, 13 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Ah, actually I can confirm I've had a Mechanic create an artifact mechanism as well. Stick some obsidian swords in that baby and you'll be good to go! That should probably go in the main article for skills vs workshops... I would expect siege engineers also have strange moods, but I imagine pump op and siege op fall under the general craftsman catch-all --[[User:Marble Dice|Marble Dice]] 15:45, 13 May 2008 (EDT)&lt;br /&gt;
::I'd like to smack BismuthBismuthBismuth with the facts stated in the article.&lt;br /&gt;
      A dwarf will claim a workshop according to their highest applicable skill&lt;br /&gt;
::In this case it was Engineering and therefore your mechanic went to a Mechanic's Workshop. It's the same with the possessed glassmakers. They hit a glassmaker's shop. --[[User:GreyMario|GreyMaria]] 15:49, 13 May 2008 (EDT)&lt;br /&gt;
:::I'd like to hit GreyMario-Maria, preferably in the upper-body region, with the fact that at the time of my post, the table in the article did not mention mechanics whatsoever. --[[User:BismuthBismuthBismuth|BismuthBismuthBismuth]] 22:26, 13 May 2008 (EDT)&lt;br /&gt;
::::Pardon me, but I was not aware that ''mechanics'' worked at a ''mechanic's workshop'', where objects are created that have ''quality mofidiers'' and can thus become ''artifacts''. --[[User:GreyMario|GreyMaria]] 23:28, 13 May 2008 (EDT)&lt;br /&gt;
:::::Pardon me as well, but it seems that the table in [http://www.dwarffortresswiki.net/index.php?title=Strange_mood&amp;amp;oldid=25231 this particular revision] did not encapsulate this information. '''GreyMario is throwing a tantrum!''' --[[User:BismuthBismuthBismuth|BismuthBismuthBismuth]] 15:22, 14 May 2008 (EDT)&lt;br /&gt;
::::::Mechanics. Work at a mechanic's workshop. Produce items which have visible quality modifiers. Items with visible quality modifiers are eligible to be artifacts. THEREFORE, mechanics claim mechanic's workshops when they go fey. Seriously, logic sometimes, please? --[[User:GreyMario|GreyMaria]] 15:30, 14 May 2008 (EDT)&lt;br /&gt;
:::::::That would follow if we knew for certain that the proposition &amp;quot;items with visible quality modifiers are eligible to artifacts&amp;quot; is necessarily true.  We don't.  For instance, siege engine components are &amp;lt;i&amp;gt;not&amp;lt;/i&amp;gt; verified as artifact eligible.  Since that isn't a given, it's perfectly reasonable for people to not jump to the conclusion that a job type will create artifacts relevant to it until they see it happen. &amp;amp;mdash;[[User:Chaos|Chaos]] 16:26, 14 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
i love the absurd randomness factor with artifacts - you end up with really weird stuff. like grates, and socks. a question pertinent to legendary mechanisms - i got a stupidly valuable one of these as the first legendary item in a new fort and i used it to create a gear assembly in a public dining area in the hopes that it would give dwarves happy thoughts, but after a few years gametime of checking randomly on them nothing particular showed up. any particular use along these lines for legendary mechanisms for something other then simple fortress value? --[[User:FruityBix|FruityBix]] 11:51, 10 September 2008 (EDT)&lt;br /&gt;
: weapon traps! --[[User:Bartavelle|Bartavelle]] 12:03, 10 September 2008 (EDT)&lt;br /&gt;
:: FWIW, that might be a more general answer for artifact items... I had a Weaponsmith dwarf go into a strange mood and create a lead warhammer (Yes, there was plenty of steel and iron around, but this dwarf likes lead, I guess). It can't be equipped as a weapon (lead isn't a valid material type normally for constructing weapons) but I can put it into a weapons trap. Which... is basically the only thing I can do with this 65000* artifact... -[[User:Fuzzy|Fuzzy]] 14:37, 10 September 2008 (EDT)&lt;br /&gt;
::: Actually, artifact equipment can be used, it just requires a &amp;quot;hero&amp;quot; level dwarf or higher. However, for the nonstandard material weapons and armor you may do well to forbid them so that they're not used. The actual effectiveness of odd material artifacts is supposedly lower than that of decent iron or steel equipment, and artifact equipment cannot be unequipped once a dwarf decides to use it. --[[User:Janus|Janus]] 15:36, 10 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Tanner fixed ==&lt;br /&gt;
&lt;br /&gt;
I just had a Tanner claim a leather works, not a tannery. I updated the table. For the record, the dwarf has no skill level in leather working.&lt;br /&gt;
&lt;br /&gt;
:I wonder if Tanners even claim Tanner's shops?  Tanner's shops just make leather, and leather doesn't have quality modifiers, so you shouldn't be able to  produce an artifact from one, aye?  That information came from an older version of the page, I wonder if it was inaccurate.  Weavers supposed claim Clothier's shops and not Looms, so it would make sense if Tanners were the same way. --[[User:Marble Dice|Marble Dice]] 18:08, 2 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Cooks ==&lt;br /&gt;
&lt;br /&gt;
I can confirm that cooks do not produce artifacts: my Peasant with Dabbling Cook/Brewer/(various social) and nothing else just took over a Craftsdwarf's Workshop. I'm removing the verify tag for cooks in the article. --[[User:Comonad|Comonad]] 16:16, 2 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
mmmm. . . . artifact roast.  [[User:Mirthmanor|Mirthmanor]] 19:12, 4 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Soapers etc. ==&lt;br /&gt;
&lt;br /&gt;
It stands to reason that soapers, lye makers, and wood burners wouldn't make artifacts. Neither soap, lye, charcoal, nor ash have quality modifiers, and that's all those skills can produce. I'm pretty sure you can't have artifact soap, lye, charcoal, or ash.  --[[User:Tachyon|Tachyon]] 20:26, 11 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: My woodburner just got possessed. He wants a shell and wood. I have the shell but I'm not sure what type of wood he wants. --[[User:Ehertlein|Ehertlein]] 20:18, 22 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Not all demands need to be met ==&lt;br /&gt;
&lt;br /&gt;
I just had a dwarf taken by a secretive mood and collect a huge variety of things:  4 stone, 1 block, 1 gem, 2 rough gems, bones, a shell, 2 leather.  He was further sketching for more bones, 2 leather, another stone, a log, another shell, and raw green glass.  The only things I didn't have on hand were the shell and the green glass -- dwarves seem to go through their list in order, and get stuck on certain items.  &lt;br /&gt;
&lt;br /&gt;
I just hoped someone would eat a turtle (50/1678 chance!) and queued a raw green glass.  When the glass was made, he got started, totally ignoring his previous requests for wood, another shell, and the other things. Anyone else have this experience?  [[User:Mirthmanor|Mirthmanor]] 13:28, 13 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I think they keep sketching images even after they get the items. Your dwarf already had all of the shells, leather, bones, stones, blocks, and gems he needed. [[User:Curudan|Curudan]] 15:26, 22 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::This is correct. I've had dwarves run out, grab two items, and then sit at the Workshop shouting a need for three items. When the item he was waiting on became available, he ran out, grabbed it, went back in, and started working. So it's pretty evident that they list ALL of the items they want, regardless of how many of them they've already collected. --[[User:Nekojin|Nekojin]] 22:28, 23 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Possession ==&lt;br /&gt;
&lt;br /&gt;
I've had 14 moods in my current Fortress, 11 of them have been possessions. Am I really unlucky, or is the type of mood weighted? [[User:HeWhoIsPale|HeWhoIsPale]] 09:55, 26 August 2008 (EDT)&lt;br /&gt;
: As far as I can tell by looking at the game logic, each mood types are as likely to be rolled (except fell of course, which is selected if happiness&amp;lt;rand(128) or something like that). --[[User:Bartavelle|Bartavelle]] 07:56, 3 September 2008 (EDT)&lt;br /&gt;
:: I had a feeling I was just getting really unlucky, thanks. [[User:HeWhoIsPale|HeWhoIsPale]] 14:34, 3 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Furnace Operator ==&lt;br /&gt;
&lt;br /&gt;
Apparently furnace operator is no longer a mood skill as of df 28 181 40d. I just had a expert furnace operator take over a Craftdwarf's Workshop and become a legendary stonecrafter. [[User:Otherdwarf|Otherdwarf]] 10:26, 1 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Chunk Butchery? ==&lt;br /&gt;
&lt;br /&gt;
Well, even though the selection of items for artifacts is totally random, its a bit wierd if a macabre dwarf goes to a butcher's workshop and starts bringing in tons of dwarf CHUNKS! My dwarf just started doing that, should I expect rotting meat (yes, the chunks are already rotten)? - 09:57, 30 October 2008 Stinhad Limarezum &lt;br /&gt;
: ^_^ &amp;quot;This is a delicious meat pie. All craftsdwarfship is of the highest quality. On the item is an image of a dwarf and dwarves in rotting dwarf chunks. The dwarf is baking the other dwarves into meat pies. The artwork relates to the rise of the dwarf butcher Sweeney Todd as the cook of The Fleet Street in 78&amp;quot; -[[User:Fuzzy|Fuzzy]] 11:11, 30 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Oh, ''do'' post the description of the artifact when the dwarf completes it.  (&amp;quot;Menaces with spikes of dwarf chunk?&amp;quot;  I'd be intimidated for sure.)--[[User:Maximus|Maximus]] 13:18, 30 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== What Workshop? ==&lt;br /&gt;
&lt;br /&gt;
Is there &amp;lt;em&amp;gt;any&amp;lt;/em&amp;gt; way to discover what workshop a dwarf in a secretive mood requires?  I had nearly everything.  I built a siege workshop and a bowery before I ran out of ideas and he went beserk. --[[User:Corona688|Corona688]] 10:55, 3 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:You have to look at what skills he has first and rule out the obvious.  If he has no mood-able skills then it's going to be a craftsdwarf's workshop.  If you have hit magma and he wants a forge or glass furnace, he will insist on the magma version of that workshop.  Finally, maybe one of your existing workshops was inaccessible or you accidentally [[forbid]] it at some point.  If none of that works, I'm out of ideas too.--[[User:Maximus|Maximus]] 13:01, 3 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Possessed Child ==&lt;br /&gt;
&lt;br /&gt;
I have a child that has become possessed and taken over one of my craft workshops (of course).  He is muttering the following: rough color, leather skin, bone yes, stone rock, cloth thread, blocks bricks, and a shell.  He has already acquired the following: turtle bones, donkey bones [4], microcline blocks, turtle shell, rough pink garnets, dog leather, carp leather, and hematite.  I have plenty of all the things that he's already gathered, so I'm assuming that he doesn't need anymore of those items.  That leaves the thread.  I have turned off my auto-loom a while ago so that I would keep the thread around for artifacts.  I currently have plenty of plant thread (4 pig tail and 14 rope reed) and enough spider silk (5).  What I don't have is giant spider silk.  I have confirmed that the child has access to all these items, including the thread which I have piles next to his workshop.  Still he doesn't start construction.&lt;br /&gt;
&lt;br /&gt;
Can any help?  Is there a difference for artifact creation between regular cave spider silk and giant cave spider silk?  ---[[User:Frewfrux|Frewfrux]]&lt;br /&gt;
&lt;br /&gt;
:Do you have both silk and plant cloth available?  (Not just thread.)  And do you see any specific cloth preferences in his thoughts and preferences screen?--[[User:Maximus|Maximus]] 01:32, 6 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Argh.  I bet that's it.  No silk cloth, just thread.  I have had guys go crazy for lack of thread before, so I never make silk cloth, just kept the thread.  Oh well, the child is now melancholy.  I can re-load and see what would happen if I make the thread into cloth.  Maybe I'll test that out.  ---[[User:Frewfrux|Frewfrux]]&lt;br /&gt;
&lt;br /&gt;
::: Wouldn't you be able to solve this problem by only weaving dyed thread? Then you'll always have some thread waiting to be dyed. --[[User:RomeoFalling|RomeoFalling]] 03:04, 6 November 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Hoborobo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Exploratory_mining&amp;diff=39170</id>
		<title>40d Talk:Exploratory mining</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Exploratory_mining&amp;diff=39170"/>
		<updated>2008-11-08T20:35:09Z</updated>

		<summary type="html">&lt;p&gt;Hoborobo: Arghh Forgot how to Sig&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a guide on how to search for valuable materials by mining.&amp;lt;br&amp;gt;&lt;br /&gt;
...why is there any use for it? --[[User:Savok|Savok]] 18:52, 13 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I think it's useful. The need for more resources, unless you're extremely lucky in the beginning, is not satisfied by the fort's initial digging efforts or its natural expansion. This usually leads to the need to dig in order to reveal large areas, and more often not, the most intuitive method the player thinks up is not the most efficient for their situation. Mining labor, being pretty scarce even for a medium sized fortress, shouldn't be squandered by using an inefficient method, especially if you want fast results.&lt;br /&gt;
:--[[User:AlienChickenPie|AlienChickenPie]] 04:13, 14 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Mining labor? Scarce? O.o.&lt;br /&gt;
::Grab a few peasant immigrants (or miner immigrants if you get any - they come with picks), get picks for them, and start them mining. If you mine out a significant area (like, &amp;quot;enough that you want more than two miners&amp;quot;) you'll have legendary miners within a year.&lt;br /&gt;
::But alright. I do agree that efficiency in exploratory mining is useful, since without it you ruin the area and get lots of useless stone. However, I argue that this article states things that should not be in a manual of any sort: We don't tell you how to make your fortress. We tell you what happens when X happens and we tell you what to do to get Y.&lt;br /&gt;
::But you still disagree, I assume? Alright. If it really is bad, the article will get deleted/shrunk/merged. If it isn't, we should do it right.&lt;br /&gt;
::&amp;lt;nowiki&amp;gt;*brings out the umkey*&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
::--[[User:Savok|Savok]] 10:18, 14 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::I see what you're getting at, it would definitely be wrong to state design tips as facts or tell people how to build their fortress.&lt;br /&gt;
:::However, this article is intended to be a technical guide to mining methods, not a style guide. I'd like to make it as neutral and factual as possible.&lt;br /&gt;
:::Going over it again, I noticed that parts of it are written inappropriately for a technical article. For example, the usability part definitely steps quite a bit over the line, and I wouldn't mind seeing it removed or altered to contain only necessary facts.&lt;br /&gt;
:::--[[User:AlienChickenPie|AlienChickenPie]] 14:10, 14 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Proposal: Diagonal pattern ==&lt;br /&gt;
&lt;br /&gt;
Would it be useful to add this pattern?&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: monospace; white-space: pre; line-height: 126.5%&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
▒▒.▒▒▒▒.▒▒&lt;br /&gt;
▒.▒▒▒▒.▒▒▒&lt;br /&gt;
.▒▒▒▒.▒▒▒▒&lt;br /&gt;
▒▒▒▒.▒▒▒▒.&lt;br /&gt;
▒▒▒.▒▒▒▒.▒&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* Labor: 20% of the tiles are excavated.&lt;br /&gt;
* Scarcity: Any scarcity. Clusters as small as a single tile are revealed.&lt;br /&gt;
* Visibility: 100%.&lt;br /&gt;
* Reusability: With a bit of imagination you can build nice 3x3 rooms&lt;br /&gt;
&lt;br /&gt;
I usually dig a diagonal squares with the sides 25 tiles long. And use this pattern later. (See Minepoint at map archive). It shows (almost) every vein...[[User:Dorten|Dorten]] 09:16, 14 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I fixed the formatting. Hope you don't mind. --[[User:Savok|Savok]] 10:18, 14 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Not at all. I was hoping that someone would come over and give it a proper wiki makeover.&lt;br /&gt;
::As for the layout, It's incredibly good. It's superior to the rows layout in every way, and it's less work intensive than the 7X7 block layout while giving full visibility.&lt;br /&gt;
::Comparing all the layouts gave me an idea- We could group all the block layouts into a single block layout, seeing as they are all very similar and related. Different characters would denote different phases in the digging process. Then, we could introduce the block layout as modular, the diagonal layout as efficient and the hollow layout as thorough. I have half a mind to scrap the row layout altogether, seeing as it's pretty inferior.&lt;br /&gt;
::--[[User:AlienChickenPie|AlienChickenPie]] 14:33, 14 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Actually, I was talking to Dorten - I fixed his formatting.&lt;br /&gt;
:::Anyway, the row layout does have one advantage: It gets all tiles and can be designated relatively quickly. I would hate to designate the diagonal layout for a whole z-level.&lt;br /&gt;
:::Additionally, row layouts are actually more efficient than block layouts, per tiles dug, although they might not catch a vein running in parallel to them. --[[User:Savok|Savok]] 18:45, 14 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Macros help there a lot. Have you seen MinePoint? It was pretty quick.[[User:Dorten|Dorten]] 01:38, 18 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::No. What is it? --[[User:Savok|Savok]] 14:35, 18 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Proposal: Real mining shafts ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: monospace; white-space: pre; line-height: 126.5%&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt; &lt;br /&gt;
▒▒▒▒▒▒▒▒▒&lt;br /&gt;
▒X▒▒X▒▒X▒&lt;br /&gt;
▒▒▒▒▒▒▒▒▒&lt;br /&gt;
▒▒▒▒▒▒▒▒▒&lt;br /&gt;
▒X▒▒X▒▒X▒&lt;br /&gt;
▒▒▒▒▒▒▒▒▒&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* Labor: 11.1% of the tiles are excavated.&lt;br /&gt;
* Scarcity: Any scarcity. Clusters as small as a single tile are revealed.&lt;br /&gt;
* Visibility: 100%.&lt;br /&gt;
&lt;br /&gt;
You'll have to have a floor above it with tunnels to the stairs to go down, but after that floor, this provides maximum possible efficiency. --[[User:Savok|Savok]] 23:53, 14 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:This actually has an 11.1% Labor Efficiency. An added bonus is that it's easy to make into square rooms of various sizes, the stairways can be removed and used as doorways, or just carved out as part of the rooms. It really is similar to the rows method, except turned on end each mined tile exposes 8 tiles, instead of 2. Instead of scattered tiles I'd call it mine shafts, though. [[User:Basilisk|Basilisk]] 16:38, 20 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Erm. Oops. I'm usually better at math than that. *hurriedly fixes error* --[[User:Savok|Savok]] 14:54, 21 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: this pattern is a a lot of work to designate, so I created a ahk script to speed it up, hope no one minds the link.--[[User:Otherdwarf|Otherdwarf]] 17:04, 25 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I redid this script's functionality from scratch, and I decided that since the original did not function at all (under the current version of AHK), that replacing old one was justified.[[User:StrawberryBunny|StrawberryBunny]] 00:41, 6 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== query: similar minerals together==&lt;br /&gt;
&lt;br /&gt;
ive noticed whislt runnign explaratory mining in one of my forts that minerals often come in similar groups- for example i have one floor with 6 or seven garnerite viens and one with atleast 2 lignite veins. is this just coinicedence or a propper pattenr that should be noted on the page. i find i useful myself when looking for resuacres i have already had.&lt;br /&gt;
{{unsigned|Gnomegnome}}&lt;br /&gt;
&lt;br /&gt;
:Rock layers (sedimentary, metamorphic, etc.) tend to change according to depth (Z-levels), so you'll find stuff in one rock layer that won't be present in a lower rock layer.  That should be noted in the article, though other than that, I don't believe there's a pattern.--[[User:Maximus|Maximus]] 13:42, 2 November 2008 (EST)&lt;br /&gt;
:: i am aware of that it just i have seen a significant correalation to this effect in my current fortress, beyond what one might attribute to strata, it is a real one Z levels has the garnerite one Z level has the lingnite and one Z level has the hematite type distinciton, and was wondering if it was more that coincedence, also sorry about not signing my comment, i don't acutally know how :D&lt;br /&gt;
&lt;br /&gt;
== Separate section on effectively finding magma vents and underground rivers? ==&lt;br /&gt;
&lt;br /&gt;
As it stands, this focuses more on finding minerals and less on finding underground rivers/vents. Considering the unique challenges of the two (especially in regards to potential flooding/monsters), is there any advice specific to finding them quickly and safely? [[User:MagicJuggler|MagicJuggler]] 05:05, 3 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
: You could always try to search for cave spider silk web on the stock screen. Zoom to them and it will display where the chasm (and maybe other features, but that's how I found my chasm) is. For other feaure like cave river... perhaps searching for cave crocodile / slugman / other cave river critters corpses in the stocks screen ? [[User:Timst|Timst]] 05:19, 3 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::This does not work as the animals will not show up until they are [DECEASED] and they are not zoomable.&lt;/div&gt;</summary>
		<author><name>Hoborobo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Exploratory_mining&amp;diff=39169</id>
		<title>40d Talk:Exploratory mining</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Exploratory_mining&amp;diff=39169"/>
		<updated>2008-11-08T20:34:43Z</updated>

		<summary type="html">&lt;p&gt;Hoborobo: /* Separate section on effectively finding magma vents and underground rivers? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a guide on how to search for valuable materials by mining.&amp;lt;br&amp;gt;&lt;br /&gt;
...why is there any use for it? --[[User:Savok|Savok]] 18:52, 13 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I think it's useful. The need for more resources, unless you're extremely lucky in the beginning, is not satisfied by the fort's initial digging efforts or its natural expansion. This usually leads to the need to dig in order to reveal large areas, and more often not, the most intuitive method the player thinks up is not the most efficient for their situation. Mining labor, being pretty scarce even for a medium sized fortress, shouldn't be squandered by using an inefficient method, especially if you want fast results.&lt;br /&gt;
:--[[User:AlienChickenPie|AlienChickenPie]] 04:13, 14 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Mining labor? Scarce? O.o.&lt;br /&gt;
::Grab a few peasant immigrants (or miner immigrants if you get any - they come with picks), get picks for them, and start them mining. If you mine out a significant area (like, &amp;quot;enough that you want more than two miners&amp;quot;) you'll have legendary miners within a year.&lt;br /&gt;
::But alright. I do agree that efficiency in exploratory mining is useful, since without it you ruin the area and get lots of useless stone. However, I argue that this article states things that should not be in a manual of any sort: We don't tell you how to make your fortress. We tell you what happens when X happens and we tell you what to do to get Y.&lt;br /&gt;
::But you still disagree, I assume? Alright. If it really is bad, the article will get deleted/shrunk/merged. If it isn't, we should do it right.&lt;br /&gt;
::&amp;lt;nowiki&amp;gt;*brings out the umkey*&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
::--[[User:Savok|Savok]] 10:18, 14 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::I see what you're getting at, it would definitely be wrong to state design tips as facts or tell people how to build their fortress.&lt;br /&gt;
:::However, this article is intended to be a technical guide to mining methods, not a style guide. I'd like to make it as neutral and factual as possible.&lt;br /&gt;
:::Going over it again, I noticed that parts of it are written inappropriately for a technical article. For example, the usability part definitely steps quite a bit over the line, and I wouldn't mind seeing it removed or altered to contain only necessary facts.&lt;br /&gt;
:::--[[User:AlienChickenPie|AlienChickenPie]] 14:10, 14 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Proposal: Diagonal pattern ==&lt;br /&gt;
&lt;br /&gt;
Would it be useful to add this pattern?&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: monospace; white-space: pre; line-height: 126.5%&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
▒▒.▒▒▒▒.▒▒&lt;br /&gt;
▒.▒▒▒▒.▒▒▒&lt;br /&gt;
.▒▒▒▒.▒▒▒▒&lt;br /&gt;
▒▒▒▒.▒▒▒▒.&lt;br /&gt;
▒▒▒.▒▒▒▒.▒&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* Labor: 20% of the tiles are excavated.&lt;br /&gt;
* Scarcity: Any scarcity. Clusters as small as a single tile are revealed.&lt;br /&gt;
* Visibility: 100%.&lt;br /&gt;
* Reusability: With a bit of imagination you can build nice 3x3 rooms&lt;br /&gt;
&lt;br /&gt;
I usually dig a diagonal squares with the sides 25 tiles long. And use this pattern later. (See Minepoint at map archive). It shows (almost) every vein...[[User:Dorten|Dorten]] 09:16, 14 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I fixed the formatting. Hope you don't mind. --[[User:Savok|Savok]] 10:18, 14 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Not at all. I was hoping that someone would come over and give it a proper wiki makeover.&lt;br /&gt;
::As for the layout, It's incredibly good. It's superior to the rows layout in every way, and it's less work intensive than the 7X7 block layout while giving full visibility.&lt;br /&gt;
::Comparing all the layouts gave me an idea- We could group all the block layouts into a single block layout, seeing as they are all very similar and related. Different characters would denote different phases in the digging process. Then, we could introduce the block layout as modular, the diagonal layout as efficient and the hollow layout as thorough. I have half a mind to scrap the row layout altogether, seeing as it's pretty inferior.&lt;br /&gt;
::--[[User:AlienChickenPie|AlienChickenPie]] 14:33, 14 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Actually, I was talking to Dorten - I fixed his formatting.&lt;br /&gt;
:::Anyway, the row layout does have one advantage: It gets all tiles and can be designated relatively quickly. I would hate to designate the diagonal layout for a whole z-level.&lt;br /&gt;
:::Additionally, row layouts are actually more efficient than block layouts, per tiles dug, although they might not catch a vein running in parallel to them. --[[User:Savok|Savok]] 18:45, 14 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Macros help there a lot. Have you seen MinePoint? It was pretty quick.[[User:Dorten|Dorten]] 01:38, 18 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::No. What is it? --[[User:Savok|Savok]] 14:35, 18 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Proposal: Real mining shafts ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: monospace; white-space: pre; line-height: 126.5%&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt; &lt;br /&gt;
▒▒▒▒▒▒▒▒▒&lt;br /&gt;
▒X▒▒X▒▒X▒&lt;br /&gt;
▒▒▒▒▒▒▒▒▒&lt;br /&gt;
▒▒▒▒▒▒▒▒▒&lt;br /&gt;
▒X▒▒X▒▒X▒&lt;br /&gt;
▒▒▒▒▒▒▒▒▒&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* Labor: 11.1% of the tiles are excavated.&lt;br /&gt;
* Scarcity: Any scarcity. Clusters as small as a single tile are revealed.&lt;br /&gt;
* Visibility: 100%.&lt;br /&gt;
&lt;br /&gt;
You'll have to have a floor above it with tunnels to the stairs to go down, but after that floor, this provides maximum possible efficiency. --[[User:Savok|Savok]] 23:53, 14 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:This actually has an 11.1% Labor Efficiency. An added bonus is that it's easy to make into square rooms of various sizes, the stairways can be removed and used as doorways, or just carved out as part of the rooms. It really is similar to the rows method, except turned on end each mined tile exposes 8 tiles, instead of 2. Instead of scattered tiles I'd call it mine shafts, though. [[User:Basilisk|Basilisk]] 16:38, 20 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Erm. Oops. I'm usually better at math than that. *hurriedly fixes error* --[[User:Savok|Savok]] 14:54, 21 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: this pattern is a a lot of work to designate, so I created a ahk script to speed it up, hope no one minds the link.--[[User:Otherdwarf|Otherdwarf]] 17:04, 25 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I redid this script's functionality from scratch, and I decided that since the original did not function at all (under the current version of AHK), that replacing old one was justified.[[User:StrawberryBunny|StrawberryBunny]] 00:41, 6 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== query: similar minerals together==&lt;br /&gt;
&lt;br /&gt;
ive noticed whislt runnign explaratory mining in one of my forts that minerals often come in similar groups- for example i have one floor with 6 or seven garnerite viens and one with atleast 2 lignite veins. is this just coinicedence or a propper pattenr that should be noted on the page. i find i useful myself when looking for resuacres i have already had.&lt;br /&gt;
{{unsigned|Gnomegnome}}&lt;br /&gt;
&lt;br /&gt;
:Rock layers (sedimentary, metamorphic, etc.) tend to change according to depth (Z-levels), so you'll find stuff in one rock layer that won't be present in a lower rock layer.  That should be noted in the article, though other than that, I don't believe there's a pattern.--[[User:Maximus|Maximus]] 13:42, 2 November 2008 (EST)&lt;br /&gt;
:: i am aware of that it just i have seen a significant correalation to this effect in my current fortress, beyond what one might attribute to strata, it is a real one Z levels has the garnerite one Z level has the lingnite and one Z level has the hematite type distinciton, and was wondering if it was more that coincedence, also sorry about not signing my comment, i don't acutally know how :D&lt;br /&gt;
&lt;br /&gt;
== Separate section on effectively finding magma vents and underground rivers? ==&lt;br /&gt;
&lt;br /&gt;
As it stands, this focuses more on finding minerals and less on finding underground rivers/vents. Considering the unique challenges of the two (especially in regards to potential flooding/monsters), is there any advice specific to finding them quickly and safely? [[User:MagicJuggler|MagicJuggler]] 05:05, 3 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
: You could always try to search for cave spider silk web on the stock screen. Zoom to them and it will display where the chasm (and maybe other features, but that's how I found my chasm) is. For other feaure like cave river... perhaps searching for cave crocodile / slugman / other cave river critters corpses in the stocks screen ? [[User:Timst|Timst]] 05:19, 3 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::This does not work as the animals will not show up until they are [DECEASED] and they are not zoomable. ~----&lt;/div&gt;</summary>
		<author><name>Hoborobo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Exploratory_mining&amp;diff=39168</id>
		<title>40d Talk:Exploratory mining</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Exploratory_mining&amp;diff=39168"/>
		<updated>2008-11-08T20:33:57Z</updated>

		<summary type="html">&lt;p&gt;Hoborobo: /* Separate section on effectively finding magma vents and underground rivers? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a guide on how to search for valuable materials by mining.&amp;lt;br&amp;gt;&lt;br /&gt;
...why is there any use for it? --[[User:Savok|Savok]] 18:52, 13 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I think it's useful. The need for more resources, unless you're extremely lucky in the beginning, is not satisfied by the fort's initial digging efforts or its natural expansion. This usually leads to the need to dig in order to reveal large areas, and more often not, the most intuitive method the player thinks up is not the most efficient for their situation. Mining labor, being pretty scarce even for a medium sized fortress, shouldn't be squandered by using an inefficient method, especially if you want fast results.&lt;br /&gt;
:--[[User:AlienChickenPie|AlienChickenPie]] 04:13, 14 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Mining labor? Scarce? O.o.&lt;br /&gt;
::Grab a few peasant immigrants (or miner immigrants if you get any - they come with picks), get picks for them, and start them mining. If you mine out a significant area (like, &amp;quot;enough that you want more than two miners&amp;quot;) you'll have legendary miners within a year.&lt;br /&gt;
::But alright. I do agree that efficiency in exploratory mining is useful, since without it you ruin the area and get lots of useless stone. However, I argue that this article states things that should not be in a manual of any sort: We don't tell you how to make your fortress. We tell you what happens when X happens and we tell you what to do to get Y.&lt;br /&gt;
::But you still disagree, I assume? Alright. If it really is bad, the article will get deleted/shrunk/merged. If it isn't, we should do it right.&lt;br /&gt;
::&amp;lt;nowiki&amp;gt;*brings out the umkey*&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
::--[[User:Savok|Savok]] 10:18, 14 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::I see what you're getting at, it would definitely be wrong to state design tips as facts or tell people how to build their fortress.&lt;br /&gt;
:::However, this article is intended to be a technical guide to mining methods, not a style guide. I'd like to make it as neutral and factual as possible.&lt;br /&gt;
:::Going over it again, I noticed that parts of it are written inappropriately for a technical article. For example, the usability part definitely steps quite a bit over the line, and I wouldn't mind seeing it removed or altered to contain only necessary facts.&lt;br /&gt;
:::--[[User:AlienChickenPie|AlienChickenPie]] 14:10, 14 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Proposal: Diagonal pattern ==&lt;br /&gt;
&lt;br /&gt;
Would it be useful to add this pattern?&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: monospace; white-space: pre; line-height: 126.5%&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
▒▒.▒▒▒▒.▒▒&lt;br /&gt;
▒.▒▒▒▒.▒▒▒&lt;br /&gt;
.▒▒▒▒.▒▒▒▒&lt;br /&gt;
▒▒▒▒.▒▒▒▒.&lt;br /&gt;
▒▒▒.▒▒▒▒.▒&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* Labor: 20% of the tiles are excavated.&lt;br /&gt;
* Scarcity: Any scarcity. Clusters as small as a single tile are revealed.&lt;br /&gt;
* Visibility: 100%.&lt;br /&gt;
* Reusability: With a bit of imagination you can build nice 3x3 rooms&lt;br /&gt;
&lt;br /&gt;
I usually dig a diagonal squares with the sides 25 tiles long. And use this pattern later. (See Minepoint at map archive). It shows (almost) every vein...[[User:Dorten|Dorten]] 09:16, 14 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I fixed the formatting. Hope you don't mind. --[[User:Savok|Savok]] 10:18, 14 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Not at all. I was hoping that someone would come over and give it a proper wiki makeover.&lt;br /&gt;
::As for the layout, It's incredibly good. It's superior to the rows layout in every way, and it's less work intensive than the 7X7 block layout while giving full visibility.&lt;br /&gt;
::Comparing all the layouts gave me an idea- We could group all the block layouts into a single block layout, seeing as they are all very similar and related. Different characters would denote different phases in the digging process. Then, we could introduce the block layout as modular, the diagonal layout as efficient and the hollow layout as thorough. I have half a mind to scrap the row layout altogether, seeing as it's pretty inferior.&lt;br /&gt;
::--[[User:AlienChickenPie|AlienChickenPie]] 14:33, 14 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Actually, I was talking to Dorten - I fixed his formatting.&lt;br /&gt;
:::Anyway, the row layout does have one advantage: It gets all tiles and can be designated relatively quickly. I would hate to designate the diagonal layout for a whole z-level.&lt;br /&gt;
:::Additionally, row layouts are actually more efficient than block layouts, per tiles dug, although they might not catch a vein running in parallel to them. --[[User:Savok|Savok]] 18:45, 14 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Macros help there a lot. Have you seen MinePoint? It was pretty quick.[[User:Dorten|Dorten]] 01:38, 18 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::No. What is it? --[[User:Savok|Savok]] 14:35, 18 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Proposal: Real mining shafts ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: monospace; white-space: pre; line-height: 126.5%&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt; &lt;br /&gt;
▒▒▒▒▒▒▒▒▒&lt;br /&gt;
▒X▒▒X▒▒X▒&lt;br /&gt;
▒▒▒▒▒▒▒▒▒&lt;br /&gt;
▒▒▒▒▒▒▒▒▒&lt;br /&gt;
▒X▒▒X▒▒X▒&lt;br /&gt;
▒▒▒▒▒▒▒▒▒&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* Labor: 11.1% of the tiles are excavated.&lt;br /&gt;
* Scarcity: Any scarcity. Clusters as small as a single tile are revealed.&lt;br /&gt;
* Visibility: 100%.&lt;br /&gt;
&lt;br /&gt;
You'll have to have a floor above it with tunnels to the stairs to go down, but after that floor, this provides maximum possible efficiency. --[[User:Savok|Savok]] 23:53, 14 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:This actually has an 11.1% Labor Efficiency. An added bonus is that it's easy to make into square rooms of various sizes, the stairways can be removed and used as doorways, or just carved out as part of the rooms. It really is similar to the rows method, except turned on end each mined tile exposes 8 tiles, instead of 2. Instead of scattered tiles I'd call it mine shafts, though. [[User:Basilisk|Basilisk]] 16:38, 20 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Erm. Oops. I'm usually better at math than that. *hurriedly fixes error* --[[User:Savok|Savok]] 14:54, 21 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: this pattern is a a lot of work to designate, so I created a ahk script to speed it up, hope no one minds the link.--[[User:Otherdwarf|Otherdwarf]] 17:04, 25 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I redid this script's functionality from scratch, and I decided that since the original did not function at all (under the current version of AHK), that replacing old one was justified.[[User:StrawberryBunny|StrawberryBunny]] 00:41, 6 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== query: similar minerals together==&lt;br /&gt;
&lt;br /&gt;
ive noticed whislt runnign explaratory mining in one of my forts that minerals often come in similar groups- for example i have one floor with 6 or seven garnerite viens and one with atleast 2 lignite veins. is this just coinicedence or a propper pattenr that should be noted on the page. i find i useful myself when looking for resuacres i have already had.&lt;br /&gt;
{{unsigned|Gnomegnome}}&lt;br /&gt;
&lt;br /&gt;
:Rock layers (sedimentary, metamorphic, etc.) tend to change according to depth (Z-levels), so you'll find stuff in one rock layer that won't be present in a lower rock layer.  That should be noted in the article, though other than that, I don't believe there's a pattern.--[[User:Maximus|Maximus]] 13:42, 2 November 2008 (EST)&lt;br /&gt;
:: i am aware of that it just i have seen a significant correalation to this effect in my current fortress, beyond what one might attribute to strata, it is a real one Z levels has the garnerite one Z level has the lingnite and one Z level has the hematite type distinciton, and was wondering if it was more that coincedence, also sorry about not signing my comment, i don't acutally know how :D&lt;br /&gt;
&lt;br /&gt;
== Separate section on effectively finding magma vents and underground rivers? ==&lt;br /&gt;
&lt;br /&gt;
As it stands, this focuses more on finding minerals and less on finding underground rivers/vents. Considering the unique challenges of the two (especially in regards to potential flooding/monsters), is there any advice specific to finding them quickly and safely? [[User:MagicJuggler|MagicJuggler]] 05:05, 3 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
: You could always try to search for cave spider silk web on the stock screen. Zoom to them and it will display where the chasm (and maybe other features, but that's how I found my chasm) is. For other feaure like cave river... perhaps searching for cave crocodile / slugman / other cave river critters corpses in the stocks screen ? [[User:Timst|Timst]] 05:19, 3 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::This does not work as the animals will not show up until they are [DECEASED] and they are not zoomable. ~~----&lt;/div&gt;</summary>
		<author><name>Hoborobo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Bedroom_design&amp;diff=25824</id>
		<title>40d:Bedroom design</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Bedroom_design&amp;diff=25824"/>
		<updated>2008-11-04T19:35:45Z</updated>

		<summary type="html">&lt;p&gt;Hoborobo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are many ways to design the layout of bedrooms. Designs must consider simplicity and ease of designating, efficiency, and aesthetics. The ability to modify the design to enlarge, improve, or add rooms can be important as well. Proximity of the rooms to noise should also be considered.&lt;br /&gt;
&lt;br /&gt;
Many of the designs shown here were taken from [http://www.bay12games.com/forum/index.php?topic=16901.0 this forum post].&lt;br /&gt;
&lt;br /&gt;
== Plain square design ==&lt;br /&gt;
&lt;br /&gt;
If it is 2&amp;amp;times;2, 3&amp;amp;times;3 or more, square designs are probably the first choice of many players. Easy to plan, easy to put in place, this kind of design is one of the best when the player value his playing time instead of the overall layout of his fortress. While square designs are easy to reproduce en masse, most are not optimized either for beauty or space efficiency, two aspects that other designs excel at.&lt;br /&gt;
&lt;br /&gt;
[[Image:square_bedroom.png]]&lt;br /&gt;
&lt;br /&gt;
== Line design ==&lt;br /&gt;
&lt;br /&gt;
Line designs have the advantage of being very space efficient and very adaptative. From 1&amp;amp;times;1 to 1&amp;amp;times;4 and longer, it can fit almost anywhere, can be upgraded later on as long as you have the space behind your first original line and do not need excessive corridor space for the bedroom access. Simply dig a few lines out of an access tunnel already in use in your fortress and voila, you have new living quarters. This kind of minimalistic design is perfect for when the economy kicks in, as it can be adapted in a flash for any kind of low wage citizen.&lt;br /&gt;
&lt;br /&gt;
[[Image:line_bedroom.png]]&lt;br /&gt;
&lt;br /&gt;
== '''THLawrence's Living Pods''' ==&lt;br /&gt;
   &lt;br /&gt;
Apartment Complex:&lt;br /&gt;
{{qd|cols=13&lt;br /&gt;
|╔|═|═|╦|═|═|╦|═|═|╦|═|═|╗&lt;br /&gt;
|║|.|.|║|.|.|║|.|.|║|.|.|║&lt;br /&gt;
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&lt;br /&gt;
Lobby:&lt;br /&gt;
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&lt;br /&gt;
This design is compact and allows for a large number of rooms. Each room has 3 tiles and a door. To add the apartment complex build it one level above or below the lobby. The design can be stretched to make the rooms 3x2 or 3x3 depending on your preference. Though not as impressive as the fractal patterns it is very efficient in that it can allow for large numbers of dwarves to easily access the main hallway.&lt;br /&gt;
&lt;br /&gt;
== '''GnomeChomsky's Tessellated Apartments''' ==&lt;br /&gt;
&lt;br /&gt;
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Access can be from above and/or below by the stairs, or a hallway can be run into the dining room level by removing the bedroom at one of the cardinal points.  This design can be repeated as far as desired in the X, Y, and Z directions.&lt;br /&gt;
&lt;br /&gt;
== High density single floor housing ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Housing_by_Marble_Dice.png|thumb|244px|This is the 61x61 housing plan]]&lt;br /&gt;
&lt;br /&gt;
This fractal-inspired design combines space efficiency with wider access hallways to alleviate traffic.  Stairs are placed in the middle, and the design can expand indefinitely.  To decrease the size, remove the outermost perimeter hallway, and all connected bedrooms.  To increase the size, use the picture as a guide and follow the same radial pattern.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;padding:&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Size&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Capacity&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Max walk distance from center&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 29x29 tiles&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 48 dwarves&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 23 steps&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 45x45 tiles&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 120 dwarves&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 39 steps&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 61x61 tiles&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 224 dwarves&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 55 steps&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 77x77 tiles&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 360 dwarves&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 71 steps&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Shaft design ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Shaft_bedroom_design.gif|thumb|Shaft bedroom design with a few possible variations.]]&lt;br /&gt;
&lt;br /&gt;
The Shaft design allows various options for entry direction and central &amp;quot;shaft&amp;quot; use. The central shaft may be altered to create bedrooms, dining rooms and offices for minor nobles, &amp;quot;deluxe&amp;quot; bedrooms, hospital beds, or simply more bedrooms. The design can easily accomodate several different room sizes while maintaining efficiency. However, the design utilizes Z-levels for efficiency, and you must build several levels of Shaft designs to accomodate a fully grown fortress.&lt;br /&gt;
&lt;br /&gt;
The Shaft design can fit 20 2x2 rooms, or 30 1x1 rooms.&lt;br /&gt;
&lt;br /&gt;
== Fractal designs ==&lt;br /&gt;
&lt;br /&gt;
Betting on design beauty and on geometrical symmetry first, fractal designs can also be at the same time very space and walk efficient. They however require a lot of time and space both to plan and execute and are most likely out of reach of all but the most serious players. Most players however agree to say that they are the most incredible of all the designs around, if not the for the sheer challenge of successfully executing something as complex, then for the extra touch it give to the whole fortress as a whole once it is done.&lt;br /&gt;
&lt;br /&gt;
[[image:Raynard_square_delight1.png]] [[image:Raynard1.png]]&lt;br /&gt;
&lt;br /&gt;
[[image:Raynard_whirlpool_housing.png]]&lt;br /&gt;
&lt;br /&gt;
[[image:Hactar1_3_branch_tree.png]] [[image:Hactar1_Mandelbrot_Tree.png]]&lt;br /&gt;
&lt;br /&gt;
[[Image:SavokisLeaf08a032.png]]&lt;br /&gt;
&lt;br /&gt;
[[image:Andrelius_Windmill_Villas.png]]&lt;br /&gt;
&lt;br /&gt;
[[image:4bh0r53n_h-fractal.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Vaniver's Greek Cross design==&lt;br /&gt;
Minimizing walking distances requires good use of vertical space. This plan is simple, scalable, and only takes up a few floors- 6 if you have 32 per floor, 4 if you have 48. The maximum walking distance should be less than 20 (I'm not sure how much movement stairs take).&lt;br /&gt;
&lt;br /&gt;
[[image:VaniverGreek32.png]]&lt;br /&gt;
[[image:VaniverGreek48.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Decentralized Living==&lt;br /&gt;
In larger fortresses, one of the bigger problems is traffic.  Dwarves have a tendency to all get hungry, thirsty, and tired in waves, and a crowd of 50 of them storming your centralized food stockpiles, one big dining room, and dormitory tunnels can cause a lot of lost time while the hordes shuffle by eachother.  A good solution to this is decentralized archetecture, incorporating most of the essentials of every day life into numerous smaller areas.  This isn't to suggest that you shouldn't have a legendary dining hall set as a meeting area, capable of holding half your fortress at once.  You definitely should!  But decentralizing from that dining hall relieves a lot of congestion in the halls surrounding the main dining hall, and makes it easier for dwarves just to pass through.&lt;br /&gt;
&lt;br /&gt;
[[image:Living.GIF]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In this image, the access stairwell (blue fields in the center), spread out in all directions to a public barracks and dining room for poorer dwarves on the left and right to 3x3 private rooms to the top and bottom.  The design allows for two small stockpiles of food (gray fields) to minimize the walk to a dining hall.&lt;br /&gt;
&lt;br /&gt;
There's also built-in areas for impressive things like statues and cages (for zoos) to keep dwarves admiring your handiwork.  The 3x3 rooms are easy to get up to Decent or higher to keep your most useful dwarves happy as clams.  They're also conveinent for impromptu noble housing, since you can just knock out a wall between two rooms and convert one into a dining room for a whiny noble.  You could even expand the corner rooms a bit more on both the X and Y axes to make four 3x3 rooms to give the noble a dining room, tomb, and office all in one area.  This is especially useful for the mayor, who gets replaced every so often.  When a new Mayor is elected, one can reassign all the trappings to the new mayor in one go.  If you want an even more decentralized and calm traffic pattern, put tables and chairs in all the private rooms; dwarves will prefer to eat in their quarters.  The walls between the doors leading to the Barrack and Dining Room allow for 2 entrances and 2 exits to each predictably higher-traffic room while leaving a pillar of rock for an engraving.  The main corridor also allows you to branch off into 4 restraints per floor in a private 1x2 prison.  Since it's flanked by an animal cage and a statue (or, alternatively, 2 statues.  This may be better because Statues block movement and is effectively the same as surrounding the prisoner with walls) and in an area you want smoothed and engraved to begin with, it gives prisoners a leg upon their happiness immediately and -- once again -- prevents traffic jams from convicts being brought food and water in larger prisons.&lt;br /&gt;
&lt;br /&gt;
Another option for maximizing traffic throughput is to put a 1x3 line of upward stairwells on one end of the blue field, and a 1x3 line of downward stairwells on the other.  This simulates a 3-wide vertical corridor without the safety risks of up/down stairwells.&lt;br /&gt;
&lt;br /&gt;
You may also, at your discretion, knock out the statues and cages near the stairwell to make the entire plan a little more compact (though you lose the easy prisons in this case).  This plan can stretch on the x axis as much as you like, but note that the 1 wide corridors leading to individual rooms can get crowded if more than 10 dwarves are living along each one.  Even with the given layout, though, one floor supports 26 private rooms and as many as 14 public beds.  This works out quite nicely since one floor is enough to handle most immigrant waves, while existing floors' public beds can handle a decent amount of overflow.  The public barrack rooms can also be converted into prisons very easily (just put chains next to every bed) if you decide not to go with the main design.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Hoborobo 'get what yur given'==&lt;br /&gt;
&lt;br /&gt;
To be honest, bedrooms only need 2 things. A bed and space for the dwarf. Just carve a hole out of the rock and then carve 2 more tile at a parrell to the corridor. Place the bed in the one that is not directly connected to the corridor, and viola. Might not make your dwarves the happiest, but it works, good for my vast underground Soil Fortress' that I have anyway.&lt;br /&gt;
{{Buildings}}&lt;/div&gt;</summary>
		<author><name>Hoborobo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Defense_guide&amp;diff=43295</id>
		<title>40d:Defense guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Defense_guide&amp;diff=43295"/>
		<updated>2008-10-23T15:03:10Z</updated>

		<summary type="html">&lt;p&gt;Hoborobo: /* Flying animals */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Protecting your fortress from intruders is a complex task. There's a variety of threats to consider, and many ways to counter them. &lt;br /&gt;
&lt;br /&gt;
=General Guidelines=&lt;br /&gt;
&lt;br /&gt;
* '''Minimize fortress entrances:''' Have a strong distinction between inside and outside. This usually corresponds to underground and surface, but not always. Each point of contact needs to be hardened against attack. Don't make more entrances than necessary. If there is a useless opening, wall it off.&lt;br /&gt;
&lt;br /&gt;
* '''Concentric circles:''' One wall may not be enough. With the existence of door-destroying and bow-wielding attackers, a double wall between the inside and the outside is essential to fend off the worst assaults. The choke points between the circles are where you build traps and doors. Station troops between the walls. &lt;br /&gt;
&lt;br /&gt;
* '''Assume the worst:''' Build up your defenses ''before'' the enemy shows up. Plan on being [[siege]]d by hordes of [[goblin]] archers, [[troll]]s, [[kobold]] master thieves, [[giant eagle]]s, angry [[elephants]], and a [[bronze colossus]] all at once. Hopefully, you will never have to face that kind of threat, but being ready for anything is the best bet.&lt;br /&gt;
&lt;br /&gt;
=Threats=&lt;br /&gt;
&lt;br /&gt;
==Wild animals==&lt;br /&gt;
The first, and easiest, threat you will have to deal with is the local wildlife. [[Animal]]s are easily excluded by the humble [[door]] or [[hatch]], even if it's not [[forbidden]]. [[Elephant]]s are not nearly as aggressive as they were in the days of [[Boatmurdered]]. The main threat from animals are those that steal items, like [[raccoon]]s or eat your food, like [[bear]]s.&lt;br /&gt;
&lt;br /&gt;
With [[cage]] [[trap]]s and an [[animal trainer]] (or [[Dungeon master]]) animals can be useful. Dwarves love [[zoo]]s &amp;lt;!--, merchants will gladly take your caged animals, --&amp;gt; and they provide a [[food]] source in times of need.&lt;br /&gt;
&lt;br /&gt;
==Thieves &amp;amp; snatchers==&lt;br /&gt;
Any creature with a career title of [[thief]] or master thief has a few nasty abilities. First, they are invisible until spotted by your dwarves or tame [[animal]]s. When spotted, there's an [[alert]] message, either &amp;quot;Protect the hoard!&amp;quot; or &amp;quot;Protect the children!&amp;quot; depending on the type of thief. Second, they can open [[forbidden]] [[door]]s. Not just for themselves either, the door stays open until a military dwarf &amp;quot;secures&amp;quot; the door, allowing any random creature to walk in. This can be a nasty surprise for players who aren't expecting it. Third, they bypass your [[trap]]s. Thankfully, they don't disarm them the way they neutralize doors. This trap avoidance isn't perfect, there's some element of luck involved, and kobold thieves seem to be a lot better at it than goblins. A thief caught in a cage trap will be revealed automatically, even if no dwarf is in sight of the trap. Last of all, they make dangerous prisoners. Unlike military captives, thieves will break free and attack if you attempt to transfer or [[pit]] them.&lt;br /&gt;
&lt;br /&gt;
==Ambushes==&lt;br /&gt;
An [[ambush]] is a small number of enemies (less than ten) that are invisible until spotted, like thieves, but somewhat easier to detect. The alert message is &amp;quot;An ambush! Curse them!&amp;quot; They skulk around the outside of your fortress, looking for a target of opportunity. They will often attack [[caravan]]s as they move to your depot. Ambushers have random weapons, and typically have a leader (with a career title of &amp;quot;guard&amp;quot;) with a different weapon from the rest. &lt;br /&gt;
&lt;br /&gt;
If you have [[woodcutter]]s or [[hunter]]s roaming the surface, they are likely to be the first to encounter the ambush. This can provide a kind of early alert system, but you'll lose a few of them.&lt;br /&gt;
&lt;br /&gt;
==Sieges==&lt;br /&gt;
''See [[Siege]]''&lt;br /&gt;
&lt;br /&gt;
A siege is a large number of attackers that are announced as soon as they appear on the map. The alert message is &amp;quot;A vile force of darkness has arrived!&amp;quot; While siegers are on the map, the word &amp;quot;SIEGE&amp;quot; appears in the top corners of the screen. Siegers are organized into a number of squads, each squad having a different weapon choice. A siege can be led by a leader figure, often a master warrior. Goblin siegers sometimes bring along creatures such as [[troll]]s or [[beak dog]]s.&lt;br /&gt;
&lt;br /&gt;
==Enemy archers==&lt;br /&gt;
Attackers with [[bow]]s or [[crossbow]]s are much, much more threatening than those with melee weapons. Out-shooting them with your marksdwarves is risky, and charging them with melee fighters is even worse. Advanced techniques are needed to shield your dwarves from the deadly rain of arrows. &lt;br /&gt;
&lt;br /&gt;
==Building destroyers==&lt;br /&gt;
Some creatures have BUILDINGDESTROYER [[creature tokens]] in the data files. This gives them the fearful capacity of tearing apart your doors and bridges (and floodgates?). Trolls have this ability, as do some megabeasts. This doesn't allow creatures to knock down constructed walls.&lt;br /&gt;
&lt;br /&gt;
==Flying animals==&lt;br /&gt;
Currently,without modding, the only flying creatures are wild animals, like the [[giant eagle]]. Be aware.&lt;br /&gt;
&lt;br /&gt;
==Megabeasts==&lt;br /&gt;
A [[megabeast]] appears alone, with an alert message that mentions the beast by name. These creature are quite powerful. Approach with caution. &lt;br /&gt;
&lt;br /&gt;
==Death from below==&lt;br /&gt;
There are threats below the surface as well as above. If you breach a [[chasm]], underground [[river]] or lake, wild [[animal]]s and hostile [[humanoid]]s will occasionally emerge to attack your dwarves. They rarely attack in numbers, and can usually be defeated by ordinary traps and doors. &lt;br /&gt;
&lt;br /&gt;
Underground threats may be more common in future versions. Underground roads may allow other [[civilization]]s to siege you from below. {{version|0.28.181.39c}}&lt;br /&gt;
&lt;br /&gt;
=Elements=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Soldiers==&lt;br /&gt;
The core of any defense plan is the soldiers. A [[sparring|trained]], [[weapon|armed]], and [[armor]]ed [[military]] is the only way to bring the fight to the enemy. Keeping them in position is the tricky part. &lt;br /&gt;
&lt;br /&gt;
===Roughing it===&lt;br /&gt;
Always have your soldiers carry food. They will each need  a [[backpack]] to carry it. This keeps your soldiers from wandering off to eat. You can also have them carry [[water]] in [[waterskin]]s or [[flask]]s, but this isn't recommended for the long term, as it keeps your soldiers from drinking [[alcohol]]. For an around the clock guard, have them sleep on the ground while on duty. Hopefully the sounds of combat will wake them up before they get killed. Sleeping on the floor causes unhappy [[thought]]s. &lt;br /&gt;
&lt;br /&gt;
===Daylight training room===&lt;br /&gt;
Put a [[weapon rack]] on the surface near your entrance and make it a training room. Training dwarves will be in position if there's trouble. This also helps prevent [[cave adaption]] in your military. You can use an [[archery target]] this way, too. &lt;br /&gt;
&lt;br /&gt;
==Doors and hatches==&lt;br /&gt;
The most obvious way to keep any enemy out is with a [[door]].  You can [[forbid]] doors to keep [[humanoid]] enemies out, and your dwarves in. Outer doors can be closed against animals, to keep beloved [[pet]]s from wandering into enemy fire. A [[floor hatch]] is just a vertical door.&lt;br /&gt;
&lt;br /&gt;
==Walls==&lt;br /&gt;
Constructing walls around your entrance is an essential part of fortress defense. Currently, no creature can knock down a wall. Not only does it keep enemies out, your archers can stand on top of the wall and fire down. Keep in mind that this makes them vulnerable to enemy fire. To protect against that, build fortifications. &lt;br /&gt;
&lt;br /&gt;
==Fortifications==&lt;br /&gt;
Fortifications block movement, and allow some missiles to pass through. Projectiles have a chance of being blocked, based on the firer's skill and distance to the fortification. There's no miss chance if the firer is adjacent to the fortification. Keep your marksdwarves close and keep enemies away. Build fortified firing platforms above ground level and put a nice wide moat between the wall and the enemy. &lt;br /&gt;
&lt;br /&gt;
==Moats and bridges==&lt;br /&gt;
A retractable [[bridge]] over a [[moat]] is an almost airtight defense. The moat keeps building-destroyers away from the bridge, and the raised bridge blocks arrow fire. There are two important things to remember: Always build the bridge to raise towards the ''inside''. The [[lever]] has to be pulled by a civilian, not a soldier. &lt;br /&gt;
&lt;br /&gt;
The moat doesn't have to be filled with water or magma. Arguably, a dry moat is a better defense. If you want to build an escape rout out of your moat, make sure is leads to the outside, and is barred by a door (at least). &lt;br /&gt;
&lt;br /&gt;
A moat with a non-retractable bridge is still potentially useful: It keeps enemy archers away from your fortifications, and it channels enemies into a narrow area. &lt;br /&gt;
&lt;br /&gt;
A drawbridge without a moat is just a big remote control door. This doesn't work with retracting bridges!&lt;br /&gt;
&lt;br /&gt;
==Remote control doors==&lt;br /&gt;
If you link a [[lever]] to a door, it becomes impossible for your dwarves to open and close it normally. Pulling the lever is the only way to open it. This keeps your dwarves locked in as well as keeping enemies out. It's unknown if thieves can open a door once it's linked. &lt;br /&gt;
&lt;br /&gt;
A [[floodgate]] can be used just like a door, with two differences: A floodgate can be placed next to another floodgate, unlike a door, which needs to be adjacent to a wall. A floodgate is closed by default, and can only be opened with a lever. Be careful not to trap your dwarves. &lt;br /&gt;
&lt;br /&gt;
A [[hatch cover]] can also be used this way. &lt;br /&gt;
&lt;br /&gt;
As mentioned, a drawbridge works as a door&lt;br /&gt;
&lt;br /&gt;
You can use automate a door by using a [[pressure plate]] instead of a lever, but there are many complications there. &lt;br /&gt;
&lt;br /&gt;
==Traps==&lt;br /&gt;
The most reliable way to stop intruders is lots of [[trap]]s. A thief's trap avoidance is subject to chance. A line of traps can wipe out an ambushes entirely, and inflict a lot of damage on a siege. &lt;br /&gt;
&lt;br /&gt;
===Stone fall trap===&lt;br /&gt;
This is the easiest trap to build, so you can easily build them in large numbers. Building lots of them is an easy way to earn experience for your [[mechanic]], and add to your fort's defenses at the same time. Surround every intersection and stairway. &lt;br /&gt;
&lt;br /&gt;
===Cage trap===&lt;br /&gt;
A very strong type of trap. Maybe even too strong. Currently, even a wooden or glass [[cage]] can hold indefinitely any creature, even trolls and megabeasts. Also, a cage trap never fails. A large creature can shrug off damage from a stone or weapon trap, but nothing can escape from a cage. Use cage traps as your outermost traps to catch the occasional wandering animal. A wounded [[elephant]] or [[unicorn]] in your front courtyard is not good at all. &lt;br /&gt;
&lt;br /&gt;
===Weapon trap===&lt;br /&gt;
The gold standard of traps. This is the only simple trap that works repeatedly without reloading. They do get jammed, however. View the trap with the '''items in room''' {{key|t}} mode, and if there's a corpse inside the trap, it's jammed. None of the weapons on a jammed trap will function. It may be wiser to have several weapon traps with fewer weapons, rather than a smaller number of ten-weapon traps. &lt;br /&gt;
&lt;br /&gt;
Using [[crossbow]]s in weapon traps avoids the problem of jamming, but they must be kept loaded with [[ammo]]. &lt;br /&gt;
&lt;br /&gt;
==Guard animals==&lt;br /&gt;
[[Chain]]ed animals are sentries, not fighters. Most animals aren't strong enough to take more than one goblin warrior. Enemies with bows are even worse. The real purpose of guard animals is to spot thieves. Anything will do here, a cat is fine too. Don't use something useful, like a war dog. Put animals in narrow corridors, in places where enemy archers can't see them. &lt;br /&gt;
&lt;br /&gt;
===Meeting hall as defense===&lt;br /&gt;
You can use a meeting hall [[zone]] to attract animals to a given area. This makes a pretty poor defense in general, but in the very early game, it's a way to defend your wagon and stockpiles from thieving animals. Remove the zone later, or it attracts idle dwarves and children. &lt;br /&gt;
&lt;br /&gt;
===Bait animals===&lt;br /&gt;
Most enemies will go after your animals just as blindly as they attack your dwarves. An expendable chained animal can bait enemies into dangerous passages, even into places unconnected to your fortress.&lt;br /&gt;
&lt;br /&gt;
==Siege engines==&lt;br /&gt;
[[Siege engine]]s are not very useful in the current version. Catapults are only useful for training and stone disposal. Ballistas are deadly, but fire expensive ammunition, and hit both friend and foe alike. &lt;br /&gt;
&lt;br /&gt;
Remember that [[siege operator]]s are civilians. Fortunately, siege engines can fire through fortifications, just like normal projectiles. &lt;br /&gt;
&lt;br /&gt;
==Pillboxes and turrets==&lt;br /&gt;
Build a [[tower]] specifically to post archers on. This lets you open fire before the enemy approaches your gates. A pillbox can be attached to your walls, or separate, so that the only access is from tunnels below. Carve fortifications on the second or third floor, so your dwarves can fire out. For extra usefulness, build a [[barracks]], [[archery target]], [[food]] [[stockpile]], and [[dining room]] in or near the tower. &lt;br /&gt;
&lt;br /&gt;
===Siege engine turrets===&lt;br /&gt;
If it's big enough, build a [[siege engine]] inside a pillbox. The device needs to be on ground level. Only a single tile of fortifications is needed to fire through the wall. You may want to build a moat or secondary wall to keep enemies at a distance. Position the tower to fire where invaders tend to congregate. Since [[siege operator]]s are civilians, the &amp;quot;dwarves stay underground&amp;quot; order must be off.&lt;br /&gt;
&lt;br /&gt;
=Considerations=&lt;br /&gt;
&lt;br /&gt;
==Civilians stay underground==&lt;br /&gt;
This setting, in the [[orders and options]] menu is the easiest way to keep your non-military dwarves out of sight of the enemy. It is far from perfect, as dwarves will do the &amp;quot;entrance dance.&amp;quot; They will attempt to leave the fortress, and only cancel jobs once they reach the surface. &lt;br /&gt;
&lt;br /&gt;
It takes a truly airtight fortress to turn this setting off while there are still enemies outside. It's only safe to turn this setting off once the drawbridges and such have sealed off your fortress entirely. If there's even one exit, your dwarves will use it. Try testing this while it's safe: Raise the bridges, just like you would in a siege, and designate some trees for cutting. If there's a way out, your woodcutters will find it. &lt;br /&gt;
&lt;br /&gt;
* '''Screen the entrance.''' Build a simple wall around your entryway. This will keep your dwarves safe from enemy fire while doing the entrance dance. &lt;br /&gt;
&lt;br /&gt;
* '''Seal the entrance.''' Prevents the entry dance, but also blocks your soldiers, which can trap them underground. &lt;br /&gt;
&lt;br /&gt;
* '''Forbid dropped equipment and corpses.''' Mark every item on the battlefield as [[forbidden]]. This includes any items dropped by dead merchants or scuttled wagons. You can have this done automatically for dwarf and enemy corpses and inventories in the '''orders''' {{key|o}} menu at the '''forbid options''' {{key|F}}.&lt;br /&gt;
&lt;br /&gt;
* '''Delete stockpiles and turn off tombs.''' As a preemptive measure, you can delete your stockpiles. Dwarves don't haul things if there's no [[stockpile]] to place them in. Turning off or removing [[coffin]]s stops burials as well. &lt;br /&gt;
&lt;br /&gt;
* '''Keep them busy.''' Make a bunch of busy-work for your dwarves, just to keep them underground. It's not perfect but it helps. Time to re-organize your stockpiles.&lt;br /&gt;
&lt;br /&gt;
==Lever room==&lt;br /&gt;
Be careful where you place the [[lever]]s controlling your drawbridge. Or any lever at all, for that matter. Make sure that the entire path to each lever is [[underground]] or your dwarves might keep canceling the &amp;quot;pull lever&amp;quot; job. You can test this during peacetime, too. Try putting all your defense-related levers in a single room, and put a door on the entrance. Then you can lock your lever-puller inside to ensure rapid response time.&lt;br /&gt;
&lt;br /&gt;
Another solution to the problem of rapid response time is to make your lever room double as a [[Screw pump|pump]] room.  Pumping is a good way to build up your dwarves' [[Attribute|attributes]] regardless of whether the pump is doing work or not.  If you want a dedicated lever operator or three, turn off all their labors except pumping, and set the pumps up so that they can be operated exclusively by your dedicated lever operators.  Rotate these positions every so often so the attribute gain will be distributed among multiple dwarves.&lt;br /&gt;
&lt;br /&gt;
For the truly ambitious, the lever room could be spread over multiple levels, and the pumps could work together to power one or more artificial [[Waterfall|waterfalls]].  (Waterfalls work well in this case because their operation is not fortress-critical, and your dwarves like the mist they produce.)&lt;br /&gt;
&lt;br /&gt;
==Trade depot==&lt;br /&gt;
Factoring in access to the [[trade depot]] adds a layer of complexity. Letting merchants in while keeping enemies out requires a careful balance. The merchants do reveal ambushes, and they can arrive in the middle of a [[siege]]. &lt;br /&gt;
&lt;br /&gt;
[[Wagon]]s need a three tile wide path to the depot. You will probably want to build the depot underground, so civilian dwarves can access the depot. Wagons can't use stairs, so you need a three-tile [[ramp]], unless you can dig into the face of a cliff.&lt;br /&gt;
&lt;br /&gt;
===Airlock defenses/buffer zone===&lt;br /&gt;
Build two walls, each with a drawbridge. Build the trade depot in the buffer zone between them. Keep the outer bridge open, and the inner one closed. When the merchants appear, put crossbows on the walls to guard their approach. Once all the merchants are safely inside, close the outer bridge. Once there's no enemies left in the buffer zone, open the inner bridge so your civilians can start loading up the depot. &lt;br /&gt;
&lt;br /&gt;
The airlock pattern can be useful even without putting the depot there. Let a few siegers in at a time, and crush them. Reset the traps, Rest up the soldiers, and repeat.&lt;br /&gt;
&lt;br /&gt;
==Civilians trapped outdoors==&lt;br /&gt;
Anything that blocks intruders will also block your dwarves. This can cause the problem of dwarves being trapped outside with the enemy. Having more than one entrance can be useful here.  If you make these entrances accessible by drawbridge only, and keep the drawbridge up most of the time, having lots of entrances shouldn't be too much of a problem.&lt;br /&gt;
&lt;br /&gt;
==Branching corridors==&lt;br /&gt;
Enemies will take the most direct path to your fortress. You can use this to your advantage. Have two paths to the fortress: a long, twisting, three-wide road, and a shorter, one tile wide, trap-filled passage. Attackers will usually prefer the short and deadly path. This makes a good line of fire for a ballista, too.&lt;br /&gt;
&lt;br /&gt;
This isn't a perfectly reliable method, but surprisingly effective. &lt;br /&gt;
&lt;br /&gt;
===AI abuse===&lt;br /&gt;
Taking advantage of pathfinding AI is a whole guide in itself. Try leaving a door un-forbidden during an attack. When the bad guys approach the door, forbid it, and the enemy will wander off. Unlock it again, and they turn around and head back towards the door again. You can get enemies to march back and forth over a set of traps this way. This might count as an [[exploit]].&lt;br /&gt;
&lt;br /&gt;
===Roach motel===&lt;br /&gt;
Build a long, narrow, and twisty passage, accessible from the outside, but unconnected to your fortress. Build as many traps as you like. Place a bait animal inside. Enemy attackers walk right in, and get torn apart by the traps. If any manage to make it to the end, and kill the useless animal, they're surrounded by traps, and no closer to your fortress. &lt;br /&gt;
&lt;br /&gt;
If the roach motel is deep enough underground, you can build a tunnel above it, channel down, and mark the channel a [[Activity_zone#Pit.2FPond|pit]]/pond. That way, you can &amp;quot;reload&amp;quot; a new bait animal.&lt;br /&gt;
&lt;br /&gt;
==Water sources==&lt;br /&gt;
Access to [[water]] can be important. Wounded dwarves need water, so if there's not an underground water source, you'll lose valuable soldiers to thirst. Try to have a [[well]] or cistern your dwarves can use safely. Remember to keep an extra [[bucket]] or two available.&lt;br /&gt;
&lt;br /&gt;
==Pathing slowdowns==&lt;br /&gt;
If you're playing on a low-powered machine and you close up all entrances to your fortress during a siege, your game may grind to a halt and/or crash as the siegers continuously fail at pathfinding into your fortress. Bait animals may alleviate this.&lt;br /&gt;
&lt;br /&gt;
=Examples=&lt;br /&gt;
&lt;br /&gt;
==3 Bridges==&lt;br /&gt;
&lt;br /&gt;
[[Image:defense_3bridges.png|thumb|right]]&lt;br /&gt;
An example of some advanced defensive construction tactics to deal with vile forces of &amp;quot;any&amp;quot; size. (See picture).&lt;br /&gt;
&lt;br /&gt;
*'''Bridge 1''' seals off the entire base&lt;br /&gt;
*'''Bridge 2''' forces everyone to take the long, winding, heavily trapped path of death.&lt;br /&gt;
*'''Bridge 3''' seals the inside of the fortress&lt;br /&gt;
&lt;br /&gt;
Clever triggering of the bridges allows you to break the hostile forces into smaller chunks to be trapped in the courtyard while being caught in traps and a crossfire of arrows from the fortifications around.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Hoborobo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Giant_eagle&amp;diff=15058</id>
		<title>40d Talk:Giant eagle</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Giant_eagle&amp;diff=15058"/>
		<updated>2008-08-13T19:38:12Z</updated>

		<summary type="html">&lt;p&gt;Hoborobo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;More dangerous than [[carp|Carp]]?  Oooh...we need a [[King of the beasts]] page just to debate the most evil of creatures.--[[User:Draco18s|Draco18s]] 12:11, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Are we sure that a giant eagle really gives 10 bones, and 10 meat? The thing must be the size of an elephant. That's more like a Roc, not an eagle.&lt;br /&gt;
&lt;br /&gt;
:Well, that *is* basically what a Roc is. No one said how big 'giant' is. I wouldn't be surprised if giant eagles could eventually pick up and drop dwarves. --[[User:N9103|Edward]] 02:30, 31 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Actually, there were real Giant Eagles before but they went extinct. They had a wingspan of 2.6m to 3m, according to Wikipedia. But then again, this would be a mythological Giant Eagle, so I guess it could be any size. Oh, and checking the coding on the thing, it's size is a little under 2/3 that of an Elephant, which for a bit of guidance, is on average about 3 meters tall.[[User:Plasma|Plasma]] 18:52, 12 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I have a couple of those GEs hovering in the middle of the map, any chance i could catch one? --[[User:Digger|Digger]] 12:09, 25 February 2008 (EST)&lt;br /&gt;
: I'd doubt it. You'd have to be pretty damn lucky to trap a flying creature in a cage on the ground. The only way you could do it would be to lure it into a corridor, as it means it won't be able to fly. [[User:Plasma|Plasma]] 18:52, 12 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Dangerous??? ==&lt;br /&gt;
&lt;br /&gt;
After this wiki page, I was really scared when at some point a zombie giant eagle occured and marched straight into my fortress. in the end, my untrained woodcutter slaughtered it and had to stay in bed for half a week due to minor injuries. The second zombie giant eagle was killed by a single skilled wrestler (very agile, so he was the first to arrive) without armour and without getting injured. Is the information on the page really correct? Or should it rather be &amp;quot;dangerous for non-military dwarves&amp;quot;? &amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:Qwertyu|Qwertyu]] ([[User talk:Qwertyu|talk]]•[[Special:Contributions/Qwertyu|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: more so since sending peasants as recruits into the fray and see them die is not a proof that a creature is so especially dangerous. --[[User:Koltom|Koltom]] 03:22, 10 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Giant Eagles are so powerful because they use swift hit-and-run attacks, darting out of the sky to attack it's target, and return back to the sky, making it very hard to fight normally. Not only would a zombie Giant Eagle be much slower (and perhaps be on the ground too, I don't know), but having one stuck inside your fortress means that it can't fly at all. [[User:Plasma|Plasma]] 18:52, 12 June 2008 (EDT)&lt;br /&gt;
 &lt;br /&gt;
::Wait a second though. He said &amp;quot;marched straight into my fortress&amp;quot; as in not flying... as in nothing more than a plain zombie... Go figure that a walking bird that's meant to fly isn't dangerous! Personally, I doubt a flying GE would ever enter a fortress. Normal (or otherwise flying, do skel-GEs fly?) Giant Eagles are very dangerous *because* they fly. They easily avoid any dwarves that would be a danger to it, while picking off any peasant that goes outdoors. I haven't heard much talk about them since the z-level ranged attacks were fixed, (didn't use to shoot between z-levels for a bit after z's were implemented,) so perhaps the fact that they fly isn't a big problem if you've got a supply of bolts and a decent marksdwarf. But I could be wrong on both accounts, who knows? Proof is always welcome of either way! --[[User:N9103|Edward]] 05:07, 10 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: Well, parts of my fortress needed a roof, that's how it entered. But don't attack undead everything? So if you send your military dwarves, it should attack them instead of some poor peasants, correct? Besides, especially the Zombie GE is so slow that even my exhausted half-time fighters (They had just practiced their wrestling with a group of skeletal hoary marmots) could outcrouch it, so I cannot imagine that it would make such an incredible killer even if it spent more time flying. -- [[User:Qwertyu|Qwertyu]] 10:30, 10 March 2008 (CET)&lt;br /&gt;
&lt;br /&gt;
::::Oh, but you haven't seen a skeletal eagle--the time I saw it, it was horrific...I brought six dogs with me to a terrifying mountain, and I was busy digging out a fort next to the volcano nearby. Then, I saw &amp;quot;______ cancels store item in stockpile: Interrupted by Skeletal giant eagle.&amp;quot;&lt;br /&gt;
::::My god, that scared the hell out of me, and rightfully so. It SLAUGHTERED my six dogs with about what looked like one hit each (about a fourth of a second each kill) and then seemed to ''guard the wagon'' which had my supplies and about 20 more tin bars (I'd hauled about a third of them). It then came back later on to harrass the Solen building the water pumping system--which, for that matter, froze up later on.&lt;br /&gt;
::::EDIT: Yes, skeletal GEs fly.&lt;br /&gt;
::::...Man, that fort was...odd. ~ [[User:Midna|Midna]] 12:11, 23 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::I had just started out in a calm area and looked on the unit list and saw a giant eagle, I couldn't stop my hunter from going after it and he was unfortunatley killed by it. Afterwards it was considered legend (I guess) and named Woodchoke. --[[User:DUMBELLS|DUMBELLS]] 15:09, 25 May 2008 (EDT)&lt;br /&gt;
:::::Ah, I remember I had a similar situation. Only replaced &amp;quot;six dogs&amp;quot; with &amp;quot;six dwarves&amp;quot;. Owch. And, in case you're wondering, the seventh dwarf didn't escape, he just got mauled by a Skeletal Mountain Goat. [[User:Plasma|Plasma]] 18:46, 12 June 2008 (EDT)&lt;br /&gt;
::::::As others have said, the thing that makes giant eagles dangerous is their flight. At least you can generally keep your dwarves away from elephants or place traps to keep them away from your dwarves. It's probably almost impossible to stop a giant eagle with a trap, and you can't even keep track of its position because civilian dwarves don't seem to be scared by it till it drops to their Z-level - if it's flying around six levels above that road you're building, none of your dwarves will sound the alarm until it swoops down out of nowhere to eviscerate a peasant. It's probably not anywhere near as tough as an elephant in melee combat (a single war dog, though mortally wounded in the process, managed to knock one out long enough for me to notice and send a dwarf to finish it off), but the psychological torment more than makes up for it - it's silent and deadly. Topping it all off is that while marksdwarves make short work of it, marksdwarves are just about the only thing that can kill it on your terms. If you don't have any, you have to just have to wait around and hope it attacks someone strong enough to take it out. [[User:Gelmax|Gelmax]] 01:48, 16 July 2008 (EDT)&lt;br /&gt;
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:When I saw a Skeletal Giant Eagle appear, due to the article I was terrified.  Needless to say, they are no where near as dangerous as they are made out to be.  2 semi-trained marksdwarves and a recruit marksdwarf were able to kill it with only one loss.  I don't think the article is doing any favors to new players by encouraging them to abandon their fortress at the site of one. --[[User:Aristoi|Aristoi]] 15:31, 13 August 2008 (EDT)&lt;br /&gt;
 &lt;br /&gt;
::When I encountered one in Adventure mode as a professional Hammerer i was pretty scared but I killed it in one hit!! [[User:Hoborobo|Hoborobo]] 15:38, 13 August 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Hoborobo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Tree&amp;diff=25685</id>
		<title>40d Talk:Tree</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Tree&amp;diff=25685"/>
		<updated>2008-08-12T07:43:22Z</updated>

		<summary type="html">&lt;p&gt;Hoborobo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;So what's the deal with named trees near elf settlements?  They seem to stop a short distance from the location of the closest elf.  I think I accidentally cut one down, but the elves haven't responded. [[User:Dolohov|Dolohov]] 10:48, 12 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Underground tree farm ==&lt;br /&gt;
&lt;br /&gt;
Well, out of fear of goblin ambushes... and many dead dwarfs later. I decided to make my very own tree farm. Ive got it working, and theres trees growing, but there are rocks all over the place. Do I need to move these rocks to be able to designate these trees to be cut down? I would prefer not to move these 3 or 400 rocks, but what must be done, must be done. --Wafl&lt;br /&gt;
:You do have to move the rocks. You can use the Designate Dump [[Macros_and_keymaps|AutoHotkey script]] to quickly dump a large area of stone, though. --[[User:GreyMario|GreyMario]] 00:17, 8 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Grow Time ==&lt;br /&gt;
In my current fortress, I've deforested the map. Then after it I dried the pools. This was in summer of 1055. Now is the late spring of 1057 and I have full-grown Mahogany in one of the pools. It matured in less than two years! Need to check this--[[User:Dorten|Dorten]] 08:27, 15 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Do items produced from different tree's wood have different value? Are there more valuable trees than others? --[[User:DDouble|DDouble]] 20:27, 17 April 2008 (EDT)&lt;br /&gt;
:I'm pretty sure all wood is equally valuable.  But different woods have different weights, feather tree wood being extremely light. --[[User:Bouchart|Bouchart]] 21:07, 17 April 2008 (EDT)&lt;br /&gt;
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== Growing trees in soil ==&lt;br /&gt;
&lt;br /&gt;
I watered my stone in order to get trees to grow, but trees are not growing in my soil. Do I need to water the soil?--[[User:Wafl|Wafl]] 11:38, 18 April 2008 (EDT)&lt;br /&gt;
:Trees will not grow inside your fortress, unless you channel out the ceiling. If you want to make wood inside your fort you need to embark on a map with cave river or cave lake. When you discover them all non-smoothed muddied natural floor tiles will have a chance to spawn tower cap sapling. They don't need to be muddied with water from this underground feature, any mud will do. Channeling aboveground river underground won't create trees. To find underground water you can use regional prospector utility, it works very well. --[[User:Someone-else|Someone-else]] 15:15, 4 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Magma resistance ==&lt;br /&gt;
&lt;br /&gt;
Trees resist magma like they do resist water. Shouldn't that be included in the article? --[[User:Someone-else|Someone-else]] 15:16, 4 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Colored Trees ==&lt;br /&gt;
&lt;br /&gt;
In the current version df_28_181_39f trees are changing color. On my map I have seen many trees go from the normal green color they have to yellow and orange. None of the trees were of that color when I first embarked so perhaps age has something to do with it.[[User:Mission0|Mission0]] 02:14, 11 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:And have you taken note of what season it is, when these trees change colour? :) --[[User:Raumkraut|Raumkraut]] 03:24, 11 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: The trees don't all change color at the same time. I've even watched trees of the same type change color at different times. I'm still in my first year and just now hit Winter. All the Trees are Orange now.[[User:Mission0|Mission0]] 12:40, 11 August 2008 (EDT)&lt;br /&gt;
:: You may be right, the trees that changed color turned into leafless trees when the winter hit.&lt;br /&gt;
&lt;br /&gt;
== Deciduousness ==&lt;br /&gt;
&lt;br /&gt;
I'm assuming that the &amp;quot;Autumnal&amp;quot; heading in the table was referring to trees whose leaves change colour in the autumn. I've changed the heading to &amp;quot;Deciduous&amp;quot;, because as far as I am aware &amp;quot;Autumnal&amp;quot; is used to describe a tree currently undergoing the colour change, rather than a tree which is capable of it. Fun with pedantry! --[[User:Raumkraut|Raumkraut]] 22:49, 11 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Supports ==&lt;br /&gt;
&lt;br /&gt;
I know it sounds crazy but once in adventure mode I smashed a Wolf onto a tree from the z-level above it. The dead body of the wolf stayed there for until I used the Travel Mode thing. Can anyone back this up? --[[User:Hoborobo|Hoborobo]] 03:43, 12 August 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Hoborobo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Gem&amp;diff=23004</id>
		<title>40d Talk:Gem</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Gem&amp;diff=23004"/>
		<updated>2008-08-10T12:30:09Z</updated>

		<summary type="html">&lt;p&gt;Hoborobo: /* Availability */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;So... What's the difference between large gems and cut gems? [[User:Xaque|Xaque]] 09:42, 7 November 2007 (EST)&lt;br /&gt;
:Large gems are a &amp;quot;finished produce.&amp;quot; Cut gems are used to decorate stuff [[User:VengefulDonut|VengefulDonut]] 19:12, 9 November 2007 (EST)&lt;br /&gt;
::So how do I make large gems for a mandate? All the ones I have cut just end up ordinary sized (no label). [[User:Yvain|Yvain]] 04:45, 3 April 2008 (EDT)&lt;br /&gt;
:::Ok there is a small percentage chance that a gem will be cut into a large gem. Had to cut some 20+ gems to fill my mandate. [[User:Yvain|Yvain]] 06:12, 3 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
most of the gems have specific environments, but it would be a huge pain to organize it [[User:VengefulDonut|VengefulDonut]] 19:12, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Toady One said under such metals as [[Bismuth bronze]] that he was trying to avoid using names specific to real-world places. I see several gems where he wasn't able to avoid it. --[[User:Alfador|Alfador]] 23:10, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Glass bar ==&lt;br /&gt;
:''However, this appears to requires a Glass Bar, which is not possible to create at the current time.''&lt;br /&gt;
I'll have to double check this when I get back to the machine with dwarf fortress on it - but I seem to recall being able to make 'raw glass' which made a glass block.&lt;br /&gt;
I would also suggest changing the redirect for glass to gem - there is a significant amount of material that is unique to glass that is not appropriate for gems in general. --[[User:Shagie|Shagie]] 03:22, 10 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Availability ==&lt;br /&gt;
Alright, during my hours of game play, I've found out that depth(in z-levels) and the maximum rarity/value of available gems within the current layer are connected. The deeper you dig, the more valuable gems you'll find. However... With modding I've discovered that it's impossible to find very valuable metamorphic, sedimentary and igneous extrusive only gems. Since those layers never reach the necessary depth. It also means that more valuable metamorphic, sedimentary and igneous extrusive only gems are a lot more rarer than their igneous intrusive counter parts. Could anyone conform this? [[User:Noctis|Noctis]] 13:29, 20 November 2007 (EST)&lt;br /&gt;
:Whoops! I messed up the layers! Fixed it. Oh, and the rarity of a gem seems to be dependent on it's value. [[User:Noctis|Noctis]] 08:58, 21 November 2007 (EST)&lt;br /&gt;
:Have you tried maps with steep cliffs? [[User:VengefulDonut|VengefulDonut]] 14:37, 21 November 2007 (EST)&lt;br /&gt;
::I haven't run tests on steeper than 4 Z-level cliffs, but from what I gather, the maximum rarity of gems available at the any given depth is calculated based on the relative depth not absolute depth. Meaning that, wherever you are, you need to dig the same amount of Z-levels to reach any specific rarity of gems. It's the same as stone layers. If there's a cliff within a biome, then the underlaying layers will begin at a higher Z-level below the cliff, depending on high the cliff is. I hope, that I'm not too confusing here... [[User:Noctis|Noctis]] 08:38, 22 November 2007 (EST)&lt;br /&gt;
:::I suspect it may work by the listed depth. The number that shows up when you loo{{k|k}} at a tile, which refers how many levels you would need to count directly upward to reach the surface. On a severe cliff map you can easily have a &amp;quot;depth&amp;quot; of 15+ among the sedimentary layers. [[User:VengefulDonut|VengefulDonut]] 16:36, 23 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::: Once I found a star sapphire(?) quite shallow within the mountain, I found it when I was building my prison so I only had about 70 Dorfs at the time, bug or luck? [[User:Hoborobo|Hoborobo]] 08:30, 10 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Rock crystal ==&lt;br /&gt;
&lt;br /&gt;
Can anyone confirm that this gem can be found in this version? In what stone layers/at what depth did you find one? It's material value should better be like that of a diamond because raw crystal glass is needed for moods from time to time.--[[User:Another|Another]] 09:38, 22 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
According to forum, people have round it [[User:Coelocanth|Coelocanth]] 12:24, 23 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Redirects ==&lt;br /&gt;
&lt;br /&gt;
There should be a redirect for each gem type to the subsection containing that gem. For example, I just created [[Heliodor]] as &amp;lt;nowiki&amp;gt;#REDIRECT [[Gem#Semi-Precious]]&amp;lt;/nowiki&amp;gt;. IMO, any game item should go straight from the search box to the most relevant article: that is what redirects do.&lt;br /&gt;
So &amp;lt;s&amp;gt;if&amp;lt;/s&amp;gt; when a whole slew of redirects show up linking here... yeah, ididit.[[User:GarrieIrons|GarrieIrons]] 04:55, 11 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== What the various gems look like in real life ==&lt;br /&gt;
&lt;br /&gt;
I got bored one afternoon and put together a website with pictures of most of the various gems listed in the game. It is located at [http://www.geocities.com/dwarven.gemologist]&lt;br /&gt;
--[[User:Dwarven Gemologist|Gemmy]] 16:04, 14 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;nowiki&amp;gt;http://www.geocities.com/dwarven.gemologist/gems.html&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
:&amp;quot;Sorry, the page you requested was not found.&amp;quot; --[[User:Savok|Savok]] 18:00, 14 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wow, I thought after ten years of building websites that I would automatically double check my links. It's fixed now. --[[User:Dwarven Gemologist|Gemmy]] 01:05, 17 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Organization==&lt;br /&gt;
Is there any reason the page is organized as it is?  Wouldn't it make more sense to sort gems alphabetically within rarity categories?  Or at least group similar gems (ie, Opals, etc...) within rarity categories?  Because the current layout is not useful for locating particular gems.  --[[User:Squirrelloid|Squirrelloid]] 01:02, 25 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
You're right. You should go and organize it.--[[User:Richards|Richards]] 01:11, 25 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== quality ==&lt;br /&gt;
&lt;br /&gt;
can gem cuts get quality modifiers?&lt;br /&gt;
&lt;br /&gt;
== moonstone ==&lt;br /&gt;
&lt;br /&gt;
isn't a gem unless some new version was released&lt;br /&gt;
:Yep, it is a gem. I can post a screencap if needed. --[[User:Toloran|Toloran]] 21:16, 9 August 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Hoborobo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Trap&amp;diff=18454</id>
		<title>40d Talk:Trap</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Trap&amp;diff=18454"/>
		<updated>2008-08-10T12:25:44Z</updated>

		<summary type="html">&lt;p&gt;Hoborobo: /* Cage Trap Question */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Cage traps clarification ==&lt;br /&gt;
&lt;br /&gt;
I think I know the answer, but are ANY sort of cages suitable for trapping any kind of invading monster (except those that evade traps altogether, such as kobalds). The page mentions a glass trap catching a colossus, but will that also apply to a rickety wooden trap?  I haven't produced any glass. --[[User:RustyMcloon|Rusty Mcloon]] 06:18, 29 May 2008 (EDT)&lt;br /&gt;
:Yes.  I've had a bronze colossus trapped in an Ashen Cage before.  I don't think creatures care what you trap them in.--[[User:Dadamh|Dadamh]] 14:59, 29 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== cage traps for food ==&lt;br /&gt;
Couldn't one generate a mild supplementary food source by putting cage traps out on the map at random? Or create rows of them to catch aggressive creatures that are chasing down a fleeing dwarf. The ability to place them on the surface has some interesting possibilities. [[User:Kefkakrazy|Kefkakrazy]] 04:45, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: You can really do this with any kind of trap now - I built a 1 tile wide stair/corridor up an exposed cliff face, and as I was concerned about goblins and the like I stonefall-trapped it. Ever since then some of the local wildlife has used it to get up and down the 5 z-level cliff, with predictable and hilarious results. The goats just die, but the marmots are hurled off the cliff face to splatter on the ground below. It's a nice easy meat/leather/fat source, as well as being entertaining &amp;quot;Dwarfy McDwarf cancels reload stone trap - interrupted by (flying) hoary marmot&amp;quot; [[User:Acama|Acama]] 19:48, 20 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==berserk dwarves==&lt;br /&gt;
Will berserk dwarves set off pressure plates? Toady mentioned he was going to stop that from happening [[User:VengefulDonut|VengefulDonut]] 19:39, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
On a possibly related note, pets CAN set off traps.  Although in my experience the pet has to be falling unconscious to do so. [[User:Anonymousphrase|Anonymousphrase]] 22:43, 27 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[image:Pet_setting_off_trap.png]]&lt;br /&gt;
&lt;br /&gt;
It may also be the case that you can also get pets killed by a trap if they're in the square when a hostile sets off the trap. &amp;amp;mdash;[[User:Chaos|Chaos]] 12:42, 28 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==flooding a spiked pit==&lt;br /&gt;
Will flooding a spiked pit break or cancel the spike trap? I'd test this, but I don't have the channel dug in yet. --[[User:Xazak|Xazak]] 18:30, 5 November 2007 (EST)&lt;br /&gt;
:confirmed that flooding doesn't affect spear/spike traps. [[User:YayTheDwarves|YayTheDwarves]] 17:52, 6 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
I'm pretty sure the &amp;quot;corpse stuck in trap&amp;quot; chance is 50%, according to Toady either on IRC or some forgotten forum post a few months back.  I really can't remember for sure.  -[[User:EarthquakeDamage|EarthquakeDamage]] 02:31, 10 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==cage traps/ fire imps==&lt;br /&gt;
I've secured the entries oy my magma furnaces with cage traps, but it seems that the fire imps just walk through.&lt;br /&gt;
Just as the Giant moles did. How so? --[[User:Doub|Doub]]&lt;br /&gt;
:supposedly there is a bug that causes any creatures on the map when it is generated to count as residents, and thus know where your traps are and not trigger them. I've never run into the problem myself, but I've never specifically tested for it so I can't really say for sure if it still exists (or ever did). --[[User:BurnedToast|BurnedToast]] 07:41, 6 January 2008 (EST)&lt;br /&gt;
:I had read about this and tried it out with a trapped coridoor next to my magma vent - an imp I tempted out walked right through 4 cage traps and 4 stonefall traps without triggering them. Seems like indigenous life is currently trap-immune. Most magma creatures can be dealt with by a few marksdwarves though, so you're only in serious trouble if you have a herd of skeletal hippos on your map on embark.--[[User:TangoThree|TangoThree]] 15:42, 19 January 2008 (EST)&lt;br /&gt;
::There's always the menacing spike + lever combo. And pits. [[User:Benitosimies|Benitosimies]] 16:08, 10 March 2008 (EDT)&lt;br /&gt;
::I've killed fire imps and magmamen with stone fall traps --[[User:Strangething|Strangething]] 01:20, 19 July 2008 (EDT)&lt;br /&gt;
:I've caught native fire imps in cage traps loaded with green glass terrariums. [[User:Rkyeun|Rkyeun]] 21:42, 4 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Trolls and Cages==&lt;br /&gt;
I'm planning on making the only passage to my fortress filled with cage traps, but I'm not sure if dwarves going out and migrants and traders coming in will be affected by them. Does anyone know? Also, do trolls smash goblin cages? [[User:Patarak|Patarak]] 21:41, 23 January 2008 (EST)&lt;br /&gt;
:Only hostile units will trigger traps.  Trolls only smash buildings and after a goblin is captured the cage is not built.  So the answer to your second question is no.  --[[User:Karlito|Karlito]] 21:45, 23 January 2008 (EST)&lt;br /&gt;
::Make sure to forbid the traps when the siege starts. Otherwise your dwarves will rush out to reload them and store all the cages. --[[User:Ikkonoishi|Ikkonoishi]] 22:53, 23 January 2008 (EST)&lt;br /&gt;
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&lt;br /&gt;
==Thieves and trap avoidance==&lt;br /&gt;
Is it possible that Kobold thieves/Goblin master thieves can also trigger traps? I think I killed one and caged another master thief in the past. Maybe the quality of the mechanism is important here? --[[User:Qwertyu|Qwertyu]] 13:24, 17 March 2008 (UTC+1)&lt;br /&gt;
&lt;br /&gt;
:goblin thieves, both regular and master, have always triggered traps -[[User:Chariot|Chariot]] 14:18, 17 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::So why does the article then say &amp;quot;Sneaking enemies do not trigger traps&amp;quot;? Goblin master thieves seem very sneaky to me. --[[User:Qwertyu|Qwertyu]] 20:33 17 March 2008 (UTC+1)&lt;br /&gt;
&lt;br /&gt;
:::once goblin thieves are revealed they are captured fine. even revealed kobolds dont trigger. -[[User:Chariot|Chariot]] 15:45, 17 March 2008 (EDT)&lt;br /&gt;
:::: At least &amp;quot;normal&amp;quot; goblin thieves are scewered fine without being detected, says my weapon trap --[[User:Koltom|Koltom]] 16:58, 17 March 2008 (EDT)&lt;br /&gt;
:::: I have to agree with Koltom, I got an &amp;quot;Ambush&amp;quot; event when a goblin (master) thief went into a cage trap, and had another one cut to pieces by a serrated disc, which I only noticed when suddenly all my dwarves rushed off to remove his clothes. --[[User Quertyu|Qwertyu]] 13:31 (UTC+1)&lt;br /&gt;
:::: Weapon traps apparently have a chance of friendly fire.  At least, that's what the ghost of my Kitten(tame) told me... [[User:QMarx|QMarx]] 18:48, 13 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Crossbow Trap? ==&lt;br /&gt;
&lt;br /&gt;
How does a crossbow trap work? Does it have line of sight, like a Dwarf? {{Unsigned|Lordmick134}}&lt;br /&gt;
&lt;br /&gt;
Ranged weapons in weapon traps work much the same as melee weapons do, attacking the creature which triggered the trap. The only real difference in functionality seems to be that they require and use up appropriate ammunition, and (according to the article) do not get occasionally stuck and need cleaning like melee weapons in a weapon trap do. --[[User:Janus|Janus]] 21:31, 28 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Trapping cave dwellers ==&lt;br /&gt;
&lt;br /&gt;
Has anyone sucessfully caged a cave dwelling megabeast? I have tried on two seperate maps to capture a minotaur and an ettin, both times the monster just run right through the cage traps. Perhaps creatures that are spawned on embark are bugged immune to traps?&lt;br /&gt;
&lt;br /&gt;
==Weapon Trap Jamming==&lt;br /&gt;
The page says crossbow weapon traps don't jam, but what about a trap with a crossbow and a melee weapon? Does the crossbow still fire if the trap jams? Or does a trap have to be pure crossbows to avoid jamming? --[[User:Strangething|Strangething]] 01:21, 19 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Trap betreyals? ==&lt;br /&gt;
&lt;br /&gt;
Has anyone else been betrayed by their own traps? I had a dog and a crossbowman killed by weapons traps. Serrated iron disks ripped through their bodies like the bloody tusks of enraged elephants.&lt;br /&gt;
&lt;br /&gt;
Correction. A dog, a crossbowman, and a miner. Will the slaughter never end?--[[User:Amenos42|Amenos42]] 12:08, 30 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I've noticed that traps tend to fire on people/animals with injuries.  They've killed lots of 3 legged dogs for me, and a soldier that was dragging himself off the field.&lt;br /&gt;
&lt;br /&gt;
: Traps will (also) trip for any and all unconscious individuals. That may be or be one of the reasons. [[User:Drawf irons|Drawf irons]] 20:53, 4 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Cage Trap Question ==&lt;br /&gt;
&lt;br /&gt;
I recently received the message that there was a goblin snatcher in my fortress. It zoomed the page to one of the 3 cage traps. I took the game off pause and it gave me the same message again. Now I have two cave traps sprung, and when I press &amp;quot;k&amp;quot; and go over them, one says : &amp;quot;goblin cage (Larch)&amp;quot; and the other says &amp;quot;Goblin cage(nickel)&amp;quot;. Does this mean I have successfully caught the scoundrels? Or are they still at large?&lt;br /&gt;
&lt;br /&gt;
:If there is a flashing 'g' then yes, if no than It could be possibly a bug.[[User:Hoborobo|Hoborobo]] 08:25, 10 August 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Hoborobo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Kennel&amp;diff=24290</id>
		<title>40d Talk:Kennel</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Kennel&amp;diff=24290"/>
		<updated>2008-08-10T12:22:48Z</updated>

		<summary type="html">&lt;p&gt;Hoborobo: /* Taming Vermin */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== New trainable animals?  ==&lt;br /&gt;
&lt;br /&gt;
Can anyone confirm that anything other than dogs are trainable in the new version (without modding)? I looked through the raws, and there's still no [TRAINABLE] flag on any other critters.&lt;br /&gt;
&lt;br /&gt;
== Catch a live land animal ==&lt;br /&gt;
&lt;br /&gt;
What does this command actually do? I tried it with an animal trainer (no hunters) and he didn't seem to do anything. Is the only way to catch wild animals for taming using cage traps, or can a hunter (or for example wrestlers) knock out animals in melee and catch them that way? Or does the animal trainer play any part here?&lt;br /&gt;
&lt;br /&gt;
It is a command that makes a trapper use an animal trap to catch vermin.--[[User:Varsashi|Varsashi]] 18:42, 27 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Ah, I see, so the only way to actually catch tamable deer/foxes/elephants etc. is to spam cage traps on the landscape and hope that they run into them? [[User:Jimphraxia|Jimphraxia]] 20:01, 27 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Well, you can use walls to funnel them into the traps. That's actually the way it was more or less done in 2D DF, except channels were used to force them through the cage traps. You CAN spam the traps on the landscape, of course. -[[User:Kefkakrazy|Kefkakrazy]] 01:11, 28 November 2007 (EST)&lt;br /&gt;
== Taming Vermin ==&lt;br /&gt;
The article states that it is impossible to train vermin caught through the &amp;quot;Capture Live Land Animal&amp;quot; order.  This is false.  I've upwards of ten tamed rats sitting around in traps.&lt;br /&gt;
&lt;br /&gt;
: what is the point of Taming Vermin? [[User:Hoborobo|Hoborobo]] 08:22, 10 August 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Hoborobo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Dragon&amp;diff=29061</id>
		<title>40d Talk:Dragon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Dragon&amp;diff=29061"/>
		<updated>2008-08-10T12:17:54Z</updated>

		<summary type="html">&lt;p&gt;Hoborobo: /* 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;br /&gt;
&lt;br /&gt;
:This does sound rather intersting. When did Toady Introduce the fact that Megabeats exist in the world and can be encountered on numerous ocassions, given that you haven't killed them yet? And, Can you find mega-beasts in Adventure mode? [[User:Hoborobo|Hoborobo]] 08:17, 10 August 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Hoborobo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Site&amp;diff=34094</id>
		<title>40d:Site</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Site&amp;diff=34094"/>
		<updated>2008-08-10T11:30:11Z</updated>

		<summary type="html">&lt;p&gt;Hoborobo: /* Dark fortresses */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''Your own site is best known as your [[Location]]''.&lt;br /&gt;
&lt;br /&gt;
'''Sites''' are artificial or inhabited features in the [[world]]. They're notable for being named individually and for being referred to in [[Adventure Mode]] [[quest]]s.&lt;br /&gt;
&lt;br /&gt;
=== Cities ===&lt;br /&gt;
&lt;br /&gt;
Wooden house cities. Have shops, temples and [[mayor]]al houses.&lt;br /&gt;
&lt;br /&gt;
Represented by {{Tile|+|#777|#000}}, {{Tile|*|#777|#000}}, {{Tile|☼|#777|#000}}, and {{Tile|#|#777|#000}} on the world map.&lt;br /&gt;
&lt;br /&gt;
=== Retreats ===&lt;br /&gt;
&lt;br /&gt;
Tree cities.&lt;br /&gt;
&lt;br /&gt;
Represented by {{Tile|î|#ff0|#000}} and {{Tile|¶|#ff0|#000}} on the world map&lt;br /&gt;
&lt;br /&gt;
=== Mountain halls ===&lt;br /&gt;
&lt;br /&gt;
Ornate [[underground]] structures.&lt;br /&gt;
&lt;br /&gt;
Represented by {{Tile|Ω|#777|#000}} on the world map.&lt;br /&gt;
&lt;br /&gt;
=== Caves ===&lt;br /&gt;
&lt;br /&gt;
Underground, presumably natural mazes. Home to subterranean [[creatures]] such as [[giant cave spider]]s and [[kobold]]s.&lt;br /&gt;
&lt;br /&gt;
Represented by {{Tile|•|#777|#000}} on the world map.&lt;br /&gt;
&lt;br /&gt;
=== Ruins ===&lt;br /&gt;
&lt;br /&gt;
Destroyed labyrinthine buildings. Often feature [[undead]].&lt;br /&gt;
&lt;br /&gt;
Represented by {{Tile|µ|#777|#000}} on the world map.&lt;br /&gt;
&lt;br /&gt;
=== Dark fortresses ===&lt;br /&gt;
&lt;br /&gt;
Cities made of towers of dark [[obsidian]]. May feature temples. may be occupied by an Invader force.&lt;br /&gt;
&lt;br /&gt;
Represented by {{Tile|П|#707|#000}} on the world map.&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
[[Category:World]]&lt;/div&gt;</summary>
		<author><name>Hoborobo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Carp&amp;diff=9975</id>
		<title>40d Talk:Carp</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Carp&amp;diff=9975"/>
		<updated>2008-08-10T11:26:03Z</updated>

		<summary type="html">&lt;p&gt;Hoborobo: /* Biome/habitat */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==King of the Animals?==&lt;br /&gt;
[[Unicorn|There is another contender for the position of King of the Animals, and this one is land-based.]] --[[User:BDR|BDR]] 14:42, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Hmm, what about the other fish? sea lampreys? pike? etc? what about them?  Do they just get shunted, and their named champions brushed aside?&lt;br /&gt;
&lt;br /&gt;
:I was going to propose the eagles that seem untargetable as they fly in, grab a dwarf, then drop him from a dizzying height whereupon he spats into chunks on the ground.--[[User:Draco18s|Draco18s]] 03:45, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Well, until Toady lets carp and elephants fight each other to settle this once and for all, perhaps carp should be King of the Sea and elephants King of the Land. Eagles can have King of the Air.--[[User:Xazak|Xazak]] 19:53, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Hmm, wonder if you can have those eagles tamed.  Dwarven air force anyone? --[[User:Frostedfire|frostedfire]]  10:02, 9 November 2007 (AEDT)&lt;br /&gt;
&lt;br /&gt;
::::All the other types of hostile fish (e.g. longnose gar, pike, etc) are just as dangerous as carp, or were the last time I had a fort on a river infested by them (it was a &amp;quot;major river&amp;quot; which was only 4 or 5 tiles wide, had about 3 different kinds of hostile fish, and no carp). --[[User:SL|SL]] 12:06, 29 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Solen &amp;gt; carp. Who'd win--a fish, or [http://uo.stratics.com/hunters/Pics/transpar/fireantwarrior.gif this]? ~ [[User:Midna|Midna]] 13:18, 23 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Biome/habitat==&lt;br /&gt;
It might be worth noting somewhere that you only seem to get &amp;quot;dangerous&amp;quot; fish if you have an actual river (or coastline?).  If you only have a brook and murky pools, you get our old friends turtles and salmon who never attack or scare anyone.  From what I can tell, salmon, turtles, and char seem to be classified as vermin, not creatures, so they don't freak out the dwarfs.  The aquifer seems safe too, though that may depend on what other water sources are nearby.  &lt;br /&gt;
&lt;br /&gt;
Can anyone confirm or refute? -- [[User:Angela Christine|Angela Christine]] 19:32, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::From what I've seen, this is correct.  While starting and abandoning several fortresses trying to get the handle of making machines and other devious devices, 5 out of 5 fortresses started next to brooks generated no dangerous fish, while 3 of the 4 started next to major rivers and 2 out of 2 started on the coast had my poor dwarves molested by those vile things.  --[[User:TheUbie|TheUbie]] 01:57, 18 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Brooks cannot contain fish because they don't exist on two z-levels, at least that's what I've seen. No fish. --[[User:Vanan|Vanan]] 00:52, 26 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::::Brooks exist on z-levels the same way rivers do, however brook tiles are filled with rock which means no fish can be in them (and is why dwarves can walk on them). Channeling a brook so it shows 'real' water will cause it to occasionally get fish like all other pools of water, however large fish such as carp never seem to migrate onto the map so you won't get any of them, just the small 'vermin' fish. --[[User:BurnedToast|BurnedToast]] 00:14, 5 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::Brooks don't have &amp;quot;river&amp;quot; biome. Creatures (vermin included) are generated in biomes. That's why no goats spawn in your fortress, but olms do, if you have corridor near cave river. If you flooded entire river with magma, and then refilled it with water carp would probably respawn. --[[User:Someone-else|Someone-else]] 17:25, 9 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::: Almost all fish do not scare dwarves, but undead versions do. [[User:Hoborobo|Hoborobo]] 07:26, 10 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Carp symbols ==&lt;br /&gt;
&lt;br /&gt;
I was only curious, since the wiki article lacked a picture, and me and some others would like to know, what does the carp look like in game. Thank you for the help beforehand.&lt;br /&gt;
:Please do sign your edits with &amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt;. At any rate, the fish icon is best described as such: three quarters of an infinity sign. Plain meat has the same symbol. --[[User:GreyMario|GreyMario]] 15:01, 2 April 2008 (EDT)&lt;br /&gt;
::I'd say it looks like an alpha sign. Almost all fishes are blue-colored because they count as underwater. --[[User:Someone-else|Someone-else]] 17:25, 9 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Salmon are pink though [[User:Hoborobo|Hoborobo]] 06:44, 10 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Butchering? ==&lt;br /&gt;
&lt;br /&gt;
Has anyone managed to butcher a carp, and if so what do you get from it? --[[User:GreyMario|GreyMario]] 15:01, 2 April 2008 (EDT)&lt;br /&gt;
:I've never managed it, but I've only had carp once. Next time I get them I'll cheat really fast and dam the river to see what I can do with the air-drowned carp afterwards.--[[User:Eurytus|Eurytus]] 21:56, 2 April 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== New Version ==&lt;br /&gt;
&lt;br /&gt;
In the new version, I have had two fortresses right next to a river filled chock full of carp, and have yet to see a dwarf even get a scrape from one. Have they been toned down to more 'realistic' strength, or have I been obscenely lucky? --[[User:Mabmoro|Mabmoro]] 10:37, 29 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Can you say what version it is? [[User:Hoborobo|Hoborobo]] 06:43, 10 August 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Hoborobo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Tilesets&amp;diff=6666</id>
		<title>40d:Tilesets</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Tilesets&amp;diff=6666"/>
		<updated>2008-08-10T11:23:11Z</updated>

		<summary type="html">&lt;p&gt;Hoborobo: /* Row 15 (224-239) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''You may be looking for the [[List of user character sets]] or [[List of user graphics sets]].''&lt;br /&gt;
&lt;br /&gt;
'''Tilesets''' are images the game uses to display its graphics; each tile is used to show text and represent things. Users create custom tilesets for a number of reasons, including increased visibility, aesthetics, or small size. Tilesets come in two flavors: &amp;quot;'''character sets'''&amp;quot; (or simply &amp;quot;tilesets&amp;quot;) and &amp;quot;'''graphics sets'''&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Overview and installation ==&lt;br /&gt;
&lt;br /&gt;
=== Character sets ===&lt;br /&gt;
&lt;br /&gt;
A character set is an image in BMP format that contains the 256 different tiles, corresponding to the [[Character table|IBM Code Page 437]] (sometimes called Extended ASCII), which are used to display the main graphics. [[List of user character sets|Here is the list]] of user-made standard tilesets. To install any of these tilesets, follow these steps:&lt;br /&gt;
&lt;br /&gt;
# Download the tileset. (The list is [[List of user character sets|here]])&lt;br /&gt;
# Convert it into a 24-bit BMP file. Do NOT just change the extension to .bmp; you must use a program like MS paint to save it as a .bmp.&lt;br /&gt;
# Put it in the data/art directory of your Dwarf Fortress installation.&lt;br /&gt;
# Open data/init/init.txt &lt;br /&gt;
# If you want to use the tileset in fullscreen mode, locate and modify the [FULLSCREENX:800], [FULLSCREENY:600], and [FULLFONT:curses_800x600.bmp] configuration lines to match the specifications from the tileset list. The FULLFONT directive should match the filename of the tileset you downloaded. If you want to use the tileset in windowed mode, search for the [WINDOWEDX:640], [WINDOWEDY:300], and [FONT:curses_640x300.bmp] lines instead, and change them to the correct values.&lt;br /&gt;
# It is also recommended you change [BLACK_SPACE:NO] to [BLACK_SPACE:YES] to prevent stretching of the graphics.&lt;br /&gt;
# Save the file, then you're ready to play!&lt;br /&gt;
&lt;br /&gt;
=== Graphics sets ===&lt;br /&gt;
&lt;br /&gt;
Character sets only change certain graphics, while others are left out. The confusingly-named [[graphics sets]] are used to change the appearance of [[creatures]] in the game, such as dwarves and unicorns. These are usually designed to work together with certain character sets. The Dystopian Rhetoric graphics set comes with its own DF installer; to install any others (or to install that one manually), you follow a similar process to the above:&lt;br /&gt;
&lt;br /&gt;
# Download the graphics set. (The list is [[Graphics sets|here]].)&lt;br /&gt;
# Convert it into a 24-bit BMP file using your favorite image editing program.&lt;br /&gt;
# Put it in the raw/graphics/example directory of your Dwarf Fortress installation, so it overwrites the existing file.&lt;br /&gt;
# Open /raw/graphics/example_text.txt&lt;br /&gt;
# Replace the contents with the appropriate text for the graphics set you downloaded. Save the file.&lt;br /&gt;
# Open data/init/init.txt&lt;br /&gt;
# Locate the [GRAPHICS:NO] line and change it to [GRAPHICS:YES].&lt;br /&gt;
# Change the resolution and font directories as above, this time for the lines starting with GRAPHICS instead. So, if you want to use fullscreen mode, modify [GRAPHICS_FULLSCREENX:800], [GRAPHICS_FULLSCREENY:600], and [GRAPHICS_FULLFONT:curses_800x600.bmp] to suit the standard tileset you want to use. For windowed mode, the lines to change are [GRAPHICS_WINDOWEDX:640], [GRAPHICS_WINDOWEDY:300], and [GRAPHICS_FONT:curses_640x300.bmp].&lt;br /&gt;
# Be sure to change [GRAPHICS_BLACK_SPACE] to the same setting as [BLACK_SPACE].&lt;br /&gt;
# Save the file, then you're ready to get mangled by a great-looking elephant!&lt;br /&gt;
&lt;br /&gt;
== Custom tileset design ==&lt;br /&gt;
&lt;br /&gt;
The gameplay viewport is 80 characters wide, and 25 characters tall. Therefore, a tileset's target resolution will be TILE_X_LENGTH * 80 by TILE_Y_LENGTH * 25. Since the tileset is arranged into a 16x16 grid of tiles (256 tiles total), the tileset image size will be TILE_X_LENGTH * 16 by TILE_Y_LENGTH * 16. Here are some common tile sizes:&lt;br /&gt;
&lt;br /&gt;
* A tileset with 10x12 tiles will be 160x192 pixels large, and the target resolution will be 800x300.&lt;br /&gt;
* A tileset with 16x16 tiles will be 256x256 pixels large, and the target resolution will be 1280x400.&lt;br /&gt;
&lt;br /&gt;
When creating a custom tileset, it's often easiest to start with an existing one, and edit it to your liking. Tilesets generally fall into three categories: rectangular tilesets, square tilesets, and 16x16 square tilesets. Rectangular tilesets have tiles that are taller than they are wide. The text in these tilesets is generally easier to read, but the map appears squished horizontally. Square tilesets usually provide more attractive graphics, but are slightly less readable. The 16x16 square tilesets are just a sub-set, which are grouped together because most [[Object Tilesets]] use 16x16 tiles. The graphics in Dwarf Fortress can be somewhat diversified and enhanced through the use of graphics sets.&lt;br /&gt;
&lt;br /&gt;
Many tiles are used by the game in multiple ways, and this makes customizing the graphics difficult. The same icon is used for chairs and the north end of one-tile-wide vertical bridges. Ashes and broken arrows look the same, and many game entities (such as levers, floodgates, bags, and bins) share characters that are also used in Dwarven names or other bits of text in the interface. &lt;br /&gt;
&lt;br /&gt;
=== How colors other than white and magenta work ===&lt;br /&gt;
&lt;br /&gt;
When the game draws a tile, it will select a foreground color, a background color, and a tile based on the item being drawn.  The background color will be used in place of magenta (Hex code #FF00FF or RGB 255 0 255).  All other colors in the tile will be treated as a mask against the foreground color.  Pure white (#FFFFFF) will always show the foreground color, while light grey (#CCCCCC) will be a slightly darker version of the foreground color, and dark grey (#888888) will be a dark version of the foreground color.  Black (#000000) will always be black.  It is impossible to use different shades of the background color.&lt;br /&gt;
&lt;br /&gt;
In general, just remember these rules:&lt;br /&gt;
&lt;br /&gt;
* Bright magenta (#FF00FF) is the background.&lt;br /&gt;
* Bright white (#FFFFFF) is the foreground.&lt;br /&gt;
* Darker shades of white and grey (#C0C0C0, #808080, etc) will display darker shades of the foreground color.  It is possible to use any shade of grey, including ones like #333333 and #C2C2C2.&lt;br /&gt;
* Black (#000000) will always be black.&lt;br /&gt;
* It's probably best to avoid color in normal tilesets.&lt;br /&gt;
&lt;br /&gt;
For an example, the game is drawing an exposed turquoise cluster with color &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;bright blue&amp;lt;/span&amp;gt; (#0000FF).  While loading the tile image, it encounters the color &amp;lt;span style=&amp;quot;color:#CCC;&amp;quot;&amp;gt;light grey&amp;lt;/span&amp;gt; (#CCCCCC).  The color used in its place will be:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin-bottom:20px; text-align:left; width:90%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Color component || Foreground color || Color mask from tile || Calculation in hex || Calculation in decimal&lt;br /&gt;
|-&lt;br /&gt;
| Red   || #&amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;00FF || #&amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;CCCC || &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;204&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Green || #00&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;FF || #CC&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;CC ||&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;204&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Blue  || #0000&amp;lt;span style=&amp;quot;color:#00F&amp;quot;&amp;gt;FF&amp;lt;/span&amp;gt;  || #CCCC&amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;FF&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;CB&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;255&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;204&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;203&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#0000CB&amp;quot;&amp;gt;Final Color&amp;lt;/span&amp;gt; || || || #&amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;CB&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;203&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Color masks with unequal amounts of R, G and B are calculated in the same fashion.  The game is now drawing a speardwarf with color &amp;lt;span style=&amp;quot;color:#C0C000;&amp;quot;&amp;gt;brown&amp;lt;/span&amp;gt; (#C0C000).  It encounters the color &amp;lt;span style=&amp;quot;color:#008080;&amp;quot;&amp;gt;cyan&amp;lt;/span&amp;gt; while loading the tile (#008080).  The color used instead of cyan will be:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin-bottom:20px; text-align:left; width:90%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Color component || Foreground color || Color mask from tile || Calculation in hex || Calculation in decimal&lt;br /&gt;
|-&lt;br /&gt;
| Red   || #&amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;C0&amp;lt;/span&amp;gt;C000 || #&amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;8080 || &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;C0&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;192&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Green || #C0&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;C0&amp;lt;/span&amp;gt;00 || #00&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;80&amp;lt;/span&amp;gt;80 ||&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;C0&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;80&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;60&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;192&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;128&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;96&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Blue  || #C0C0&amp;lt;span style=&amp;quot;color:#00F&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;  || #0080&amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;80&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;80&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;128&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#006000&amp;quot;&amp;gt;Final Color&amp;lt;/span&amp;gt; || || || #&amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;60&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;96&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
As illustrated by this example, colors in the tileset can result in colors that aren't in the foreground color or the tile graphic.  In this case, a brown foreground color with a cyan pixel color in the tileset results in a final color of green.  &lt;br /&gt;
&lt;br /&gt;
Theoretically, the way the game handles color masks could be used to display different graphics for items that use the same tile (but whose respective colors use different color component channels).  For example, if a bright red object and a bright blue object use the same tile, the tile can use bright red for all pixels that only the red object uses, bright blue for all pixels only the blue object uses, and bright magenta (but NOT #FF00FF, it would have to be #FE00FE or something similar) for all pixels both objects use.  In this fashion the two objects that share a tile would look completely different.  In practice however, this is probably impossible because so many objects share the same tile, the chances of the potential foreground colors sharing a red, green, or blue color component are too great.&lt;br /&gt;
&lt;br /&gt;
== What tiles are used for what ==&lt;br /&gt;
&lt;br /&gt;
* Items marked with * can have their tile changed in the [[modding|raw data]] files.&lt;br /&gt;
* Items marked with # can have their tile replaced by a [[graphics set]] image, in addition to having their tile changed in the raw data.&lt;br /&gt;
* Items marked with $ can be changed in the [[init.txt]] file.&lt;br /&gt;
&lt;br /&gt;
====Row 01 (000-015)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| No use&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|☺}}&lt;br /&gt;
| [[Civilian]] dwarves#&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|☻}}&lt;br /&gt;
| [[Military]] dwarves#&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|♥}}&lt;br /&gt;
| [[Dimple cup]]s*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|♦}}&lt;br /&gt;
| [[Cut gem]]s, large [[gem]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|♣}}&lt;br /&gt;
| [[Tower-cap]]s*, [[Acacia]] trees*, [[Mangrove]] trees*, [[Maple]] trees*, [[quarry bush]]es*, [[Alder]] trees*, [[Birch]] trees*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|♠}}&lt;br /&gt;
| [[Plump helmet]]s*, [[Oak]] trees*, [[quarry bush]] leaves*, [[Mahogany]] trees*, [[Chestnut]] trees*, [[Ash tree]]s*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|•}}&lt;br /&gt;
| [[Stone]], solid [[workshop]] tile for several workshops like the [[magma smelter]], [[lake]]s in main map, [[cave]]s in the main map&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|◘}}&lt;br /&gt;
| Solid workshop tile for several other workshops like the [[magma forge]], [[tanner]] workshop, [[catapult]] cup&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|○}}&lt;br /&gt;
| [[Well]], [[bracelet]], [[ant colony]], [[millstone]], [[quern]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|◙}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|♂}}&lt;br /&gt;
| Male sign, [[bag]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|♀}}&lt;br /&gt;
| Female sign, [[amulet]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|♪}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|♫}}&lt;br /&gt;
| [[Armor stand]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|☼}}&lt;br /&gt;
| [[Gem]]s*, bituminous [[coal]]*, [[currency]] symbol, [[masterpiece]] [[quality]] symbol, spider [[web]]s, [[turtle]]*, 'sun' symbol in engravings, [[gear]] assemblies&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 02 (016-031)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|►}}&lt;br /&gt;
| Head of [[ballista]] facing east, [[vermin|manta ray]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|◄}}&lt;br /&gt;
| Head of ballista facing west&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|↕}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|‼}}&lt;br /&gt;
| [[Cage]]s, on-[[fire]] symbol&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|¶}}&lt;br /&gt;
| [[Mug]]s, largest elven cities, [[Highwood]] trees*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|§}}&lt;br /&gt;
| [[Restraint]]s, [[whip vine]]*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;amp;#x25AC;}}&lt;br /&gt;
| [[Log]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|↨}}&lt;br /&gt;
| Some tree types&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|↑}}&lt;br /&gt;
| Interface text (bridge direction), [[Pine]]* trees, [[Larch]]* trees&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|↓}}&lt;br /&gt;
| Hungry/thirsty/drowsy/unhappy indicator, [[bridge]] placement raising direction indicator&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|→}}&lt;br /&gt;
| Interface text (bridge direction)&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|←}}&lt;br /&gt;
| Interface text (bridge direction)&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|∟}}&lt;br /&gt;
| Withered [[plant]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|↔}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|▲}}&lt;br /&gt;
| Head of [[ballista]] facing north, ramp up&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|▼}}&lt;br /&gt;
| Head of ballista facing south, ramp down&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 03 (032-047)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;amp;nbsp;}}&lt;br /&gt;
| Spaces in text messages.&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|!}}&lt;br /&gt;
| Strange [[mood]] mark, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;quot;}}&lt;br /&gt;
| [[Shrub]], quotation marks, kobold's glowing eyes*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|#}}&lt;br /&gt;
| Chasm (bottom in fortress mode), pits, [[Sandstone]]*, [[Rock salt]]*, [[Basalt]]*, [[Gypsum]]*, [[floor grate]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|$}}&lt;br /&gt;
| [[Coin]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|%}}&lt;br /&gt;
| [[Prepared food]], unexplored underground, [[Siltstone]]*, [[Slate]]*, [[Brimstone]]*, [[Kimberlite ]]*, [[Bismuthinite]]*, [[Realgar]]*, [[Stibnite]]*, [[Marcasite]]*, [[Olivine]]*, [[Orthoclase]]*, [[Microcline]]*, [[Petrified wood]]*, [[Brimstone]]*, [[Pyrolusite]]*, [[screw pump]] in action&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;amp;}}&lt;br /&gt;
| [[Demon]]s#&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;amp;#39;}}&lt;br /&gt;
|  Rough [[floor]]s, unexplored underground, [[Claystone]]*, [[Rhyolite]]*, [[Periclase]]*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|(}}&lt;br /&gt;
| Foreign object opening tag, tile in [[bowyer's workshop]], text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|)}}&lt;br /&gt;
| Foreign object closing tag, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|*}}&lt;br /&gt;
| [[Ore]], superior [[quality]] tags, key reference, working [[gear]] assembly&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|+}}&lt;br /&gt;
| Smooth/constructed [[floor]]s, injured status, finely-crafted [[quality]] tags, text, [[block]]/[[metal|bar]] [[bridge]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|,}}&lt;br /&gt;
| Rough [[floor]]s, [[Claystone]]*, unexplored underground, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|-}}&lt;br /&gt;
| [[Scepter]]s, [[arrow]]s in flight, well-crafted [[quality]] tags, keyboard reference&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|.}}&lt;br /&gt;
| Rough [[floor]]s, [[Felsite]]*, text, unexplored underground&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|/}}&lt;br /&gt;
| [[Weapon]]s, [[bolt]]s&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 04 (048-063)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|0}}&lt;br /&gt;
| [[Coffin]]s, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|1}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|2}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|3}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|4}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|5}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|6}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|7}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|8}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|9}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|:}}&lt;br /&gt;
| [[Wild strawberry|Wild strawberries]]*, [[Prickle berry|Prickle berries]]*, snowstorms&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|;}}&lt;br /&gt;
| [[Workshop]]s (which ones?)&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;lt;}}&lt;br /&gt;
|  [[Stairs]] up&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;amp;#61;}}&lt;br /&gt;
| [[Stockpile]]s, [[Chert]]*, [[Gneiss]]*, &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;gt;}}&lt;br /&gt;
| [[Stairs]] down&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|?}}&lt;br /&gt;
| &amp;quot;Task assigned&amp;quot; [[indicator]], looking for path&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
====Row 05 (064-079)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|@}}&lt;br /&gt;
| [[Sheriff]]#, berserk dwarf#, adventurer#, [[fortress guard]]#, [[royal guard]]#, dwarven [[merchant]]s#, [[caravan]] guards#&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|A}}&lt;br /&gt;
| [[Alligator]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|B}}&lt;br /&gt;
| Bears#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|C}}&lt;br /&gt;
| [[Cow]]#, camels#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|D}}&lt;br /&gt;
| [[Dragon]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|E}}&lt;br /&gt;
| [[Elf]]#, [[elephant]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|F}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|G}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|H}}&lt;br /&gt;
| [[Horse]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|I}}&lt;br /&gt;
| [[Support]], text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|J}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|K}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|L}}&lt;br /&gt;
| [[Leopard]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|M}}&lt;br /&gt;
| [[Magma man]]#, [[mule]]#, [[muskox]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|N}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|O}}&lt;br /&gt;
| [[Trade depot]] post, detailed/constructed wall by itself, text, wall ends&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
====Row 06 (080-095)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|P}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Q}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|R}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|S}}&lt;br /&gt;
| [[Sasquatch]]#, [[giant desert scorpion]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|T}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|U}}&lt;br /&gt;
| [[Human]]#, [[Unicorn]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|V}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|W}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|X}}&lt;br /&gt;
| [[Bin]], [[floodgate]], shop post, building footprint, nausea/winded/stunned/unconscious/migrant [[indicator]], text, up/down stairs, keyboard cursor&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Y}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Z}}&lt;br /&gt;
| Sleep [[indicator]], text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|[}}&lt;br /&gt;
| [[Clothing]], [[armor]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|\}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|]}}&lt;br /&gt;
| Floor tile in [[Workshop|workshops]] and [[furnace|furnaces]]. Clothing?, armor?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|^}}&lt;br /&gt;
| [[Trap]], [[Alabaster]]*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|_}}&lt;br /&gt;
| [[Channel]] [[designation]], text&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 07 (096-111)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|`}}&lt;br /&gt;
| Rough floors, unexplored underground, [[Dolomite]]*, [[Schist]]*, [[Alunite]]*, [[Rutile]]*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|a}}&lt;br /&gt;
| [[Antman]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|b}}&lt;br /&gt;
| [[Batman]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|c}}&lt;br /&gt;
| [[Cat]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|d}}&lt;br /&gt;
| [[Dog]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|e}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|f}}&lt;br /&gt;
| [[Frogman]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|g}}&lt;br /&gt;
| [[Goblin]]#, [[Mountain goat]]#, [[Gremlin]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|h}}&lt;br /&gt;
| [[Harpy]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|i}}&lt;br /&gt;
| [[Fire imp]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|j}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|k}}&lt;br /&gt;
| [[Kobold]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|l}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|m}}&lt;br /&gt;
| [[Mandrill]]#, [[vermin|mussel]], text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|n}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|o}}&lt;br /&gt;
| Well construction, bridge construction, text, [[millstone]] in action, floor tile in magma [[furnace|furnaces]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 08 (112-127)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|p}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|q}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|r}}&lt;br /&gt;
| [[Ratman]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|s}}&lt;br /&gt;
| [[Snakeman]]#, [[Slugman]]#, [[Snailman]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|t}}&lt;br /&gt;
| [[Troglodyte]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|u}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|v}}&lt;br /&gt;
| Text, [[Anhydrite]]*, [[Mica]]*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|w}}&lt;br /&gt;
| [[Wolf]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|x}}&lt;br /&gt;
| [[Saltpeter]]*, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|y}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|z}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;amp;#123;}}&lt;br /&gt;
| Forbidden opening tag&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;amp;#124;}}&lt;br /&gt;
| [[Talc]]*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;amp;#125;}}&lt;br /&gt;
| Forbidden closing tag&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|~}}&lt;br /&gt;
| Unfinished rough stone [[road]], [[river]], [[magma]], [[flow]]s, dirt [[road]], [[farm plot]] under construction, [[sand]], furrowed soils&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|⌂}}&lt;br /&gt;
| [[Animal trap]], low [[mountain]]s on world map, part of [[mechanic's workshop]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 09 (128-143)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Ç}}&lt;br /&gt;
| [[Mechanism]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ü}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|é}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|â}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ä}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|à}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|å}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ç}}&lt;br /&gt;
| [[Totem]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ê}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ë}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|è}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ï}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|î}}&lt;br /&gt;
| Elven forest retreat&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ì}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Ä}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Å}}&lt;br /&gt;
| [[Idol]]s, text&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 10 (144-159)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|É}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|æ}}&lt;br /&gt;
| [[Toy]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Æ}}&lt;br /&gt;
| [[Coffer]]s, [[quiver]]s, [[backpack]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ô}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ö}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ò}}&lt;br /&gt;
| Unactivated [[lever]]s, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|û}}&lt;br /&gt;
| [[Bucket]], text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ù}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ÿ}}&lt;br /&gt;
| [[Valley herb]]*&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Ö}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Ü}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|¢}}&lt;br /&gt;
| Closed [[hatch]]es&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|£}}&lt;br /&gt;
| Many valuable metals* in veins&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|¥}}&lt;br /&gt;
| Lobster*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|₧}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ƒ}}&lt;br /&gt;
| [[Rope reed]]*&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 11 (160-175)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|á}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|í}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ó}}&lt;br /&gt;
| Activated [[lever]]s, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ú}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ñ}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Ñ}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ª}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|º}}&lt;br /&gt;
| [[Cloth]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|¿}}&lt;br /&gt;
| [[Instrument]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|⌐}}&lt;br /&gt;
| Withered [[plant]]s: [[Blade weed]], [[Dimple cup]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|¬}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|½}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|¼}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|¡}}&lt;br /&gt;
| [[Flask]], [[waterskin]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|«}}&lt;br /&gt;
| [[Ballista arrow]] tail for west-facing ballistae, item with [[decoration]] tag&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|»}}&lt;br /&gt;
| [[Ballista arrow]] tail for east-facing ballistae, item with [[decoration]] tag&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 12 (176-191)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|░}}&lt;br /&gt;
| Partially dug rock, [[miasma]], [[cave-in]] dust, [[steam]], smoke, [[Fishery]] &amp;amp; Butcher's workshops, [[Jet]]*, [[Chalk]]*, [[Diorite]]*, various soils*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|▒}}&lt;br /&gt;
| Partially dug rock, [[miasma]], [[cave-in]] dust, [[steam]], smoke, workshops (craftdwarf's, bowyer's, mason's, mechanic's, jeweler's, clothier's, [[kitchen]], and leather works), side tiles for catapult, [[window]], [[Gabbro]]*, [[Obsidian]]*, various soils*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|▓}}&lt;br /&gt;
| Partially dug rock, [[miasma]], [[cave-in]] dust, [[steam]], smoke, tannery, [[Marble]]*, [[Limestone]]*, [[Flint]]*, [[Granite]]*, various soils*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|│}}&lt;br /&gt;
| Overworld [[river]]s, [[well]] [[chain]]/[[rope]], rotating [[axle]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|┤}}&lt;br /&gt;
| Overworld [[river]]s, top-right tile for [[Loom]], glumprong [[tree]]*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╡}}&lt;br /&gt;
| Tree in winter, [[bridge]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╢}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╖}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╕}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╣}}&lt;br /&gt;
| Smooth/constructed walls&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|║}}&lt;br /&gt;
| Smooth/constructed walls, [[bridge]]s, wooden [[door]]s, [[axle]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╗}}&lt;br /&gt;
| Smooth/constructed walls, bridges&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╝}}&lt;br /&gt;
| Smooth/constructed walls, bridges&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╜}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╛}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|┐}}&lt;br /&gt;
| Overworld [[river]]s&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 13 (192-207)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|└}}&lt;br /&gt;
| Overworld rivers/Roads&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|┴}}&lt;br /&gt;
| Overworld rivers/Roads&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|┬}}&lt;br /&gt;
| Overworld rivers/Roads&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|├}}&lt;br /&gt;
| Overworld rivers/Roads, top-left tile for [[Loom]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|─}}&lt;br /&gt;
| Overworld rivers/Roads, rotating [[axle]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|┼}}&lt;br /&gt;
| [[Door]]s, overworld rivers/Roads, floor detailing/[[engraving]] in progress&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╞}}&lt;br /&gt;
| Bridges, trees in winter, [[catapult]] tile&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╟}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╚}}&lt;br /&gt;
| Smooth/constructed walls, bridges&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╔}}&lt;br /&gt;
| Smooth/constructed walls, bridges&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╩}}&lt;br /&gt;
| Smooth/constructed walls&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╦}}&lt;br /&gt;
| Smooth/constructed walls&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╠}}&lt;br /&gt;
| Smooth/constructed walls&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|═}}&lt;br /&gt;
| Smooth/constructed walls, bridges, planted [[crop]]s, center [[catapult]] tile, [[axle]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╬}}&lt;br /&gt;
| Smooth/constructed walls, bridges, [[fortification]]s, (flashing) wall [[detailing]]/[[engraving]]/fortifying in progress&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╧}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 14 (208-223)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╨}}&lt;br /&gt;
| Bridges&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╤}}&lt;br /&gt;
| [[Table]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╥}}&lt;br /&gt;
| [[Chair]]s, bridges, farmer's workshop bottom-middle tile&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╙}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╘}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╒}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╓}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╫}}&lt;br /&gt;
| Some types of floodgates (wood?){{verify}}&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╪}}&lt;br /&gt;
| Metal doors&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|┘}}&lt;br /&gt;
| Overworld [[river]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|┌}}&lt;br /&gt;
| Overworld rivers&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|█}}&lt;br /&gt;
| Any solid color tile&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|▄}}&lt;br /&gt;
| Siege engine parts&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|▌}}&lt;br /&gt;
| [[Ballista]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|▐}}&lt;br /&gt;
| Ballista&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|▀}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 15 (224-239)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|α}}&lt;br /&gt;
| [[Fish]], top-center [[fishery]] tile, [[meat]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ß}}&lt;br /&gt;
| [[Leather]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Γ}}&lt;br /&gt;
| [[Weight]] symbol, candlenet [[tree]]*, mango tree*, rubber tree*, cacao tree*, palm tree*, kapok tree*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|π}}&lt;br /&gt;
| [[Cabinet]], [[goblin|dark fortress]]es&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Σ}}&lt;br /&gt;
| [[Trap component]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|σ}}&lt;br /&gt;
| [[Anvil]], metalsmith's and magma forge bottom-middle tile&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|µ}}&lt;br /&gt;
| [[Plant]]s*(which?), [[crown]], [[ruins]] on world map&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|τ}}&lt;br /&gt;
| [[Pig tail]]s*, [[Tree]] sapling, [[Blade weed]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Φ}}&lt;br /&gt;
| [[Sweet pod]]s*, [[bloated tuber]]*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Θ}}&lt;br /&gt;
| [[Bed]]s, [[Puddingstone]]*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Ω}}&lt;br /&gt;
| [[Statue]]s, dwarven cities on map, [[fish|sea nettle jellyfish]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|δ}}&lt;br /&gt;
| [[Earring]]s, [[kennel]] tile&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|∞}}&lt;br /&gt;
| [[Boulder]], middle-right [[butcher's shop]] tile, [[Andesite]]*, [[Conglomerate]]*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|φ}}&lt;br /&gt;
| [[Thread]], [[loom]] bottom left tile, farmer's workshop bottom right tile&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ε}}&lt;br /&gt;
| [[Bowyer's workshop]] middle-right tile&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|∩}}&lt;br /&gt;
| [[Hills]] on world map&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 16 (240-255)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|≡}}&lt;br /&gt;
| [[metal|Bar]]s, excellent [[quality]] symbol, [[zone]]s, metal [[floodgate]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|±}}&lt;br /&gt;
| Unfinished [[road]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|≥}}&lt;br /&gt;
| Spent ammo (catapult stones count), [[ashes]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|≤}}&lt;br /&gt;
| Spent ammo (catapult stones count), ashes&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|⌠}}&lt;br /&gt;
| Willow [[tree]]*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|⌡}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|÷}}&lt;br /&gt;
| [[Barrel]], [[screw pump]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|≈}}&lt;br /&gt;
| Rough stone [[road]] or [[bridge]], [[water]], [[river]], [[lava]], glob, [[fat]], [[tallow]], [[farm plot]], furrowed soil, [[vomit]], [[blood]] pools, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|°}}&lt;br /&gt;
| [[Ring]], sea foam&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|∙}}&lt;br /&gt;
| [[Vermin]]*, terrain at lower elevation&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|·}}&lt;br /&gt;
| [[Seed]]s, micro-vermin, distant indoors terrain$ (changed by the 'chasm' option in init.txt)&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|√}}&lt;br /&gt;
| [[Weapon rack]]s, [[badlands]] in main map, check mark (selecting production materials, confirmed items on manager window)&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ⁿ}}&lt;br /&gt;
| [[Savanna]] in main map&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|²}}&lt;br /&gt;
| Body parts, [[chunk]]s, vermin corpses, [[bone]], [[shell]], [[skin]]s, [[skull]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|■}}&lt;br /&gt;
| [[Block]]s, trees at lower elevation&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| No use&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ☺ ☻ ♥ ♦ ♣ ♠ • ◘ ○ ◙ ♂ ♀ ♪ ♫ ☼ ► ◄ ↕ ‼ ¶ § ▬ ↨ ↑ ↓ → ← ∟ ↔ ▲ ▼ ! &amp;quot; # $ % &amp;amp; ' ( ) * + , - . / 0 1 2 3 4 5 6 7 8 9 : ; &amp;lt; = &amp;gt; ? @ A B C D E F G H I J K L M N O P Q R S T U V W X Y Z [ \ ] ^ _ ` a b c d e f g h i j k l m n o p q r s t u v w x y z { | } ~ ⌂ Ç ü é â ä à å ç ê ë è ï î ì Ä Å É æ Æ ô ö ò û ù ÿ Ö Ü ¢ £ ¥ ₧ ƒ á í ó ú ñ Ñ ª º ¿ ⌐ ¬ ½ ¼ ¡ « » ░ ▒ ▓ │ ┤ ╡ ╢ ╖ ╕ ╣ ║ ╗ ╝ ╜ ╛ ┐ └ ┴ ┬ ├ ─ ┼ ╞ ╟ ╚ ╔ ╩ ╦ ╠ ═ ╬ ╧ ╨ ╤ ╥ ╙ ╘ ╒ ╓ ╫ ╪ ┘ ┌ █ ▄ ▌ ▐ ▀ α ß Γ π Σ σ µ τ Φ Θ Ω δ ∞ φ ε ∩ ≡ ± ≥ ≤ ⌠ ⌡ ÷ ≈ ° ∙ · √ ⁿ ² ■ --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Game Interface FAQ}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Interface]]&lt;/div&gt;</summary>
		<author><name>Hoborobo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Tilesets&amp;diff=6665</id>
		<title>40d:Tilesets</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Tilesets&amp;diff=6665"/>
		<updated>2008-08-10T11:21:46Z</updated>

		<summary type="html">&lt;p&gt;Hoborobo: /* Row 13 (192-207) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''You may be looking for the [[List of user character sets]] or [[List of user graphics sets]].''&lt;br /&gt;
&lt;br /&gt;
'''Tilesets''' are images the game uses to display its graphics; each tile is used to show text and represent things. Users create custom tilesets for a number of reasons, including increased visibility, aesthetics, or small size. Tilesets come in two flavors: &amp;quot;'''character sets'''&amp;quot; (or simply &amp;quot;tilesets&amp;quot;) and &amp;quot;'''graphics sets'''&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Overview and installation ==&lt;br /&gt;
&lt;br /&gt;
=== Character sets ===&lt;br /&gt;
&lt;br /&gt;
A character set is an image in BMP format that contains the 256 different tiles, corresponding to the [[Character table|IBM Code Page 437]] (sometimes called Extended ASCII), which are used to display the main graphics. [[List of user character sets|Here is the list]] of user-made standard tilesets. To install any of these tilesets, follow these steps:&lt;br /&gt;
&lt;br /&gt;
# Download the tileset. (The list is [[List of user character sets|here]])&lt;br /&gt;
# Convert it into a 24-bit BMP file. Do NOT just change the extension to .bmp; you must use a program like MS paint to save it as a .bmp.&lt;br /&gt;
# Put it in the data/art directory of your Dwarf Fortress installation.&lt;br /&gt;
# Open data/init/init.txt &lt;br /&gt;
# If you want to use the tileset in fullscreen mode, locate and modify the [FULLSCREENX:800], [FULLSCREENY:600], and [FULLFONT:curses_800x600.bmp] configuration lines to match the specifications from the tileset list. The FULLFONT directive should match the filename of the tileset you downloaded. If you want to use the tileset in windowed mode, search for the [WINDOWEDX:640], [WINDOWEDY:300], and [FONT:curses_640x300.bmp] lines instead, and change them to the correct values.&lt;br /&gt;
# It is also recommended you change [BLACK_SPACE:NO] to [BLACK_SPACE:YES] to prevent stretching of the graphics.&lt;br /&gt;
# Save the file, then you're ready to play!&lt;br /&gt;
&lt;br /&gt;
=== Graphics sets ===&lt;br /&gt;
&lt;br /&gt;
Character sets only change certain graphics, while others are left out. The confusingly-named [[graphics sets]] are used to change the appearance of [[creatures]] in the game, such as dwarves and unicorns. These are usually designed to work together with certain character sets. The Dystopian Rhetoric graphics set comes with its own DF installer; to install any others (or to install that one manually), you follow a similar process to the above:&lt;br /&gt;
&lt;br /&gt;
# Download the graphics set. (The list is [[Graphics sets|here]].)&lt;br /&gt;
# Convert it into a 24-bit BMP file using your favorite image editing program.&lt;br /&gt;
# Put it in the raw/graphics/example directory of your Dwarf Fortress installation, so it overwrites the existing file.&lt;br /&gt;
# Open /raw/graphics/example_text.txt&lt;br /&gt;
# Replace the contents with the appropriate text for the graphics set you downloaded. Save the file.&lt;br /&gt;
# Open data/init/init.txt&lt;br /&gt;
# Locate the [GRAPHICS:NO] line and change it to [GRAPHICS:YES].&lt;br /&gt;
# Change the resolution and font directories as above, this time for the lines starting with GRAPHICS instead. So, if you want to use fullscreen mode, modify [GRAPHICS_FULLSCREENX:800], [GRAPHICS_FULLSCREENY:600], and [GRAPHICS_FULLFONT:curses_800x600.bmp] to suit the standard tileset you want to use. For windowed mode, the lines to change are [GRAPHICS_WINDOWEDX:640], [GRAPHICS_WINDOWEDY:300], and [GRAPHICS_FONT:curses_640x300.bmp].&lt;br /&gt;
# Be sure to change [GRAPHICS_BLACK_SPACE] to the same setting as [BLACK_SPACE].&lt;br /&gt;
# Save the file, then you're ready to get mangled by a great-looking elephant!&lt;br /&gt;
&lt;br /&gt;
== Custom tileset design ==&lt;br /&gt;
&lt;br /&gt;
The gameplay viewport is 80 characters wide, and 25 characters tall. Therefore, a tileset's target resolution will be TILE_X_LENGTH * 80 by TILE_Y_LENGTH * 25. Since the tileset is arranged into a 16x16 grid of tiles (256 tiles total), the tileset image size will be TILE_X_LENGTH * 16 by TILE_Y_LENGTH * 16. Here are some common tile sizes:&lt;br /&gt;
&lt;br /&gt;
* A tileset with 10x12 tiles will be 160x192 pixels large, and the target resolution will be 800x300.&lt;br /&gt;
* A tileset with 16x16 tiles will be 256x256 pixels large, and the target resolution will be 1280x400.&lt;br /&gt;
&lt;br /&gt;
When creating a custom tileset, it's often easiest to start with an existing one, and edit it to your liking. Tilesets generally fall into three categories: rectangular tilesets, square tilesets, and 16x16 square tilesets. Rectangular tilesets have tiles that are taller than they are wide. The text in these tilesets is generally easier to read, but the map appears squished horizontally. Square tilesets usually provide more attractive graphics, but are slightly less readable. The 16x16 square tilesets are just a sub-set, which are grouped together because most [[Object Tilesets]] use 16x16 tiles. The graphics in Dwarf Fortress can be somewhat diversified and enhanced through the use of graphics sets.&lt;br /&gt;
&lt;br /&gt;
Many tiles are used by the game in multiple ways, and this makes customizing the graphics difficult. The same icon is used for chairs and the north end of one-tile-wide vertical bridges. Ashes and broken arrows look the same, and many game entities (such as levers, floodgates, bags, and bins) share characters that are also used in Dwarven names or other bits of text in the interface. &lt;br /&gt;
&lt;br /&gt;
=== How colors other than white and magenta work ===&lt;br /&gt;
&lt;br /&gt;
When the game draws a tile, it will select a foreground color, a background color, and a tile based on the item being drawn.  The background color will be used in place of magenta (Hex code #FF00FF or RGB 255 0 255).  All other colors in the tile will be treated as a mask against the foreground color.  Pure white (#FFFFFF) will always show the foreground color, while light grey (#CCCCCC) will be a slightly darker version of the foreground color, and dark grey (#888888) will be a dark version of the foreground color.  Black (#000000) will always be black.  It is impossible to use different shades of the background color.&lt;br /&gt;
&lt;br /&gt;
In general, just remember these rules:&lt;br /&gt;
&lt;br /&gt;
* Bright magenta (#FF00FF) is the background.&lt;br /&gt;
* Bright white (#FFFFFF) is the foreground.&lt;br /&gt;
* Darker shades of white and grey (#C0C0C0, #808080, etc) will display darker shades of the foreground color.  It is possible to use any shade of grey, including ones like #333333 and #C2C2C2.&lt;br /&gt;
* Black (#000000) will always be black.&lt;br /&gt;
* It's probably best to avoid color in normal tilesets.&lt;br /&gt;
&lt;br /&gt;
For an example, the game is drawing an exposed turquoise cluster with color &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;bright blue&amp;lt;/span&amp;gt; (#0000FF).  While loading the tile image, it encounters the color &amp;lt;span style=&amp;quot;color:#CCC;&amp;quot;&amp;gt;light grey&amp;lt;/span&amp;gt; (#CCCCCC).  The color used in its place will be:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin-bottom:20px; text-align:left; width:90%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Color component || Foreground color || Color mask from tile || Calculation in hex || Calculation in decimal&lt;br /&gt;
|-&lt;br /&gt;
| Red   || #&amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;00FF || #&amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;CCCC || &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;204&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Green || #00&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;FF || #CC&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;CC ||&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;204&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Blue  || #0000&amp;lt;span style=&amp;quot;color:#00F&amp;quot;&amp;gt;FF&amp;lt;/span&amp;gt;  || #CCCC&amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;FF&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;CB&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;255&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;204&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;203&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#0000CB&amp;quot;&amp;gt;Final Color&amp;lt;/span&amp;gt; || || || #&amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;CB&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;203&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Color masks with unequal amounts of R, G and B are calculated in the same fashion.  The game is now drawing a speardwarf with color &amp;lt;span style=&amp;quot;color:#C0C000;&amp;quot;&amp;gt;brown&amp;lt;/span&amp;gt; (#C0C000).  It encounters the color &amp;lt;span style=&amp;quot;color:#008080;&amp;quot;&amp;gt;cyan&amp;lt;/span&amp;gt; while loading the tile (#008080).  The color used instead of cyan will be:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin-bottom:20px; text-align:left; width:90%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Color component || Foreground color || Color mask from tile || Calculation in hex || Calculation in decimal&lt;br /&gt;
|-&lt;br /&gt;
| Red   || #&amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;C0&amp;lt;/span&amp;gt;C000 || #&amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;8080 || &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;C0&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;192&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Green || #C0&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;C0&amp;lt;/span&amp;gt;00 || #00&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;80&amp;lt;/span&amp;gt;80 ||&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;C0&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;80&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;60&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;192&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;128&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;96&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Blue  || #C0C0&amp;lt;span style=&amp;quot;color:#00F&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;  || #0080&amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;80&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;80&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;128&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#006000&amp;quot;&amp;gt;Final Color&amp;lt;/span&amp;gt; || || || #&amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;60&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;96&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
As illustrated by this example, colors in the tileset can result in colors that aren't in the foreground color or the tile graphic.  In this case, a brown foreground color with a cyan pixel color in the tileset results in a final color of green.  &lt;br /&gt;
&lt;br /&gt;
Theoretically, the way the game handles color masks could be used to display different graphics for items that use the same tile (but whose respective colors use different color component channels).  For example, if a bright red object and a bright blue object use the same tile, the tile can use bright red for all pixels that only the red object uses, bright blue for all pixels only the blue object uses, and bright magenta (but NOT #FF00FF, it would have to be #FE00FE or something similar) for all pixels both objects use.  In this fashion the two objects that share a tile would look completely different.  In practice however, this is probably impossible because so many objects share the same tile, the chances of the potential foreground colors sharing a red, green, or blue color component are too great.&lt;br /&gt;
&lt;br /&gt;
== What tiles are used for what ==&lt;br /&gt;
&lt;br /&gt;
* Items marked with * can have their tile changed in the [[modding|raw data]] files.&lt;br /&gt;
* Items marked with # can have their tile replaced by a [[graphics set]] image, in addition to having their tile changed in the raw data.&lt;br /&gt;
* Items marked with $ can be changed in the [[init.txt]] file.&lt;br /&gt;
&lt;br /&gt;
====Row 01 (000-015)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| No use&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|☺}}&lt;br /&gt;
| [[Civilian]] dwarves#&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|☻}}&lt;br /&gt;
| [[Military]] dwarves#&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|♥}}&lt;br /&gt;
| [[Dimple cup]]s*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|♦}}&lt;br /&gt;
| [[Cut gem]]s, large [[gem]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|♣}}&lt;br /&gt;
| [[Tower-cap]]s*, [[Acacia]] trees*, [[Mangrove]] trees*, [[Maple]] trees*, [[quarry bush]]es*, [[Alder]] trees*, [[Birch]] trees*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|♠}}&lt;br /&gt;
| [[Plump helmet]]s*, [[Oak]] trees*, [[quarry bush]] leaves*, [[Mahogany]] trees*, [[Chestnut]] trees*, [[Ash tree]]s*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|•}}&lt;br /&gt;
| [[Stone]], solid [[workshop]] tile for several workshops like the [[magma smelter]], [[lake]]s in main map, [[cave]]s in the main map&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|◘}}&lt;br /&gt;
| Solid workshop tile for several other workshops like the [[magma forge]], [[tanner]] workshop, [[catapult]] cup&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|○}}&lt;br /&gt;
| [[Well]], [[bracelet]], [[ant colony]], [[millstone]], [[quern]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|◙}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|♂}}&lt;br /&gt;
| Male sign, [[bag]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|♀}}&lt;br /&gt;
| Female sign, [[amulet]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|♪}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|♫}}&lt;br /&gt;
| [[Armor stand]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|☼}}&lt;br /&gt;
| [[Gem]]s*, bituminous [[coal]]*, [[currency]] symbol, [[masterpiece]] [[quality]] symbol, spider [[web]]s, [[turtle]]*, 'sun' symbol in engravings, [[gear]] assemblies&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 02 (016-031)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|►}}&lt;br /&gt;
| Head of [[ballista]] facing east, [[vermin|manta ray]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|◄}}&lt;br /&gt;
| Head of ballista facing west&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|↕}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|‼}}&lt;br /&gt;
| [[Cage]]s, on-[[fire]] symbol&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|¶}}&lt;br /&gt;
| [[Mug]]s, largest elven cities, [[Highwood]] trees*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|§}}&lt;br /&gt;
| [[Restraint]]s, [[whip vine]]*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;amp;#x25AC;}}&lt;br /&gt;
| [[Log]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|↨}}&lt;br /&gt;
| Some tree types&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|↑}}&lt;br /&gt;
| Interface text (bridge direction), [[Pine]]* trees, [[Larch]]* trees&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|↓}}&lt;br /&gt;
| Hungry/thirsty/drowsy/unhappy indicator, [[bridge]] placement raising direction indicator&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|→}}&lt;br /&gt;
| Interface text (bridge direction)&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|←}}&lt;br /&gt;
| Interface text (bridge direction)&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|∟}}&lt;br /&gt;
| Withered [[plant]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|↔}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|▲}}&lt;br /&gt;
| Head of [[ballista]] facing north, ramp up&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|▼}}&lt;br /&gt;
| Head of ballista facing south, ramp down&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 03 (032-047)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;amp;nbsp;}}&lt;br /&gt;
| Spaces in text messages.&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|!}}&lt;br /&gt;
| Strange [[mood]] mark, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;quot;}}&lt;br /&gt;
| [[Shrub]], quotation marks, kobold's glowing eyes*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|#}}&lt;br /&gt;
| Chasm (bottom in fortress mode), pits, [[Sandstone]]*, [[Rock salt]]*, [[Basalt]]*, [[Gypsum]]*, [[floor grate]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|$}}&lt;br /&gt;
| [[Coin]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|%}}&lt;br /&gt;
| [[Prepared food]], unexplored underground, [[Siltstone]]*, [[Slate]]*, [[Brimstone]]*, [[Kimberlite ]]*, [[Bismuthinite]]*, [[Realgar]]*, [[Stibnite]]*, [[Marcasite]]*, [[Olivine]]*, [[Orthoclase]]*, [[Microcline]]*, [[Petrified wood]]*, [[Brimstone]]*, [[Pyrolusite]]*, [[screw pump]] in action&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;amp;}}&lt;br /&gt;
| [[Demon]]s#&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;amp;#39;}}&lt;br /&gt;
|  Rough [[floor]]s, unexplored underground, [[Claystone]]*, [[Rhyolite]]*, [[Periclase]]*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|(}}&lt;br /&gt;
| Foreign object opening tag, tile in [[bowyer's workshop]], text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|)}}&lt;br /&gt;
| Foreign object closing tag, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|*}}&lt;br /&gt;
| [[Ore]], superior [[quality]] tags, key reference, working [[gear]] assembly&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|+}}&lt;br /&gt;
| Smooth/constructed [[floor]]s, injured status, finely-crafted [[quality]] tags, text, [[block]]/[[metal|bar]] [[bridge]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|,}}&lt;br /&gt;
| Rough [[floor]]s, [[Claystone]]*, unexplored underground, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|-}}&lt;br /&gt;
| [[Scepter]]s, [[arrow]]s in flight, well-crafted [[quality]] tags, keyboard reference&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|.}}&lt;br /&gt;
| Rough [[floor]]s, [[Felsite]]*, text, unexplored underground&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|/}}&lt;br /&gt;
| [[Weapon]]s, [[bolt]]s&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 04 (048-063)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|0}}&lt;br /&gt;
| [[Coffin]]s, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|1}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|2}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|3}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|4}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|5}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|6}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|7}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|8}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|9}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|:}}&lt;br /&gt;
| [[Wild strawberry|Wild strawberries]]*, [[Prickle berry|Prickle berries]]*, snowstorms&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|;}}&lt;br /&gt;
| [[Workshop]]s (which ones?)&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;lt;}}&lt;br /&gt;
|  [[Stairs]] up&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;amp;#61;}}&lt;br /&gt;
| [[Stockpile]]s, [[Chert]]*, [[Gneiss]]*, &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;gt;}}&lt;br /&gt;
| [[Stairs]] down&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|?}}&lt;br /&gt;
| &amp;quot;Task assigned&amp;quot; [[indicator]], looking for path&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
====Row 05 (064-079)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|@}}&lt;br /&gt;
| [[Sheriff]]#, berserk dwarf#, adventurer#, [[fortress guard]]#, [[royal guard]]#, dwarven [[merchant]]s#, [[caravan]] guards#&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|A}}&lt;br /&gt;
| [[Alligator]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|B}}&lt;br /&gt;
| Bears#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|C}}&lt;br /&gt;
| [[Cow]]#, camels#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|D}}&lt;br /&gt;
| [[Dragon]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|E}}&lt;br /&gt;
| [[Elf]]#, [[elephant]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|F}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|G}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|H}}&lt;br /&gt;
| [[Horse]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|I}}&lt;br /&gt;
| [[Support]], text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|J}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|K}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|L}}&lt;br /&gt;
| [[Leopard]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|M}}&lt;br /&gt;
| [[Magma man]]#, [[mule]]#, [[muskox]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|N}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|O}}&lt;br /&gt;
| [[Trade depot]] post, detailed/constructed wall by itself, text, wall ends&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
====Row 06 (080-095)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|P}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Q}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|R}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|S}}&lt;br /&gt;
| [[Sasquatch]]#, [[giant desert scorpion]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|T}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|U}}&lt;br /&gt;
| [[Human]]#, [[Unicorn]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|V}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|W}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|X}}&lt;br /&gt;
| [[Bin]], [[floodgate]], shop post, building footprint, nausea/winded/stunned/unconscious/migrant [[indicator]], text, up/down stairs, keyboard cursor&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Y}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Z}}&lt;br /&gt;
| Sleep [[indicator]], text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|[}}&lt;br /&gt;
| [[Clothing]], [[armor]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|\}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|]}}&lt;br /&gt;
| Floor tile in [[Workshop|workshops]] and [[furnace|furnaces]]. Clothing?, armor?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|^}}&lt;br /&gt;
| [[Trap]], [[Alabaster]]*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|_}}&lt;br /&gt;
| [[Channel]] [[designation]], text&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 07 (096-111)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|`}}&lt;br /&gt;
| Rough floors, unexplored underground, [[Dolomite]]*, [[Schist]]*, [[Alunite]]*, [[Rutile]]*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|a}}&lt;br /&gt;
| [[Antman]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|b}}&lt;br /&gt;
| [[Batman]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|c}}&lt;br /&gt;
| [[Cat]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|d}}&lt;br /&gt;
| [[Dog]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|e}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|f}}&lt;br /&gt;
| [[Frogman]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|g}}&lt;br /&gt;
| [[Goblin]]#, [[Mountain goat]]#, [[Gremlin]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|h}}&lt;br /&gt;
| [[Harpy]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|i}}&lt;br /&gt;
| [[Fire imp]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|j}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|k}}&lt;br /&gt;
| [[Kobold]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|l}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|m}}&lt;br /&gt;
| [[Mandrill]]#, [[vermin|mussel]], text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|n}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|o}}&lt;br /&gt;
| Well construction, bridge construction, text, [[millstone]] in action, floor tile in magma [[furnace|furnaces]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 08 (112-127)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|p}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|q}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|r}}&lt;br /&gt;
| [[Ratman]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|s}}&lt;br /&gt;
| [[Snakeman]]#, [[Slugman]]#, [[Snailman]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|t}}&lt;br /&gt;
| [[Troglodyte]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|u}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|v}}&lt;br /&gt;
| Text, [[Anhydrite]]*, [[Mica]]*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|w}}&lt;br /&gt;
| [[Wolf]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|x}}&lt;br /&gt;
| [[Saltpeter]]*, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|y}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|z}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;amp;#123;}}&lt;br /&gt;
| Forbidden opening tag&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;amp;#124;}}&lt;br /&gt;
| [[Talc]]*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;amp;#125;}}&lt;br /&gt;
| Forbidden closing tag&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|~}}&lt;br /&gt;
| Unfinished rough stone [[road]], [[river]], [[magma]], [[flow]]s, dirt [[road]], [[farm plot]] under construction, [[sand]], furrowed soils&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|⌂}}&lt;br /&gt;
| [[Animal trap]], low [[mountain]]s on world map, part of [[mechanic's workshop]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 09 (128-143)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Ç}}&lt;br /&gt;
| [[Mechanism]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ü}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|é}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|â}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ä}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|à}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|å}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ç}}&lt;br /&gt;
| [[Totem]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ê}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ë}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|è}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ï}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|î}}&lt;br /&gt;
| Elven forest retreat&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ì}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Ä}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Å}}&lt;br /&gt;
| [[Idol]]s, text&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 10 (144-159)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|É}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|æ}}&lt;br /&gt;
| [[Toy]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Æ}}&lt;br /&gt;
| [[Coffer]]s, [[quiver]]s, [[backpack]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ô}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ö}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ò}}&lt;br /&gt;
| Unactivated [[lever]]s, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|û}}&lt;br /&gt;
| [[Bucket]], text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ù}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ÿ}}&lt;br /&gt;
| [[Valley herb]]*&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Ö}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Ü}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|¢}}&lt;br /&gt;
| Closed [[hatch]]es&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|£}}&lt;br /&gt;
| Many valuable metals* in veins&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|¥}}&lt;br /&gt;
| Lobster*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|₧}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ƒ}}&lt;br /&gt;
| [[Rope reed]]*&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 11 (160-175)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|á}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|í}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ó}}&lt;br /&gt;
| Activated [[lever]]s, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ú}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ñ}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Ñ}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ª}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|º}}&lt;br /&gt;
| [[Cloth]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|¿}}&lt;br /&gt;
| [[Instrument]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|⌐}}&lt;br /&gt;
| Withered [[plant]]s: [[Blade weed]], [[Dimple cup]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|¬}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|½}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|¼}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|¡}}&lt;br /&gt;
| [[Flask]], [[waterskin]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|«}}&lt;br /&gt;
| [[Ballista arrow]] tail for west-facing ballistae, item with [[decoration]] tag&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|»}}&lt;br /&gt;
| [[Ballista arrow]] tail for east-facing ballistae, item with [[decoration]] tag&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 12 (176-191)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|░}}&lt;br /&gt;
| Partially dug rock, [[miasma]], [[cave-in]] dust, [[steam]], smoke, [[Fishery]] &amp;amp; Butcher's workshops, [[Jet]]*, [[Chalk]]*, [[Diorite]]*, various soils*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|▒}}&lt;br /&gt;
| Partially dug rock, [[miasma]], [[cave-in]] dust, [[steam]], smoke, workshops (craftdwarf's, bowyer's, mason's, mechanic's, jeweler's, clothier's, [[kitchen]], and leather works), side tiles for catapult, [[window]], [[Gabbro]]*, [[Obsidian]]*, various soils*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|▓}}&lt;br /&gt;
| Partially dug rock, [[miasma]], [[cave-in]] dust, [[steam]], smoke, tannery, [[Marble]]*, [[Limestone]]*, [[Flint]]*, [[Granite]]*, various soils*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|│}}&lt;br /&gt;
| Overworld [[river]]s, [[well]] [[chain]]/[[rope]], rotating [[axle]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|┤}}&lt;br /&gt;
| Overworld [[river]]s, top-right tile for [[Loom]], glumprong [[tree]]*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╡}}&lt;br /&gt;
| Tree in winter, [[bridge]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╢}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╖}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╕}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╣}}&lt;br /&gt;
| Smooth/constructed walls&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|║}}&lt;br /&gt;
| Smooth/constructed walls, [[bridge]]s, wooden [[door]]s, [[axle]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╗}}&lt;br /&gt;
| Smooth/constructed walls, bridges&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╝}}&lt;br /&gt;
| Smooth/constructed walls, bridges&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╜}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╛}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|┐}}&lt;br /&gt;
| Overworld [[river]]s&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 13 (192-207)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|└}}&lt;br /&gt;
| Overworld rivers/Roads&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|┴}}&lt;br /&gt;
| Overworld rivers/Roads&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|┬}}&lt;br /&gt;
| Overworld rivers/Roads&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|├}}&lt;br /&gt;
| Overworld rivers/Roads, top-left tile for [[Loom]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|─}}&lt;br /&gt;
| Overworld rivers/Roads, rotating [[axle]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|┼}}&lt;br /&gt;
| [[Door]]s, overworld rivers/Roads, floor detailing/[[engraving]] in progress&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╞}}&lt;br /&gt;
| Bridges, trees in winter, [[catapult]] tile&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╟}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╚}}&lt;br /&gt;
| Smooth/constructed walls, bridges&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╔}}&lt;br /&gt;
| Smooth/constructed walls, bridges&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╩}}&lt;br /&gt;
| Smooth/constructed walls&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╦}}&lt;br /&gt;
| Smooth/constructed walls&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╠}}&lt;br /&gt;
| Smooth/constructed walls&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|═}}&lt;br /&gt;
| Smooth/constructed walls, bridges, planted [[crop]]s, center [[catapult]] tile, [[axle]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╬}}&lt;br /&gt;
| Smooth/constructed walls, bridges, [[fortification]]s, (flashing) wall [[detailing]]/[[engraving]]/fortifying in progress&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╧}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 14 (208-223)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╨}}&lt;br /&gt;
| Bridges&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╤}}&lt;br /&gt;
| [[Table]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╥}}&lt;br /&gt;
| [[Chair]]s, bridges, farmer's workshop bottom-middle tile&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╙}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╘}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╒}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╓}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╫}}&lt;br /&gt;
| Some types of floodgates (wood?){{verify}}&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╪}}&lt;br /&gt;
| Metal doors&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|┘}}&lt;br /&gt;
| Overworld [[river]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|┌}}&lt;br /&gt;
| Overworld rivers&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|█}}&lt;br /&gt;
| Any solid color tile&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|▄}}&lt;br /&gt;
| Siege engine parts&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|▌}}&lt;br /&gt;
| [[Ballista]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|▐}}&lt;br /&gt;
| Ballista&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|▀}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 15 (224-239)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|α}}&lt;br /&gt;
| [[Fish]], top-center [[fishery]] tile, [[meat]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ß}}&lt;br /&gt;
| [[Leather]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Γ}}&lt;br /&gt;
| [[Weight]] symbol, candlenet [[tree]]*, mango tree*, rubber tree*, cacao tree*, palm tree*, kapok tree*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|π}}&lt;br /&gt;
| [[Cabinet]], [[goblin|dark fortress]]es&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Σ}}&lt;br /&gt;
| [[Trap component]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|σ}}&lt;br /&gt;
| [[Anvil]], metalsmith's and magma forge bottom-middle tile&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|µ}}&lt;br /&gt;
| [[Plant]]s*(which?), [[crown]], ruins on world map&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|τ}}&lt;br /&gt;
| [[Pig tail]]s*, [[Tree]] sapling, [[Blade weed]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Φ}}&lt;br /&gt;
| [[Sweet pod]]s*, [[bloated tuber]]*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Θ}}&lt;br /&gt;
| [[Bed]]s, [[Puddingstone]]*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Ω}}&lt;br /&gt;
| [[Statue]]s, dwarven cities on map, [[fish|sea nettle jellyfish]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|δ}}&lt;br /&gt;
| [[Earring]]s, [[kennel]] tile&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|∞}}&lt;br /&gt;
| [[Boulder]], middle-right [[butcher's shop]] tile, [[Andesite]]*, [[Conglomerate]]*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|φ}}&lt;br /&gt;
| [[Thread]], [[loom]] bottom left tile, farmer's workshop bottom right tile&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ε}}&lt;br /&gt;
| [[Bowyer's workshop]] middle-right tile&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|∩}}&lt;br /&gt;
| [[Hills]] on world map&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 16 (240-255)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|≡}}&lt;br /&gt;
| [[metal|Bar]]s, excellent [[quality]] symbol, [[zone]]s, metal [[floodgate]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|±}}&lt;br /&gt;
| Unfinished [[road]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|≥}}&lt;br /&gt;
| Spent ammo (catapult stones count), [[ashes]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|≤}}&lt;br /&gt;
| Spent ammo (catapult stones count), ashes&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|⌠}}&lt;br /&gt;
| Willow [[tree]]*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|⌡}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|÷}}&lt;br /&gt;
| [[Barrel]], [[screw pump]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|≈}}&lt;br /&gt;
| Rough stone [[road]] or [[bridge]], [[water]], [[river]], [[lava]], glob, [[fat]], [[tallow]], [[farm plot]], furrowed soil, [[vomit]], [[blood]] pools, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|°}}&lt;br /&gt;
| [[Ring]], sea foam&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|∙}}&lt;br /&gt;
| [[Vermin]]*, terrain at lower elevation&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|·}}&lt;br /&gt;
| [[Seed]]s, micro-vermin, distant indoors terrain$ (changed by the 'chasm' option in init.txt)&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|√}}&lt;br /&gt;
| [[Weapon rack]]s, [[badlands]] in main map, check mark (selecting production materials, confirmed items on manager window)&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ⁿ}}&lt;br /&gt;
| [[Savanna]] in main map&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|²}}&lt;br /&gt;
| Body parts, [[chunk]]s, vermin corpses, [[bone]], [[shell]], [[skin]]s, [[skull]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|■}}&lt;br /&gt;
| [[Block]]s, trees at lower elevation&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| No use&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ☺ ☻ ♥ ♦ ♣ ♠ • ◘ ○ ◙ ♂ ♀ ♪ ♫ ☼ ► ◄ ↕ ‼ ¶ § ▬ ↨ ↑ ↓ → ← ∟ ↔ ▲ ▼ ! &amp;quot; # $ % &amp;amp; ' ( ) * + , - . / 0 1 2 3 4 5 6 7 8 9 : ; &amp;lt; = &amp;gt; ? @ A B C D E F G H I J K L M N O P Q R S T U V W X Y Z [ \ ] ^ _ ` a b c d e f g h i j k l m n o p q r s t u v w x y z { | } ~ ⌂ Ç ü é â ä à å ç ê ë è ï î ì Ä Å É æ Æ ô ö ò û ù ÿ Ö Ü ¢ £ ¥ ₧ ƒ á í ó ú ñ Ñ ª º ¿ ⌐ ¬ ½ ¼ ¡ « » ░ ▒ ▓ │ ┤ ╡ ╢ ╖ ╕ ╣ ║ ╗ ╝ ╜ ╛ ┐ └ ┴ ┬ ├ ─ ┼ ╞ ╟ ╚ ╔ ╩ ╦ ╠ ═ ╬ ╧ ╨ ╤ ╥ ╙ ╘ ╒ ╓ ╫ ╪ ┘ ┌ █ ▄ ▌ ▐ ▀ α ß Γ π Σ σ µ τ Φ Θ Ω δ ∞ φ ε ∩ ≡ ± ≥ ≤ ⌠ ⌡ ÷ ≈ ° ∙ · √ ⁿ ² ■ --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Game Interface FAQ}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Interface]]&lt;/div&gt;</summary>
		<author><name>Hoborobo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Wound&amp;diff=29128</id>
		<title>40d Talk:Wound</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Wound&amp;diff=29128"/>
		<updated>2008-08-10T10:54:06Z</updated>

		<summary type="html">&lt;p&gt;Hoborobo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==.33c bug==&lt;br /&gt;
My miner had a broken arm and was &amp;quot;resting&amp;quot; even though all he did was move back and forth on the screen and submit to starvation and dehydration. I set a dwarf to Health Care only, had buckets to spare, and nothing was done to care for the dwarf. As far as I'm concerned, in v.33c. Check out the pic below and the [http://mkv25.net/dfma/movie-184-restlesswoundedminer movie] I have.&lt;br /&gt;
&lt;br /&gt;
[[Image:Injury.png | none | frame | 500px | Injured dwarf spam.]]&lt;br /&gt;
[[User:Schm0|Schm0]] 18:31, 24 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Happened to me too, also v.33c [[User:Klada|Klada]] 23:49, 1 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:This bug has been fixed --[[User:Karlito|Karlito]] 23:50, 1 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
same thing is happening to me so i dont think it has... [[User:Twiggie|Twiggie]] 12:54, 7 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Actually it has, as of 33d. You may need to download a new version. [[User:Klada|Klada]] 13:17, 7 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Priority of [[health care]] task ==&lt;br /&gt;
&lt;br /&gt;
I think the game is a bit broken in that I can have a dwarf set with [[health care]] (I know it's a redlink) as their only active task, and rather than bring food to a dwarf who seems to only be moderately injured, but is now about to die from starvation - even though there is a stockpile of prepared meals 6 tiles away, and the other dwarves are resting in the same barracks![[User:GarrieIrons|GarrieIrons]] 04:56, 12 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Brown Wounds ==&lt;br /&gt;
&lt;br /&gt;
my legendary miner will not heal his brown wounds he must have been resting for a year now. What should I do? --[[User:Hoborobo|Hoborobo]] 06:54, 10 August 2008 (EDT)&lt;br /&gt;
== healing speed ==&lt;br /&gt;
it seems that in the newest version(.38c) wounds heal at incredible speed - I watched my woodcutter fight batmen and get lightly wounded, was relieved that it was nothing worse, but when I checked back on him he was uninjured. So when my miner took on a wolf I kept a very close eye on him, and indeed he suffered moderate wounds and got a &amp;quot;rest&amp;quot; job, but the wound healed to lightly wounded before he even got back into the fortress and was gone by the time he reached his bed.--[[User:Syndic|Syndic]] 00:30, 13 March 2008 (EDT)&lt;br /&gt;
: chances are they have a (very) high toughness? - this will cause exactly what you describe. Send a peasant recruit into battle and you will see the difference ;) --[[User:Koltom|Koltom]] 07:20, 13 March 2008 (EDT)&lt;br /&gt;
::Given that they were miners and woodcutters, they would become tough before they become even [[proficient]] in their trade. As mentioned by Koltom and indeed in the article, toughness has a huge effect both on the impact of being wounded (ie tough dwarves carry on regardless) AND on the rate of healing (they get better before they make it to their bed to rest).[[User:GarrieIrons|GarrieIrons]] 07:24, 26 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Nervous system damage ==&lt;br /&gt;
&lt;br /&gt;
I have a guard with minor neck and brain injuries, so he won't spar any more. However, he is a Talented Hammerdwarf, Skilled Armor User, and Proficient Shield User (only Novice Wrestler), so I reallocated him to use a crossbow and he does infact shoot at the archery range. This could be a good way to improve troops and get Marksdwarves that might be vaguely effective in melee combat should it come to that. He's also already Mighty, Very Agile, and Tough.&lt;br /&gt;
&lt;br /&gt;
I'm thinking of adding the following to the Healing section of this page, at the end of the paragraph starting with &amp;quot;Wounds to the nervous system...&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;A hammerdwarf with light injuries to the nervous system may no longer spar, but will train as a Marksdwarf if allocated to use a crossbow. This can be useful given that a Marksdwarf entering melee combat uses the hammerdwarf skill to bash enemies with their crossbow. They hopefully would have also trained as Wrestlers, Armor Users, and Shield Users which will help their survival rate.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Thoughts? --[[User:TimE|TimE]]&lt;br /&gt;
&lt;br /&gt;
:Seems a bit too niche to be in the article as general advice. Perhaps a generality made from that idea would be appropriate however. something like &amp;quot;dwarves with nervous injuries too severe to be a melee fighter may still be valulable as a Marksdwarf.&amp;quot; --[[User:N9103|Edward]] 03:59, 4 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: I think this applies to dwarves with ''any'' nervous injuries. I like the concise version though, I'll add that. --[[User:TimE|TimE]] 00:56, 3 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Color of Wounds ==&lt;br /&gt;
I think that lightly wounded and lopped off are too close of a color. The lopped off color should be pink, a nice bright color with eye attracting color. This way I can tell whether or not to pay attention to that individual.--[[User:CrazyMcfobo|CrazyMcfobo]] 19:44, 15 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I agree with you on that, try making a topic in the forums about it. Toady might change it.--[[User:Richards|Richards]] 21:18, 15 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Spleen, kidney etc. ==&lt;br /&gt;
&lt;br /&gt;
What about spleen, liver, kidneys etc ? Do they belong to &amp;quot;guts&amp;quot; ? [[User:Timst|Timst]] 10:19, 13 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== New version and light wounds ==&lt;br /&gt;
&lt;br /&gt;
The new version and its possibility for messed up temps means that all organs can now be in all states of wounded-ness. That means you can get lightly wounded hearts and guts and lungs... etc. &lt;br /&gt;
&lt;br /&gt;
Note that this is due to extreme frostbite, not heat. &lt;br /&gt;
&lt;br /&gt;
[[User:Logical2u|Logical2u]] 23:36, 19 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== wounded but not resting ==&lt;br /&gt;
&lt;br /&gt;
I have a dwarf who has a yellow head wound and a red upper leg wound. In the {{k|u}} screen he shows as '''No job''', on his wound status screek ({{k|v}}{{k|w}}) he is unconscious, hungry, dehydrated and drowsy.&lt;br /&gt;
&lt;br /&gt;
If he is unconscious then he is not resting. I take it he is not going to trigger any health care jobs: so does this mean he is doomed?&lt;br /&gt;
[[User:GarrieIrons|GarrieIrons]] 07:29, 26 July 2008 (EDT)&lt;br /&gt;
:He ended up dying. It seemed inevitable given that becoming unconscious seems to cancel resting.[[User:GarrieIrons|GarrieIrons]] 04:28, 1 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== broken leg ==&lt;br /&gt;
&lt;br /&gt;
can a dwarf with a broken leg still get around to work?&lt;br /&gt;
:Unfortunately, no. Anything worse then moderately wounded causes the dwarf to go sleep it off until its healed. However, ''eventually'' it will heal up and he can go back to work. --[[User:Toloran|Toloran]] 02:32, 10 August 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Hoborobo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Glass_furnace&amp;diff=44190</id>
		<title>40d Talk:Glass furnace</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Glass_furnace&amp;diff=44190"/>
		<updated>2008-08-10T10:52:09Z</updated>

		<summary type="html">&lt;p&gt;Hoborobo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;are the items made directly out of the raw glass, or the materials for the glass &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Eerr|Eerr]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:From the materials [[User:VengefulDonut|VengefulDonut]] 00:20, 10 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: How would this work in real life, mould glass? --[[User:Hoborobo|Hoborobo]] 06:52, 10 August 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Hoborobo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Undead&amp;diff=38839</id>
		<title>40d Talk:Undead</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Undead&amp;diff=38839"/>
		<updated>2008-08-10T10:47:20Z</updated>

		<summary type="html">&lt;p&gt;Hoborobo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;One question: I had two dwarves that were not always occupied hunt small zombies and skeletons (hoary marmots, mountain goat and such). Apart from getting really good at wrestling, they both seemed to gain &amp;quot;Is used to tragedy&amp;quot; as a character trait. Can anyone confirm that? -- [[User:qwertyu|qwertyu]] 12:34, 9 March 2008 (CET)&lt;br /&gt;
&lt;br /&gt;
:That always happens regardless of what they are killing.&lt;br /&gt;
&lt;br /&gt;
:Should we include the fact that attempting to pit undead animals of any kind will result in them attacking the moment they are released, regardless of how close they are to the pit. (They can be right next to it but still attack the pit-ter once they are out of the cages)&lt;br /&gt;
:--[[User:Umiman|Umiman]] 07:39, 29 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I believe we should put it in as a warning to those who attempt to put captured undead in pits.&lt;br /&gt;
::--Rickola&lt;br /&gt;
&lt;br /&gt;
:::Should it be mentioned that the Undead versions are much more tougher than 'normal' creatures, once I had an entire fortress wiped out by a single Undead Racoon. --[[User:Hoborobo|Hoborobo]] 06:47, 10 August 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Hoborobo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Carp&amp;diff=9973</id>
		<title>40d Talk:Carp</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Carp&amp;diff=9973"/>
		<updated>2008-08-10T10:44:43Z</updated>

		<summary type="html">&lt;p&gt;Hoborobo: /* Carp symbols */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Unicorn|There is another contender for the position of King of the Animals, and this one is land-based.]] --[[User:BDR|BDR]] 14:42, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Hmm, what about the other fish? sea lampreys? pike? etc? what about them?  Do they just get shunted, and their named champions brushed aside?&lt;br /&gt;
&lt;br /&gt;
:I was going to propose the eagles that seem untargetable as they fly in, grab a dwarf, then drop him from a dizzying height whereupon he spats into chunks on the ground.--[[User:Draco18s|Draco18s]] 03:45, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Well, until Toady lets carp and elephants fight each other to settle this once and for all, perhaps carp should be King of the Sea and elephants King of the Land. Eagles can have King of the Air.--[[User:Xazak|Xazak]] 19:53, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Hmm, wonder if you can have those eagles tamed.  Dwarven air force anyone? --[[User:Frostedfire|frostedfire]]  10:02, 9 November 2007 (AEDT)&lt;br /&gt;
&lt;br /&gt;
::::All the other types of hostile fish (e.g. longnose gar, pike, etc) are just as dangerous as carp, or were the last time I had a fort on a river infested by them (it was a &amp;quot;major river&amp;quot; which was only 4 or 5 tiles wide, had about 3 different kinds of hostile fish, and no carp). --[[User:SL|SL]] 12:06, 29 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Solen &amp;gt; carp. Who'd win--a fish, or [http://uo.stratics.com/hunters/Pics/transpar/fireantwarrior.gif this]? ~ [[User:Midna|Midna]] 13:18, 23 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It might be worth noting somewhere that you only seem to get &amp;quot;dangerous&amp;quot; fish if you have an actual river (or coastline?).  If you only have a brook and murky pools, you get our old friends turtles and salmon who never attack or scare anyone.  From what I can tell, salmon, turtles, and char seem to be classified as vermin, not creatures, so they don't freak out the dwarfs.  The aquifer seems safe too, though that may depend on what other water sources are nearby.  &lt;br /&gt;
&lt;br /&gt;
Can anyone confirm or refute? -- [[User:Angela Christine|Angela Christine]] 19:32, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::From what I've seen, this is correct.  While starting and abandoning several fortresses trying to get the handle of making machines and other devious devices, 5 out of 5 fortresses started next to brooks generated no dangerous fish, while 3 of the 4 started next to major rivers and 2 out of 2 started on the coast had my poor dwarves molested by those vile things.  --[[User:TheUbie|TheUbie]] 01:57, 18 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Brooks cannot contain fish because they don't exist on two z-levels, at least that's what I've seen. No fish. --[[User:Vanan|Vanan]] 00:52, 26 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::::Brooks exist on z-levels the same way rivers do, however brook tiles are filled with rock which means no fish can be in them (and is why dwarves can walk on them). Channeling a brook so it shows 'real' water will cause it to occasionally get fish like all other pools of water, however large fish such as carp never seem to migrate onto the map so you won't get any of them, just the small 'vermin' fish. --[[User:BurnedToast|BurnedToast]] 00:14, 5 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::Brooks don't have &amp;quot;river&amp;quot; biome. Creatures (vermin included) are generated in biomes. That's why no goats spawn in your fortress, but olms do, if you have corridor near cave river. If you flooded entire river with magma, and then refilled it with water carp would probably respawn. --[[User:Someone-else|Someone-else]] 17:25, 9 May 2008 (EDT)&lt;br /&gt;
== Carp symbols ==&lt;br /&gt;
&lt;br /&gt;
I was only curious, since the wiki article lacked a picture, and me and some others would like to know, what does the carp look like in game. Thank you for the help beforehand.&lt;br /&gt;
:Please do sign your edits with &amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt;. At any rate, the fish icon is best described as such: three quarters of an infinity sign. Plain meat has the same symbol. --[[User:GreyMario|GreyMario]] 15:01, 2 April 2008 (EDT)&lt;br /&gt;
::I'd say it looks like an alpha sign. Almost all fishes are blue-colored because they count as underwater. --[[User:Someone-else|Someone-else]] 17:25, 9 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Salmon are pink though [[User:Hoborobo|Hoborobo]] 06:44, 10 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Butchering? ==&lt;br /&gt;
&lt;br /&gt;
Has anyone managed to butcher a carp, and if so what do you get from it? --[[User:GreyMario|GreyMario]] 15:01, 2 April 2008 (EDT)&lt;br /&gt;
:I've never managed it, but I've only had carp once. Next time I get them I'll cheat really fast and dam the river to see what I can do with the air-drowned carp afterwards.--[[User:Eurytus|Eurytus]] 21:56, 2 April 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== New Version ==&lt;br /&gt;
&lt;br /&gt;
In the new version, I have had two fortresses right next to a river filled chock full of carp, and have yet to see a dwarf even get a scrape from one. Have they been toned down to more 'realistic' strength, or have I been obscenely lucky? --[[User:Mabmoro|Mabmoro]] 10:37, 29 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Can you say what version it is? [[User:Hoborobo|Hoborobo]] 06:43, 10 August 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Hoborobo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Carp&amp;diff=9972</id>
		<title>40d Talk:Carp</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Carp&amp;diff=9972"/>
		<updated>2008-08-10T10:43:34Z</updated>

		<summary type="html">&lt;p&gt;Hoborobo: /* New Version */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Unicorn|There is another contender for the position of King of the Animals, and this one is land-based.]] --[[User:BDR|BDR]] 14:42, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Hmm, what about the other fish? sea lampreys? pike? etc? what about them?  Do they just get shunted, and their named champions brushed aside?&lt;br /&gt;
&lt;br /&gt;
:I was going to propose the eagles that seem untargetable as they fly in, grab a dwarf, then drop him from a dizzying height whereupon he spats into chunks on the ground.--[[User:Draco18s|Draco18s]] 03:45, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Well, until Toady lets carp and elephants fight each other to settle this once and for all, perhaps carp should be King of the Sea and elephants King of the Land. Eagles can have King of the Air.--[[User:Xazak|Xazak]] 19:53, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Hmm, wonder if you can have those eagles tamed.  Dwarven air force anyone? --[[User:Frostedfire|frostedfire]]  10:02, 9 November 2007 (AEDT)&lt;br /&gt;
&lt;br /&gt;
::::All the other types of hostile fish (e.g. longnose gar, pike, etc) are just as dangerous as carp, or were the last time I had a fort on a river infested by them (it was a &amp;quot;major river&amp;quot; which was only 4 or 5 tiles wide, had about 3 different kinds of hostile fish, and no carp). --[[User:SL|SL]] 12:06, 29 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Solen &amp;gt; carp. Who'd win--a fish, or [http://uo.stratics.com/hunters/Pics/transpar/fireantwarrior.gif this]? ~ [[User:Midna|Midna]] 13:18, 23 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It might be worth noting somewhere that you only seem to get &amp;quot;dangerous&amp;quot; fish if you have an actual river (or coastline?).  If you only have a brook and murky pools, you get our old friends turtles and salmon who never attack or scare anyone.  From what I can tell, salmon, turtles, and char seem to be classified as vermin, not creatures, so they don't freak out the dwarfs.  The aquifer seems safe too, though that may depend on what other water sources are nearby.  &lt;br /&gt;
&lt;br /&gt;
Can anyone confirm or refute? -- [[User:Angela Christine|Angela Christine]] 19:32, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::From what I've seen, this is correct.  While starting and abandoning several fortresses trying to get the handle of making machines and other devious devices, 5 out of 5 fortresses started next to brooks generated no dangerous fish, while 3 of the 4 started next to major rivers and 2 out of 2 started on the coast had my poor dwarves molested by those vile things.  --[[User:TheUbie|TheUbie]] 01:57, 18 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Brooks cannot contain fish because they don't exist on two z-levels, at least that's what I've seen. No fish. --[[User:Vanan|Vanan]] 00:52, 26 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::::Brooks exist on z-levels the same way rivers do, however brook tiles are filled with rock which means no fish can be in them (and is why dwarves can walk on them). Channeling a brook so it shows 'real' water will cause it to occasionally get fish like all other pools of water, however large fish such as carp never seem to migrate onto the map so you won't get any of them, just the small 'vermin' fish. --[[User:BurnedToast|BurnedToast]] 00:14, 5 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::Brooks don't have &amp;quot;river&amp;quot; biome. Creatures (vermin included) are generated in biomes. That's why no goats spawn in your fortress, but olms do, if you have corridor near cave river. If you flooded entire river with magma, and then refilled it with water carp would probably respawn. --[[User:Someone-else|Someone-else]] 17:25, 9 May 2008 (EDT)&lt;br /&gt;
== Carp symbols ==&lt;br /&gt;
&lt;br /&gt;
I was only curious, since the wiki article lacked a picture, and me and some others would like to know, what does the carp look like in game. Thank you for the help beforehand.&lt;br /&gt;
:Please do sign your edits with &amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt;. At any rate, the fish icon is best described as such: three quarters of an infinity sign. Plain meat has the same symbol. --[[User:GreyMario|GreyMario]] 15:01, 2 April 2008 (EDT)&lt;br /&gt;
::I'd say it looks like an alpha sign. Almost all fishes are blue-colored because they count as underwater. --[[User:Someone-else|Someone-else]] 17:25, 9 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Butchering? ==&lt;br /&gt;
&lt;br /&gt;
Has anyone managed to butcher a carp, and if so what do you get from it? --[[User:GreyMario|GreyMario]] 15:01, 2 April 2008 (EDT)&lt;br /&gt;
:I've never managed it, but I've only had carp once. Next time I get them I'll cheat really fast and dam the river to see what I can do with the air-drowned carp afterwards.--[[User:Eurytus|Eurytus]] 21:56, 2 April 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== New Version ==&lt;br /&gt;
&lt;br /&gt;
In the new version, I have had two fortresses right next to a river filled chock full of carp, and have yet to see a dwarf even get a scrape from one. Have they been toned down to more 'realistic' strength, or have I been obscenely lucky? --[[User:Mabmoro|Mabmoro]] 10:37, 29 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Can you say what version it is? [[User:Hoborobo|Hoborobo]] 06:43, 10 August 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Hoborobo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Things_to_Do&amp;diff=30667</id>
		<title>40d:Things to Do</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Things_to_Do&amp;diff=30667"/>
		<updated>2008-08-04T18:09:24Z</updated>

		<summary type="html">&lt;p&gt;Hoborobo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''The basic point of Fortress mode is:'''&lt;br /&gt;
*Build/[[dig]] a place for your dwarves to work and live&lt;br /&gt;
*Ensure survivability by providing [[food]] and [[water]]/[[alcohol|drink]] for every dwarf&lt;br /&gt;
*Provide basic comfort by building [[bed]]s/[[Bedroom|quarter]]s, a [[dining room]]&lt;br /&gt;
*Defend your fortress ([[trap]]s/[[military]])&lt;br /&gt;
*From the way Toady implements some features, have a lot of (twisted) [[fun]]&lt;br /&gt;
*Accumulate [[wealth]]&lt;br /&gt;
*Build and sustain a bustling fortress full 200 dwarf fortress (this is already a bit &amp;quot;optional&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
Most people prefer to do some/most of these steps:&lt;br /&gt;
*Expand the cave to have own specific areas for specific purposes ([[Bedroom]]s, [[workshops]], [[farm]]s etc)&lt;br /&gt;
*Create various items for exporting ([[Trade]])&lt;br /&gt;
*Create a working [[military]]&lt;br /&gt;
*Dig out the wealth of the mountain/ground (Mainly [[platinum]], [[gold]], [[gem]]s, [[adamantine]] etc)&lt;br /&gt;
*Create luxury for your dwarves and a generally grand and nicely smoothed fortress&lt;br /&gt;
*Generally make your fort self-sustaining and self-supplied&lt;br /&gt;
*Experiment with and experience the full depth of all game features&lt;br /&gt;
*Kill Elves&lt;br /&gt;
*Create the worlds largest Brewrary&lt;br /&gt;
&lt;br /&gt;
Beyond this, it's really up to your own imagination what you wish to do. After all, this game is a [http://en.wikipedia.org/wiki/Sandbox_game sandbox game]. The possibilities are endless.&lt;br /&gt;
If you feel the need to play a more goal-based game, then check out the list of [[game goals]] for suggestions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Game Basics FAQ}}&lt;/div&gt;</summary>
		<author><name>Hoborobo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Things_to_Do&amp;diff=30688</id>
		<title>40d Talk:Things to Do</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Things_to_Do&amp;diff=30688"/>
		<updated>2008-08-04T18:08:24Z</updated>

		<summary type="html">&lt;p&gt;Hoborobo: /* Kill Elves */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Oh my... Why does weird wiki-stuff keep happening to me? Now I saved a new page, and this blank page comes up, telling me this page &amp;quot;needs to be edited&amp;quot; or &amp;quot;created&amp;quot; or whatever. So I edit it, and save it again (What I thought was the same page..) Now there are two new pages, only difference is a question mark... --''Uberubert''&lt;br /&gt;
&lt;br /&gt;
Question marks don't work very well in titles, especially when the title is used in the URL for the page. Why have you made this page? Couldn't it have been merged in with a FAQ or some other guide? --[[User:Markavian|Markavian]]&lt;br /&gt;
&lt;br /&gt;
Should there really be a reference and link to hidden fun stuff in a game basics FAQ? Might be considered a bit of a spoiler for the new players who come and read this.--[[User:TangoThree|TangoThree]] 08:12, 17 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Move ==&lt;br /&gt;
&lt;br /&gt;
This page should have a better title. &amp;quot;Fortress Goals&amp;quot;, &amp;quot;Fortress Objectives&amp;quot;, or &amp;quot;Things to Do&amp;quot;. Anything like that would be better than having a page title that is a question itself. If someone agrees on a title we'll move it there.--[[User:Richards|Richards]] 14:47, 17 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Edit: Moved it to a different title.--[[User:Richards|Richards]] 18:05, 18 April 2008 (EDT)&lt;br /&gt;
::Sigh. You mind editing the Template to match if you're gonna do that? [[User:Juckto|Juckto]] 20:13, 18 April 2008 (EDT)&lt;br /&gt;
:::Not at all.--[[User:Richards|Richards]] 06:00, 19 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Kill Elves ==&lt;br /&gt;
&lt;br /&gt;
How the heck do you kill elves qand how do you sign your name on a disscusion edit?&lt;br /&gt;
&lt;br /&gt;
: 1. I'm not sure, probably through bridge traps or something.&lt;br /&gt;
&lt;br /&gt;
: 2. With a 'Quadrupal ~' &lt;br /&gt;
&lt;br /&gt;
: [[User:Hoborobo|Hoborobo]] 14:08, 4 August 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Hoborobo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Things_to_Do&amp;diff=30687</id>
		<title>40d Talk:Things to Do</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Things_to_Do&amp;diff=30687"/>
		<updated>2008-08-04T18:07:29Z</updated>

		<summary type="html">&lt;p&gt;Hoborobo: /* Kill Elves */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Oh my... Why does weird wiki-stuff keep happening to me? Now I saved a new page, and this blank page comes up, telling me this page &amp;quot;needs to be edited&amp;quot; or &amp;quot;created&amp;quot; or whatever. So I edit it, and save it again (What I thought was the same page..) Now there are two new pages, only difference is a question mark... --''Uberubert''&lt;br /&gt;
&lt;br /&gt;
Question marks don't work very well in titles, especially when the title is used in the URL for the page. Why have you made this page? Couldn't it have been merged in with a FAQ or some other guide? --[[User:Markavian|Markavian]]&lt;br /&gt;
&lt;br /&gt;
Should there really be a reference and link to hidden fun stuff in a game basics FAQ? Might be considered a bit of a spoiler for the new players who come and read this.--[[User:TangoThree|TangoThree]] 08:12, 17 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Move ==&lt;br /&gt;
&lt;br /&gt;
This page should have a better title. &amp;quot;Fortress Goals&amp;quot;, &amp;quot;Fortress Objectives&amp;quot;, or &amp;quot;Things to Do&amp;quot;. Anything like that would be better than having a page title that is a question itself. If someone agrees on a title we'll move it there.--[[User:Richards|Richards]] 14:47, 17 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Edit: Moved it to a different title.--[[User:Richards|Richards]] 18:05, 18 April 2008 (EDT)&lt;br /&gt;
::Sigh. You mind editing the Template to match if you're gonna do that? [[User:Juckto|Juckto]] 20:13, 18 April 2008 (EDT)&lt;br /&gt;
:::Not at all.--[[User:Richards|Richards]] 06:00, 19 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Kill Elves ==&lt;br /&gt;
&lt;br /&gt;
How the heck do you kill elves qand how do you sign your name on a disscusion edit?&lt;br /&gt;
&lt;br /&gt;
: 1. I'm not sure, probably through bridge traps or something.&lt;br /&gt;
&lt;br /&gt;
  2. With a '[[User:Hoborobo|Hoborobo]] 14:07, 4 August 2008 (EDT)'&lt;br /&gt;
&lt;br /&gt;
     [[User:Hoborobo|Hoborobo]] 14:07, 4 August 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Hoborobo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Dragon&amp;diff=29059</id>
		<title>40d Talk:Dragon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Dragon&amp;diff=29059"/>
		<updated>2008-08-04T18:03:55Z</updated>

		<summary type="html">&lt;p&gt;Hoborobo: /* Tiny? */&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;/div&gt;</summary>
		<author><name>Hoborobo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Well&amp;diff=2922</id>
		<title>40d:Well</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Well&amp;diff=2922"/>
		<updated>2008-08-03T20:06:41Z</updated>

		<summary type="html">&lt;p&gt;Hoborobo: /* &amp;quot;Easteregg&amp;quot; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Well_illustration.png|right|thumb|154px|Wells must be built over the water, though they can be many levels higher than the water.]]&lt;br /&gt;
&lt;br /&gt;
'''Wells''' are structures that serve as [[water]] sources for your dwarves. Dwarves will drink from wells if there is no [[alcohol]] to be found in your fortress, but more important, wounded dwarves will drink only water. Your dwarves much prefer drinking from a well to drinking from a [[river]] or pond.&lt;br /&gt;
&lt;br /&gt;
Wells may be constructed as long as the well has a clear vertical pathway to a water source, i.e. a channel, aquifer, an underground reservoir, an aboveground water source (if you built the well inside a house that's above water), or an underground river, brook, stream, or lake. The water in the square directly below the well must be at least 3/7 deep.&lt;br /&gt;
&lt;br /&gt;
When constructing a well, it is important to consider [[water pressure]] to avoid flooding your fortress by accident.&lt;br /&gt;
&lt;br /&gt;
Using the well will take a small amount of water from the channel below, so it will eventually dry up if not replenished. Wells generate a happy [[thought]] from dwarves who use them, a deep well shaft contributes to the building quality, as well as the materials used in the construction.&lt;br /&gt;
&lt;br /&gt;
Your dwarves will happily use any excuse for falling into wells, usually resulting in injury, drowning and swift death. Thus you should construct your well as dead end, surrounded mostly by walls. Military dwarves are reportedly even more interested in well-diving than civilians, so keep military infrastructure, especially barracks, away from wells. Building escape stairs from your water source may also be a good idea.&lt;br /&gt;
&lt;br /&gt;
==Construction==&lt;br /&gt;
To build a well, press the {{k|b}} key, followed by the {{k|l}} key.&lt;br /&gt;
&lt;br /&gt;
The required materials for building a well are:&amp;lt;br /&amp;gt;&lt;br /&gt;
*[[Bucket]]&lt;br /&gt;
*Any [[Block|block]]&lt;br /&gt;
*[[Mechanism]]&lt;br /&gt;
*[[Chain]] or [[Rope]]&lt;br /&gt;
*Open Space (A channel, filled with water, dug under the well.)&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Easter Egg&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
While the well is being used, you can see the bucket travel through the z-axis.&lt;br /&gt;
&lt;br /&gt;
{{Water FAQ}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Buildings]]&lt;/div&gt;</summary>
		<author><name>Hoborobo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Irrigation&amp;diff=6265</id>
		<title>40d:Irrigation</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Irrigation&amp;diff=6265"/>
		<updated>2008-08-03T20:01:22Z</updated>

		<summary type="html">&lt;p&gt;Hoborobo: /* Oldschool irrigation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Irrigation is the process of making rocky ground suitable for [[farming]]. This is usually done by flooding it with [[water]]. Inside caves, [[rock]] cavern floor tiles that are covered with water instantly become muddy tiles, which you can then build farm plots on. There are many possible methods for getting the farm area muddy.&lt;br /&gt;
&lt;br /&gt;
== Dryland farming: farming without irrigation ==&lt;br /&gt;
&lt;br /&gt;
Some locations have layers of [[soil]] a few z-levels thick. It is not necessary to irrigate [[soil]] in order to grow crops on it; it is possible to build a farm plot directly on any soil tiles, although the dwarven crops such as [[plump helmet]]s can only be grown in a [[subterranean]] plot.  In lowland areas, a farm plot built on the surface can be used to grow outdoor crops such as [[prickle berry|prickle berries]].&lt;br /&gt;
&lt;br /&gt;
== Reservoir irrigation ==&lt;br /&gt;
&lt;br /&gt;
Dwarf Fortress uses realistic water dynamics, including measures of [[water depth]]. A depth of 7 is full, depths of 1 will evaporate, leaving the stone wet and thus suitable for farming. Your goal in irrigation is to get a section of ground to be 1's.&lt;br /&gt;
&lt;br /&gt;
The reservoir method involves building a small reservoir between two [[floodgate|floodgates]] and a farming chamber at least 7 times as large as the reservoir. a reservoir of 10 tiles, for instance, can water a 7x10 chamber effectively. Water is let into the reservoir by lowering, then raising one floodgate. The other floodgate then releases the water into the farming chamber. It spreads around, then evaporates after becoming 1 deep.&lt;br /&gt;
&lt;br /&gt;
It is also possible to achieve the same result with a natural pond using the same technique. Doing so is easier in the short term but it is not advised if you want to keep replenishing your reservoir for other uses, such as [[well]](s), for natural ponds have a very finite amount of water available. On particular maps, natural ponds can replenish themselves at the beginning of each spring.&lt;br /&gt;
&lt;br /&gt;
== Oldschool irrigation ==&lt;br /&gt;
&lt;br /&gt;
# Dig from the [[farm plot]] to any source of water, but keep a single tile of [[wall]] between the newbuilt [[channel]] and the water. Also, [[dig]] a passage from the plot towards lower ground that'll serve as the water drain.&lt;br /&gt;
# Build a [[door]] or [[floodgate]], and three [[mechanism]]s.&lt;br /&gt;
# Place the door in the channel. The idea is that it'll block the water from coming through when closed.&lt;br /&gt;
# Build a [[lever]] and link it to the door or floodgate.&lt;br /&gt;
# Pull the lever so the door opens. Send a miner to dig that last wall keeping the water from rushing in. Alternatively, have the miner dig a channel on the last wall from the Z-level above. The miner will dig out the wall without actually having to stand in the way of the water.&lt;br /&gt;
# Ideally, here the miner will run like hell. The water is actually fairly slow.&lt;br /&gt;
# Use the lever to close the channel once you feel you've got enough water to spread over the area.&lt;br /&gt;
# Wait for water to drain out to at least 1/7 per tile. You can use grates and hatches to speed up this process.&lt;br /&gt;
# Make farm.&lt;br /&gt;
# Harvest [[crops]] and produce [[food]]/other materials&lt;br /&gt;
# Cook food if necacery&lt;br /&gt;
# Profit!&lt;br /&gt;
&lt;br /&gt;
== Pond irrigation ==&lt;br /&gt;
&lt;br /&gt;
Dig a farm room, and dig a channel one Z-level above it, creating a hole down into the farm room. Create a [[zone]] on the hole, and make it a pond. Your dwarves will attempt to fill it with water carried in buckets. As they dump water in, it will muddy the farm room floor. After it has been sufficiently muddied, disable or remove the pond zone until you need to irrigate it again. Dwarves can build farm plots in 1 unit deep water.&lt;br /&gt;
&lt;br /&gt;
NOTE: Even though it works, this is probably the slowest way to irrigate a room since dwarves only carry 1 unit of water per trip. Especially if you don't have a more than one or two idle dwarves and buckets, or if the water source is far away. It also probably wouldn't work very well on larger farm areas.&lt;br /&gt;
&lt;br /&gt;
NOTE: This probably doesn't work if your farm room is directly under the surface, not for [[plump helmets]] anyway. It's best to have your farm room and the above pond-room both be dug in a cave.&lt;br /&gt;
&lt;br /&gt;
== Wave irrigation ==&lt;br /&gt;
&lt;br /&gt;
Although seawater is unfit for carrying to your farm in a bucket, areas muddied by seawater seem to be farmable. My favorite method of achieving this is building a farm room under a beach and making a hole in its roof, closable with a hatch, to let waves in.&lt;br /&gt;
&lt;br /&gt;
[[Category:Agriculture]]&lt;/div&gt;</summary>
		<author><name>Hoborobo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Irrigation&amp;diff=6264</id>
		<title>40d:Irrigation</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Irrigation&amp;diff=6264"/>
		<updated>2008-08-03T20:00:32Z</updated>

		<summary type="html">&lt;p&gt;Hoborobo: /* Oldschool irrigation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Irrigation is the process of making rocky ground suitable for [[farming]]. This is usually done by flooding it with [[water]]. Inside caves, [[rock]] cavern floor tiles that are covered with water instantly become muddy tiles, which you can then build farm plots on. There are many possible methods for getting the farm area muddy.&lt;br /&gt;
&lt;br /&gt;
== Dryland farming: farming without irrigation ==&lt;br /&gt;
&lt;br /&gt;
Some locations have layers of [[soil]] a few z-levels thick. It is not necessary to irrigate [[soil]] in order to grow crops on it; it is possible to build a farm plot directly on any soil tiles, although the dwarven crops such as [[plump helmet]]s can only be grown in a [[subterranean]] plot.  In lowland areas, a farm plot built on the surface can be used to grow outdoor crops such as [[prickle berry|prickle berries]].&lt;br /&gt;
&lt;br /&gt;
== Reservoir irrigation ==&lt;br /&gt;
&lt;br /&gt;
Dwarf Fortress uses realistic water dynamics, including measures of [[water depth]]. A depth of 7 is full, depths of 1 will evaporate, leaving the stone wet and thus suitable for farming. Your goal in irrigation is to get a section of ground to be 1's.&lt;br /&gt;
&lt;br /&gt;
The reservoir method involves building a small reservoir between two [[floodgate|floodgates]] and a farming chamber at least 7 times as large as the reservoir. a reservoir of 10 tiles, for instance, can water a 7x10 chamber effectively. Water is let into the reservoir by lowering, then raising one floodgate. The other floodgate then releases the water into the farming chamber. It spreads around, then evaporates after becoming 1 deep.&lt;br /&gt;
&lt;br /&gt;
It is also possible to achieve the same result with a natural pond using the same technique. Doing so is easier in the short term but it is not advised if you want to keep replenishing your reservoir for other uses, such as [[well]](s), for natural ponds have a very finite amount of water available. On particular maps, natural ponds can replenish themselves at the beginning of each spring.&lt;br /&gt;
&lt;br /&gt;
== Oldschool irrigation ==&lt;br /&gt;
&lt;br /&gt;
# Dig from the [[farm plot]] to any source of water, but keep a single tile of [[wall]] between the newbuilt [[channel]] and the water. Also, [[dig]] a passage from the plot towards lower ground that'll serve as the water drain.&lt;br /&gt;
# Build a [[door]] or [[floodgate]], and three [[mechanism]]s.&lt;br /&gt;
# Place the door in the channel. The idea is that it'll block the water from coming through when closed.&lt;br /&gt;
# Build a [[lever]] and link it to the door or floodgate.&lt;br /&gt;
# Pull the lever so the door opens. Send a miner to dig that last wall keeping the water from rushing in. Alternatively, have the miner dig a channel on the last wall from the Z-level above. The miner will dig out the wall without actually having to stand in the way of the water.&lt;br /&gt;
# Ideally, here the miner will run like hell. The water is actually fairly slow.&lt;br /&gt;
# Use the lever to close the channel once you feel you've got enough water to spread over the area.&lt;br /&gt;
# Wait for water to drain out to at least 1/7 per tile. You can use grates and hatches to speed up this process.&lt;br /&gt;
# Make farm.&lt;br /&gt;
# Harvest [[crops]] and produce [[food]]/other materials&lt;br /&gt;
# wait until ready.&lt;br /&gt;
# Profit!&lt;br /&gt;
&lt;br /&gt;
== Pond irrigation ==&lt;br /&gt;
&lt;br /&gt;
Dig a farm room, and dig a channel one Z-level above it, creating a hole down into the farm room. Create a [[zone]] on the hole, and make it a pond. Your dwarves will attempt to fill it with water carried in buckets. As they dump water in, it will muddy the farm room floor. After it has been sufficiently muddied, disable or remove the pond zone until you need to irrigate it again. Dwarves can build farm plots in 1 unit deep water.&lt;br /&gt;
&lt;br /&gt;
NOTE: Even though it works, this is probably the slowest way to irrigate a room since dwarves only carry 1 unit of water per trip. Especially if you don't have a more than one or two idle dwarves and buckets, or if the water source is far away. It also probably wouldn't work very well on larger farm areas.&lt;br /&gt;
&lt;br /&gt;
NOTE: This probably doesn't work if your farm room is directly under the surface, not for [[plump helmets]] anyway. It's best to have your farm room and the above pond-room both be dug in a cave.&lt;br /&gt;
&lt;br /&gt;
== Wave irrigation ==&lt;br /&gt;
&lt;br /&gt;
Although seawater is unfit for carrying to your farm in a bucket, areas muddied by seawater seem to be farmable. My favorite method of achieving this is building a farm room under a beach and making a hole in its roof, closable with a hatch, to let waves in.&lt;br /&gt;
&lt;br /&gt;
[[Category:Agriculture]]&lt;/div&gt;</summary>
		<author><name>Hoborobo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Stairs&amp;diff=2387</id>
		<title>40d Talk:Stairs</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Stairs&amp;diff=2387"/>
		<updated>2008-07-31T07:15:43Z</updated>

		<summary type="html">&lt;p&gt;Hoborobo: /* Hatch */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Looks to me like the &amp;quot;remove down stairs&amp;quot; option is missing. But if you rewall it ([b] - [C] - [w]), and then designate it for &amp;quot;Remove Construction&amp;quot; ([d] - [n]), that works to get rid of it. Or just rewall it and leave it as a wall. --Peristarkawan 20:44, 29 October 2007 (EDT) &lt;br /&gt;
&lt;br /&gt;
You remove down stairs by building a floor ([b] - [C] - [f]) over them. &amp;quot;Down stairs&amp;quot; are just holes in the floor. [[User:Valdemar|Valdemar]] 19:45, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
It seems that building an up/down stairway is the easiest way to build underground. --Vbraun 21:06, 29 October 2007 (EDT) &lt;br /&gt;
&lt;br /&gt;
I'm betting that dwarves can traverse ramps faster than stairs, but I haven't tested this yet. --Peristarkawan 21:18, 29 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
I initially tried creating a ramp to dig upwards, and my miner refused to dig further on the upper level.  Stairs work fine.--[[User:McFrugal|McFrugal]] 02:19, 30 October 2007 (EDT)&lt;br /&gt;
:Ramps don't appear to knock out the ceiling of a tile, whereas stairs do. It looks like the main use for ramps is to provide access for anything bigger than a tile wide, such as a wagon or a group of dwarves, and presumably you'll already have access to both levels involved in the rampmaking.--[[User:Xazak|Xazak]] 19:38, 2 November 2007 (EDT)&lt;br /&gt;
:: on the other hand, they will dig a ramp along with the ceiling, when digging from above.--[[User:Dorten|Dorten]] 01:13, 11 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Logs and stone(probably more, not fully tested) can not be transported on stairs, limiting their usefulness.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
I dug a few levels underground using the shaft method of up/down stairs and trees chopped down on ground level could be carried into the fortress. So Logs can be moved through stairs. --[[User:Mizipzor|Mizipzor]] 11:52, 30 October 2007 (EDT)&lt;br /&gt;
:Rocks and any variation thereof can also be moved on stairs. I've been using the top of my mountain as a gigantic rock stockpile.--[[User:Xazak|Xazak]] 19:38, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Strange, when I rewalled so that the only access to my tower was a stair I could no longer build floors out of wood that was lying outside. Building another ramp solved the problem, more testing obviously needed [[User:Otherdwarf|Otherdwarf]] 18:58, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Destroy up-down stairs==&lt;br /&gt;
Is there any way to destroy carved (not constructed) up-down stair? --[[User:Dorten|Dorten]] 01:13, 11 January 2008 (EST)&lt;br /&gt;
:You're kidding right? You just edited an article that answers that (and only that) exact question immediately before editing this talk... --[[User:N9103|Edward]] 07:41, 11 January 2008 (EST)&lt;br /&gt;
::No, I'm not kidding. The [[stairs]] article says how to destroy ''constructed'' stairs, carved up stairs and  carved down stairs. it says '''nothing''' about carved up-down stair. neither method worked for me (at least in 33e)--[[User:Dorten|Dorten]] 08:00, 11 January 2008 (EST)&lt;br /&gt;
:channeling --[[User:Jackard|Jackard]] 08:33, 11 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Removing Down Stairs (Again)==&lt;br /&gt;
The above comments are obsolete with the current version as far as I can tell. I accidentally build a down stair where I meant to have an up stair. Constructing a Up Stair on top of it wouldn't build, and neither would Constructing a Floor. So I tried making a channel through it as suggested above, and this did indeed remove the down stairs, however, it still reads as 'Blocked' when I try to make a floor over the hole. Are there any answers to this? [[User:Shadowics|Shadowics]] 00:30, 1 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Hatch ==&lt;br /&gt;
&lt;br /&gt;
Hatches should be included somewhere. enemies can use stairs as an entrance or shortcuts to enter a fortress and kill. i'd add that myself but i don't want to.&lt;br /&gt;
&lt;br /&gt;
: Then why moan about it you Idiot? [[User:Hoborobo|Hoborobo]] 03:15, 31 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== How to ==&lt;br /&gt;
&lt;br /&gt;
Signed up just to ask this. How do I get the stupid things to work? I built down stairs and mapped out an irrigation system for my miners to work out down there and they haven't touched it (been about an in game year, during which they did have alot of free time with no tasks on any level). Additional info that should be provided, how many squares are needed to go down, just one or 3 per level or something? What version were they added in (I used to play a version that had a single level, when you always dug to the east and there was always a river and magma and adamantine). All in all consider that the people you may be informing don't know nearly as much about the game as you do, I have alot of friends that would like this if simple instructions and explanations were provided, but with those lacking theyed probably play like 1 hour, ever. Forgot me tag --[[User:Lowlandlord|Lowlandlord]] 01:39, 31 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Did you build up or up/down stairs on the level below, or just a series of down stairs one below the other? The up and down stairs function as the bottom and the top respectively of a staircase. So build a down stair where you want the top of the staircase to be, an up stair where you want the bottom to be, and up/down ones between them. Each time you press the &amp;lt; or &amp;gt; key moves you to a different level, and you only need a staircase on that level and above or below to get access. So you only need to go down one square per level, unless you want to go down 3 and have a fortress with massively thick floors. [[User:Dangerous Beans|Dangerous Beans]] 22:00, 30 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Good to know, got it working now, making a new world now to build a fortress where the stairs aren't past the graveyard in the back, for conveniance.&lt;/div&gt;</summary>
		<author><name>Hoborobo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Sliver_barb&amp;diff=16020</id>
		<title>40d:Sliver barb</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Sliver_barb&amp;diff=16020"/>
		<updated>2008-07-30T20:35:25Z</updated>

		<summary type="html">&lt;p&gt;Hoborobo: whoops&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Crop|color=#660|seed_color=#f00|character=τ|name=Sliver barb|seed=Sliver barb Seed|edible=No|cookable=No|alcohol=[[Gutter cruor]]|rarity=Common|spring=1|summer=1|autumn=1|winter=1|habitat=Aboveground dry not freezing evil|uses=&lt;br /&gt;
* sliver [[dye]]&lt;br /&gt;
* [[alcohol]]&lt;br /&gt;
|other_products=&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center&amp;quot;&amp;gt;''None''&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Sliver barbs'''&lt;br /&gt;
&lt;br /&gt;
Sliver barb can be brewed into gutter cruor, which is a low value alcohol, and can also be milled into sliver dye at a [[mill]] or [[quern]].  Sliver barbs are present only in evil lands.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Grow time: 500&lt;br /&gt;
* Plant value: 2&lt;br /&gt;
* Drink value: 1&lt;br /&gt;
* Mill value: 20&lt;br /&gt;
* Dye color: Black&lt;br /&gt;
* Seasons: All&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[List of crops]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Crops]]&lt;/div&gt;</summary>
		<author><name>Hoborobo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Sliver_barb&amp;diff=16019</id>
		<title>40d:Sliver barb</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Sliver_barb&amp;diff=16019"/>
		<updated>2008-07-30T20:34:54Z</updated>

		<summary type="html">&lt;p&gt;Hoborobo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Crop|color=#660|seed_color=#f00|character=τ|name=Sliver barb|seed=Sliver barb Seed|edible=No|cookable=No|alcohol=[[Gutter cruor]]|rarity=Common|spring=1|summer=1|autumn=1|winter=1|habitat=Aboveground dry not freezing evil|uses=&lt;br /&gt;
* sliver [[dye]]&lt;br /&gt;
* [[alcohol]]&lt;br /&gt;
|other_products=&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center&amp;quot;&amp;gt;''None''&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Sliver barbs'''&lt;br /&gt;
&lt;br /&gt;
Sliver barb can be brewed into gutter cruor, which is a low value alcohol, and can also be milled into sliver dye at a [[mill]] or [[quern]].  Sliver barbs are present only in evil lands.&lt;br /&gt;
&lt;br /&gt;
{{Crop|color=#660}}&lt;br /&gt;
* Grow time: 500&lt;br /&gt;
* Plant value: 2&lt;br /&gt;
* Drink value: 1&lt;br /&gt;
* Mill value: 20&lt;br /&gt;
* Dye color: Black&lt;br /&gt;
* Seasons: All&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[List of crops]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Crops]]&lt;/div&gt;</summary>
		<author><name>Hoborobo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Water&amp;diff=7517</id>
		<title>40d Talk:Water</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Water&amp;diff=7517"/>
		<updated>2008-07-30T20:32:02Z</updated>

		<summary type="html">&lt;p&gt;Hoborobo: /* Stagnant Water */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I dug into a Murky pool, all 7's, drained out 8 squares of 7's into my reservoir to irrigate my farm, then closed the floodgate up. The murky pool was mixed 6's and 7's. After winter, it froze over, and in Spring melted back into all 7's again. Apparently they can refill themselves. It did snow on top of the pool. Perhaps the snow melted and got it wet? --[[User:Tracker|Tracker]] 20:36, 30 October 2007 (EDT)&lt;br /&gt;
:As far as I know, if there's any water in the pool then they will freeze into ice walls. When the ice wall melts, it will always melt to depth 7, irrespective of how much water the ice was originally formed from. It is unaffected by snowfall, so if your murky pool ever completely dries out, it will never refill, even if you get lots of rain or snow. --[[User:Morlark|Morlark]]&lt;br /&gt;
&lt;br /&gt;
Do fish really flop around after you drain a pool? This didn't happen for me. --[[User:Turgid Bolk|Turgid Bolk]] 17:08, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Does anyone know what the water output of a brook is? As in, does it fill a 1-width channel any faster or slower than a river?--[[User:Xazak|Xazak]] 18:29, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Has anyone else seen stagnant water spontaneously appear beside a still?  I had it happen twice, I swear that the still is leaking. --[[User:Krenn|Krenn]] 02:58, 14 November 2007 (EST)&lt;br /&gt;
:Likely, a dwarf for some reason dumped out a bucket or waterskin nearby. It tends to happen when you get job cancellations while filling a well or taking water to a prisoner or injured dwarf.--[[User:Knivesu|Knivesu]] 06:58, 3 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Evaporation ==&lt;br /&gt;
&lt;br /&gt;
I notice that evaporation isn't covered here or in [[Magma]], and I think it might be a useful topic.  My observation is that depth 1 fluids can evaporate if left alone.  This means that you can get rid of arbitrary amounts of fluid simply by spreading it out enough, or by using a multiple-floodgate lock system to meter measured quantities of fluid out over a chamber floor.  In my experience, evaporated water leaves behind mud, whereas evaporated magma leaves behind nothing. --[[User:Doctorlucky|Doctorlucky]] 16:45, 19 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Magma... evaporates? Could be true &amp;amp;ndash; this is DF, after all. --[[User:Savok|Savok]] 14:38, 21 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Bend bugs ==&lt;br /&gt;
&lt;br /&gt;
Should we add a section about the u-bend bug?&lt;br /&gt;
&lt;br /&gt;
I've just managed to make a V-bend that can absorb infinite water as well as the U-bend that creates it. Basically I used ramps to create a dip in a pipe trying to make a u-bend, and when I poured a full murky pool into it I ended up with only the bottom three squares full of water. I then got a real u-bend going from another pond and as much as it poured into a pool the v-bend absorbed it all.&lt;br /&gt;
&lt;br /&gt;
Can anyone reproduce? &amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:Ikkonoishi|Ikkonoishi]] ([[User talk:Ikkonoishi|talk]]•[[Special:Contributions/Ikkonoishi|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The u-bend is notorious, but never heard or ran into a &amp;quot;v-bend&amp;quot; before.&lt;br /&gt;
A (side) diagram of your v-bend would be helpful in reproducing.&lt;br /&gt;
As for pages, I'd say no, since they shouldn't end up being around a long time, but who knows. --[[User:N9103|Edward]] 18:13, 1 February 2008 (EST)&lt;br /&gt;
: I was going to do one but couldn't figure out how to make the ramps. I'll just use \.&lt;br /&gt;
&lt;br /&gt;
  Water went in. --&amp;gt;  ~.~########&lt;br /&gt;
                      ~.~.~###       &amp;lt;--- No water out&lt;br /&gt;
                      ####\~# /##&lt;br /&gt;
                      #####\~/###&lt;br /&gt;
                      ###########&lt;br /&gt;
&lt;br /&gt;
Even when I brought infinite water from a normal u-bend two levels above it it would not flow through to fill the pond again until I capped the holes. Using periods to break up the ~ so I don't have to use nowiki tags. --[[User:Ikkonoishi|Ikkonoishi]] 18:58, 1 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
The map http://mkv25.net/dfma/poi-3138-emptypool --[[User:Ikkonoishi|Ikkonoishi]] 19:02, 1 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Stagnant Water ==&lt;br /&gt;
&lt;br /&gt;
What marks water as stagnant?  I know bucket water dumped on the ground is sometimes stagnant, but it's not defined here and I'm not sure what does it.--[[User:Dadamh|Dadamh]] 13:30, 29 May 2008 (EDT)&lt;br /&gt;
:Ice that melts becomes stagnant water. So if you mine out ice in an underground area, it will immediately melt into stagnant water. [[User:Tachyon|Tachyon]] 13:56, 30 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::But I've had water in a bucket turn Stagnant. What is your responce Poindexter?! [[User:Hoborobo|Hoborobo]] 16:32, 30 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Map limits ==&lt;br /&gt;
&lt;br /&gt;
Does water fall off the edge of the map ? Is it possible to actually make it flow out the map like rivers do ? Is it possible underground, several z-levels below he surface ? --[[User:Cptnemo01|Cptnemo01]] 03:51, 6 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I would think so, but bear in mind that you can not construct or dig near the edge of the map, making it impossible to channel out water (however, you could make a big surface delta). --[[User:Aykavil|Aykavil]] 08:07, 17 July 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Hoborobo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Water&amp;diff=7516</id>
		<title>40d Talk:Water</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Water&amp;diff=7516"/>
		<updated>2008-07-30T20:31:48Z</updated>

		<summary type="html">&lt;p&gt;Hoborobo: /* Stagnant Water */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I dug into a Murky pool, all 7's, drained out 8 squares of 7's into my reservoir to irrigate my farm, then closed the floodgate up. The murky pool was mixed 6's and 7's. After winter, it froze over, and in Spring melted back into all 7's again. Apparently they can refill themselves. It did snow on top of the pool. Perhaps the snow melted and got it wet? --[[User:Tracker|Tracker]] 20:36, 30 October 2007 (EDT)&lt;br /&gt;
:As far as I know, if there's any water in the pool then they will freeze into ice walls. When the ice wall melts, it will always melt to depth 7, irrespective of how much water the ice was originally formed from. It is unaffected by snowfall, so if your murky pool ever completely dries out, it will never refill, even if you get lots of rain or snow. --[[User:Morlark|Morlark]]&lt;br /&gt;
&lt;br /&gt;
Do fish really flop around after you drain a pool? This didn't happen for me. --[[User:Turgid Bolk|Turgid Bolk]] 17:08, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Does anyone know what the water output of a brook is? As in, does it fill a 1-width channel any faster or slower than a river?--[[User:Xazak|Xazak]] 18:29, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Has anyone else seen stagnant water spontaneously appear beside a still?  I had it happen twice, I swear that the still is leaking. --[[User:Krenn|Krenn]] 02:58, 14 November 2007 (EST)&lt;br /&gt;
:Likely, a dwarf for some reason dumped out a bucket or waterskin nearby. It tends to happen when you get job cancellations while filling a well or taking water to a prisoner or injured dwarf.--[[User:Knivesu|Knivesu]] 06:58, 3 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Evaporation ==&lt;br /&gt;
&lt;br /&gt;
I notice that evaporation isn't covered here or in [[Magma]], and I think it might be a useful topic.  My observation is that depth 1 fluids can evaporate if left alone.  This means that you can get rid of arbitrary amounts of fluid simply by spreading it out enough, or by using a multiple-floodgate lock system to meter measured quantities of fluid out over a chamber floor.  In my experience, evaporated water leaves behind mud, whereas evaporated magma leaves behind nothing. --[[User:Doctorlucky|Doctorlucky]] 16:45, 19 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Magma... evaporates? Could be true &amp;amp;ndash; this is DF, after all. --[[User:Savok|Savok]] 14:38, 21 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Bend bugs ==&lt;br /&gt;
&lt;br /&gt;
Should we add a section about the u-bend bug?&lt;br /&gt;
&lt;br /&gt;
I've just managed to make a V-bend that can absorb infinite water as well as the U-bend that creates it. Basically I used ramps to create a dip in a pipe trying to make a u-bend, and when I poured a full murky pool into it I ended up with only the bottom three squares full of water. I then got a real u-bend going from another pond and as much as it poured into a pool the v-bend absorbed it all.&lt;br /&gt;
&lt;br /&gt;
Can anyone reproduce? &amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:Ikkonoishi|Ikkonoishi]] ([[User talk:Ikkonoishi|talk]]•[[Special:Contributions/Ikkonoishi|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The u-bend is notorious, but never heard or ran into a &amp;quot;v-bend&amp;quot; before.&lt;br /&gt;
A (side) diagram of your v-bend would be helpful in reproducing.&lt;br /&gt;
As for pages, I'd say no, since they shouldn't end up being around a long time, but who knows. --[[User:N9103|Edward]] 18:13, 1 February 2008 (EST)&lt;br /&gt;
: I was going to do one but couldn't figure out how to make the ramps. I'll just use \.&lt;br /&gt;
&lt;br /&gt;
  Water went in. --&amp;gt;  ~.~########&lt;br /&gt;
                      ~.~.~###       &amp;lt;--- No water out&lt;br /&gt;
                      ####\~# /##&lt;br /&gt;
                      #####\~/###&lt;br /&gt;
                      ###########&lt;br /&gt;
&lt;br /&gt;
Even when I brought infinite water from a normal u-bend two levels above it it would not flow through to fill the pond again until I capped the holes. Using periods to break up the ~ so I don't have to use nowiki tags. --[[User:Ikkonoishi|Ikkonoishi]] 18:58, 1 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
The map http://mkv25.net/dfma/poi-3138-emptypool --[[User:Ikkonoishi|Ikkonoishi]] 19:02, 1 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Stagnant Water ==&lt;br /&gt;
&lt;br /&gt;
What marks water as stagnant?  I know bucket water dumped on the ground is sometimes stagnant, but it's not defined here and I'm not sure what does it.--[[User:Dadamh|Dadamh]] 13:30, 29 May 2008 (EDT)&lt;br /&gt;
:Ice that melts becomes stagnant water. So if you mine out ice in an underground area, it will immediately melt into stagnant water. [[User:Tachyon|Tachyon]] 13:56, 30 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::But I've had water in a bucket turn Stagnant. What is your responce Poindexter?!&lt;br /&gt;
&lt;br /&gt;
== Map limits ==&lt;br /&gt;
&lt;br /&gt;
Does water fall off the edge of the map ? Is it possible to actually make it flow out the map like rivers do ? Is it possible underground, several z-levels below he surface ? --[[User:Cptnemo01|Cptnemo01]] 03:51, 6 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I would think so, but bear in mind that you can not construct or dig near the edge of the map, making it impossible to channel out water (however, you could make a big surface delta). --[[User:Aykavil|Aykavil]] 08:07, 17 July 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Hoborobo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Galena&amp;diff=4052</id>
		<title>40d Talk:Galena</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Galena&amp;diff=4052"/>
		<updated>2008-07-30T20:27:51Z</updated>

		<summary type="html">&lt;p&gt;Hoborobo: /* so whats the point of silver? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;According to the Stone restrictions, Galena is:&lt;br /&gt;
* Ore of silver (50%)&lt;br /&gt;
* Ore of lead.&lt;br /&gt;
Not sure exactly what the 50% means. --[[User:Peristarkawan|Peristarkawan]] 00:48, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
I haven't been getting anywhere near 50/50 silver/lead with my galena - i've smelted around 50 units of ore and lead bars are significantly more commonly produced--[[User:Alc|Alc]] 00:52, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Well, my guess is that it has half as much chance of producing silver as of producing lead, so that you average 33% silver and 67% lead. --[[User:Peristarkawan|Peristarkawan]] 00:59, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Smelting is currently bugged (doesn't produce enough bars), so we may have to wait until the next patch to see how galena is supposed to be working. [[User:Furiousfish|Furiousfish]] 16:57, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I smelted some galena ore, and I noticed that it always produced lead, and only sometimes did it also produce silver. Which most likely means that galena produces lead 100% of the time, and has a 50% chance of producing silver as well. --[[User:Trorbes|Trorbes]] 20:06, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Well, it'd make sense, considering Galena is really only lead. However wikipedia says that there's often silver in Galena deposits. So alway lead and sometimes silver makes pretty good sense. --[[User:MonsterKingRen|MonsterKingRen]] 23:19, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:That's what I assumed when I first saw it, heh.--[[User:Draco18s|Draco18s]] 23:30, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This sentence is in the current version - &amp;quot;Calculate in also that lead is one of the least valuable and versatile metals.&amp;quot; This sentence doesn't make sense - the start of it. Can the original author please rephrase it or remove it. [[User:Yvain|Yvain]] 08:58, 9 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Don't worry so much about the original author. Feel free to edit (: [[User:VengefulDonut|VengefulDonut]] 09:41, 9 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Yeh I should have just removed it and explained why. [[User:Yvain|Yvain]] 01:47, 13 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== so whats the point of silver? ==&lt;br /&gt;
&lt;br /&gt;
whats the point of silver if brass is almost as valuble and easier to smelt, while you only get 1 silver bar every other time? &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:err|err]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: Let me answer with a counter question, What is the piont of Gold? [[User:Hoborobo|Hoborobo]] 16:27, 30 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Silver is good for training weapons. [[User:VengefulDonut|VengefulDonut]] 02:01, 30 July 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Hoborobo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Savok&amp;diff=16995</id>
		<title>User talk:Savok</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Savok&amp;diff=16995"/>
		<updated>2008-07-24T21:02:37Z</updated>

		<summary type="html">&lt;p&gt;Hoborobo: /* KoL */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hey, I'm new to this Wiki and on [[Talk:Rock Chute]] you mentioned that the article violates some rules referred to as just letters. Where are those rules? I'd like to make sure my articles are compliant. --[[User:Xazak|Xazak]] 15:03, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:[[DwarfFortressWiki:Community_Portal#We_are_doing_this.21_Let_us_do_it_right.|The Lettered Rules]] can be found at the top of the [[DwarfFortressWiki:Community_Portal|Community Portal]].&lt;br /&gt;
:If you think of a rule you'd like to add, feel free. It isn't complete. --[[User:Savok|Savok]] 15:08, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
ok so I read the notes you sent me on the dscussion pages, I only made those several edits...&amp;lt;br&amp;gt;&lt;br /&gt;
...because I did several previews and then clicked save &amp;quot;oops that didn't work&amp;quot;, and re-saved the page (like this one :P ).  Sorry for any inconveniance --[[User:Frostedfire|Frostedfire]] 23:02, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:That's just a generic message that I paste onto the user talk pages of new users who don't seem to have learned the unsaid conventions of this wiki yet. --[[User:Savok|Savok]] 23:34, 6 November 2007 (EST)&lt;br /&gt;
__NOTOC__&lt;br /&gt;
== Welcome template ==&lt;br /&gt;
&lt;br /&gt;
I've tossed in a [[Template:Welcome|welcome template]] that I borrowed from elsewhere... you might find it useful for talk page welcomes  (especially if things move). --[[User:Shagie|Shagie]] 13:22, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== G'Day ==&lt;br /&gt;
&lt;br /&gt;
Thanks for the {{tl|welcome}}. If you don't want the text to change, use &amp;lt;nowiki&amp;gt;{{subst:welcome}}&amp;lt;/nowiki&amp;gt; instead of &amp;lt;nowiki&amp;gt;{{welcome}}&amp;lt;/nowiki&amp;gt;.[[User:GarrieIrons|GarrieIrons]] 04:07, 7 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I... do. --[[User:Savok|Savok]] 20:03, 7 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== RE:N9103's page ==&lt;br /&gt;
&lt;br /&gt;
Not really what I intended, since I took out all the interim stuff like descriptions. I intended for it to occupy minimal space on the page. On the other hand, I'm not sure if it'll work in that format or not, and was just going to test and see on my next install. Not worth undoing though. Thanks anyways, [[User:N9103|Edward]] 07:35, 20 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Article requesting ==&lt;br /&gt;
&lt;br /&gt;
Any idea how to request an article?  I'm wondering why there's nothing about [insert small animal here] remains that I keep seeing in my refuse piles.  Wondering if there's any use for them.   --[[User:Geofferic|Geofferic]] 20:59, 27 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I'd probably ask about it in a ''new section'', which you forgot to do here, at the [[DwarfFortressWiki talk:Community Portal|Community Portal talk page]]. --[[User:Savok|Savok]] 23:37, 27 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== {{k|v}} → {{k|p}} → {{k|z}} → {{k|Enter}} ==&lt;br /&gt;
&lt;br /&gt;
{{Gametext|Vuntic has been happy lately. He has constructed a good image. He has mechanically processed new wiki dwarves recently. He has gotten a seven on the 2008 AIME. He has been unable to devote time to Dwarf Fortress.}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Gametext|&amp;lt;!--&lt;br /&gt;
--&amp;gt;Vuntic likes ice, clear glass, Dwarf Fortress, Taekwondo, computers, webcomics, and cats for their aloofness. When possible, he prefers to consume cold lemon-water, turkey stew, cabbage, and lemons.&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;He absolutely detests all vermin, especially insects.&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;He dislikes working outdoors but enjoys inclement weather.&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;|#0f0}}&lt;br /&gt;
--[[User:VengefulDonut|VengefulDonut]]&lt;br /&gt;
&lt;br /&gt;
:Ooh, nice. That's easier to use. --[[User:Savok|Savok]] 00:14, 29 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Unsectioned comments ==&lt;br /&gt;
&lt;br /&gt;
Sorry Savok, I sent that to the wrong page! --[[User:AlexFili|AlexFili]] 09:04, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:No problem, we all were newbies once. Though, that post does remind me to add something: &amp;quot;If you put a comment at the bottom of a talk page with section headers, you've probably put it in a section. Don't put things in the wrong sections. If necessary, create a section.&amp;quot; --[[User:Savok|Savok]] 09:12, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Happy to help! --[[User:AlexFili|AlexFili]] 09:18, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Question about population ==&lt;br /&gt;
&lt;br /&gt;
I couldn't find any other place to ask this so I'll ask here.&amp;lt;br&amp;gt;&lt;br /&gt;
What do you think is the best number of population to have as the maximum? At the moment I have it set at 150. Is that a good maximum to have? --[[User:AlexFili|AlexFili]] 05:00, 4 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:You only need a maximum if you don't want to receive more dwarves. The most common reason for that is FPS. More dwarves lowers the speed at which the game runs. --[[User:Savok|Savok]] 11:26, 4 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Can I ask what limit you normally use? For example, are there any disadvantages of having a fort of 9999 dwarves? besides FPS? --[[User:AlexFili|AlexFili]] 07:25, 9 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Yes, you may ask.&lt;br /&gt;
:::...alright, I know what you mean. I currently use a limit of 50 dwarves. More, and my FPS is too slow. It averages around 70 without laggy events (like traders) and 30 with. I may increase it to increase the number of items I can get to the trade depot before they leave.&lt;br /&gt;
:::Also, in the old version, 200 dwarves was laggy on the best of computers. I doubt going above a few hundred is possible. However, I can't think of any disadvantages, except for the impossibility of managing them all. --[[User:Savok|Savok]] 09:13, 9 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Oh well I'm glad I'm not the only one who changes the default value. Right at the moment I'm using; &lt;br /&gt;
::::&amp;lt;code&amp;gt;[FPS_CAP:75]&amp;lt;/code&amp;gt;&lt;br /&gt;
::::&amp;lt;code&amp;gt;[G_FPS_CAP:40]&amp;lt;/code&amp;gt;&lt;br /&gt;
::::&amp;lt;code&amp;gt;[POPULATION_CAP:150]&amp;lt;/code&amp;gt;&lt;br /&gt;
::::To be honest though, i've never even gotten past 125 thanks to my temper prone dwarves. I'll try and survive the next few goblin raids and tell you about my experiences. I only have about 15-20 pets at once, keep a few stockpiles... and probably the most important part, I play using an embark area of 2x2. That is fine for my purposes, as you can get plenty of materials in the region, and also buy from trade caravans. There are many advantages; More FPS, keeping all the dwarves close together in case of a raid... I'd consider playing with 2x2, or 3x3. Just to see how much FPS you retain. --[[User:AlexFili|AlexFili]] 09:30, 9 June 2008 (EDT)&lt;br /&gt;
::::Also, I always start next to a river and a forest. Just in case I need either of those. --[[User:AlexFili|AlexFili]] 09:32, 9 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::Seriously. Work on getting your formatting right. You've got guidelines on your user talk page.&lt;br /&gt;
:::::I use &amp;lt;code&amp;gt;[FPS_CAP:9999]&amp;lt;/code&amp;gt;. While the game is running, I never get four digits, but while the game is at the right screens (for example, the {{k|z}} screen) I get around three thousand FPS, which looks neat.&lt;br /&gt;
:::::I haven't noticed any problems with &amp;lt;code&amp;gt;[G_FPS_CAP:20]&amp;lt;/code&amp;gt; and it might speed me up a little.&lt;br /&gt;
:::::Aargh! *winces* It's &amp;quot;try to survive&amp;quot; I tell you, &amp;quot;try to survive&amp;quot;!&lt;br /&gt;
:::::I have ~60-70 animals (one, the anti-vermin CAT unit, is a pet), but most of them are war dogs, who are all in one cage at the moment.&lt;br /&gt;
:::::I use a 4x4 area, though I could go 3x3. 2x2 would be too small.&lt;br /&gt;
:::::I, too, always am next to a river, but I import all my wood. I don't use much and currently have ~350 surplus. I have always started in a desert for the glass. --[[User:Savok|Savok]] 09:42, 9 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::::Sorry about the formatting, I'm still a noob when it comes to wikis. I'd like to quote you for a minute; &amp;quot;I get around three thousand FPS&amp;quot;. Please note that most computer monitors only support 50-100 FPS, and the human eye can only comprehend 60-70 FPS anyway. I'd recommend a cap, just to make loading that much faster. Heck, even a cap at around 150 would be better then nothing!&lt;br /&gt;
::::::I agree that 2x2 is a bit small, but there are several benifits. 3x3 is definately worth trying sometime. Don't forget, there are tons of Z levels as well, so it's not like a deathtrap. I also tend to start importing wood around about year 4/5, since the trees don't grow very quickly for my liking.&lt;br /&gt;
::::::At the moment, i've put the entire population into a military force  of 88+, not for actual fighting, but to make sure they STAY UNDERGROUND, and not rush about on the surface collecting bodies like fools! Also, sorry for the grammar. We English can be so foolish sometimes when it comes to creating new and pointless phrases. --[[User:AlexFili|AlexFili]] 10:45, 9 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::::We're talking about different frames here. FPS means &amp;quot;frames per second.&amp;quot; Frames, as used virtually all of the time at these DF websites, are not the frames your monitor shows. They refer to how fast DF goes through one step. Therefore, I'm perfectly correct in saying that it takes less than 1/3000 of a second for DF to show me the {{k|z}} screen.&lt;br /&gt;
:::::::GFPS, however, refers to how often DF tells the monitor to update its image. I've got ''that'' maxed at 20.&lt;br /&gt;
:::::::You've got a cap of 75FPS, meaning that, no matter how tiny your map is, you won't get above 75 steps per second. The game is meant to run at 100FPS. --[[User:Savok|Savok]] 13:22, 9 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::::::The characters were moving a bit too fast for my eyes at 100FPS. I prefer to see exactly where each dwarf is going, and to try and avoid eye strain from all the flashing tiles etc. --[[User:AlexFili|AlexFili]] 04:35, 10 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::::::I managed to get to 165 population, then I got raided by tons of goblins, about 15 people died, and now 15 people are going insane and smashing everything to bits... It's pure chaos in here, with people tantruming and running across the castle. Hopefully they calm down soon. Now only have 105 people due to the rioting. Second goblin wave, most of them killed by traps. (UPDATE#1) The insanity levels are now at an all time high, only 50 living dwarves left in my settlement now...&lt;br /&gt;
(UPDATE#2) Settlement abandoned in year 8 with about 40 dwarves... basically all my best dwarves died and I lost the will to carry on. Oh well, not too bad I suppose. --[[User:AlexFili|AlexFili]] 09:30, 10 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Castle Defense ==&lt;br /&gt;
Is there a way to make a one-way corridor? I want to make sure invaders can get in and activate the traps, but I don't want my dwarves to keep running outside. I also dont want to use a moat because that breaks the invader AI. --[[User:AlexFili|AlexFili]] 04:35, 10 June 2008 (EDT)&lt;br /&gt;
: I just happened to look at this page, and noticed your question and thought I'd answer it, although it's been over a month since you asked: Yes: Set up a system where your dwarves will have to walk through through a long hall with no roof on their way out of the fort, before they even reach the traps or get close to the entrance/exit. When invaders arrive, turn on the &amp;quot;STAY THE HELL INSIDE&amp;quot; setting and your outside-longing dwarves will dance in that hall, far from danger, while the enemies commit suicide on the traps at your entrance. --[[User:SL|SL]] 00:57, 21 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::You beat me by 3 minutes, SL. Your solution is different, though. [[User:VengefulDonut|VengefulDonut]] 01:32, 21 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Promotion ==&lt;br /&gt;
&lt;br /&gt;
You are now a Sysop! You now have access to our secret underground rail network, the Harem and you also get 10% off at John Deere Inc. --[[User:Senso|Senso]] 21:22, 7 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Congrats! --[[User:Corc|Corc]] 23:35, 7 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== XKCD ==&lt;br /&gt;
&lt;br /&gt;
Sign up on the xkcd DF thread. http://forums.xkcd.com/viewtopic.php?f=21&amp;amp;t=19469&amp;amp;start=680&lt;br /&gt;
&lt;br /&gt;
--[[User:Schmendreck|Schmendreck]] 09:05, 8 June 2008 (EDT)&lt;br /&gt;
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== KoL ==&lt;br /&gt;
&lt;br /&gt;
Just wondering... do you play Kingdom of Loathig by anychance? --[[User:Hoborobo]]&lt;br /&gt;
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:I used to, but found it boring and time-consuming. --[[User:Savok|Savok]] 22:49, 20 July 2008 (EDT)&lt;br /&gt;
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::Is that why you mentioned a sabre toothed lime in the &amp;quot;New Creatures&amp;quot; page --[[User:Hoborobo|Hoborobo]] 14:55, 21 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Indeed, that is why. --[[User:Savok|Savok]] 02:36, 23 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::What a legend Savok, THX m8 [[User:Hoborobo|Hoborobo]] 17:02, 24 July 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Hoborobo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Savok&amp;diff=16993</id>
		<title>User talk:Savok</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Savok&amp;diff=16993"/>
		<updated>2008-07-21T18:55:43Z</updated>

		<summary type="html">&lt;p&gt;Hoborobo: /* KoL */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hey, I'm new to this Wiki and on [[Talk:Rock Chute]] you mentioned that the article violates some rules referred to as just letters. Where are those rules? I'd like to make sure my articles are compliant. --[[User:Xazak|Xazak]] 15:03, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:[[DwarfFortressWiki:Community_Portal#We_are_doing_this.21_Let_us_do_it_right.|The Lettered Rules]] can be found at the top of the [[DwarfFortressWiki:Community_Portal|Community Portal]].&lt;br /&gt;
:If you think of a rule you'd like to add, feel free. It isn't complete. --[[User:Savok|Savok]] 15:08, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
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ok so I read the notes you sent me on the dscussion pages, I only made those several edits...&amp;lt;br&amp;gt;&lt;br /&gt;
...because I did several previews and then clicked save &amp;quot;oops that didn't work&amp;quot;, and re-saved the page (like this one :P ).  Sorry for any inconveniance --[[User:Frostedfire|Frostedfire]] 23:02, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:That's just a generic message that I paste onto the user talk pages of new users who don't seem to have learned the unsaid conventions of this wiki yet. --[[User:Savok|Savok]] 23:34, 6 November 2007 (EST)&lt;br /&gt;
__NOTOC__&lt;br /&gt;
== Welcome template ==&lt;br /&gt;
&lt;br /&gt;
I've tossed in a [[Template:Welcome|welcome template]] that I borrowed from elsewhere... you might find it useful for talk page welcomes  (especially if things move). --[[User:Shagie|Shagie]] 13:22, 5 November 2007 (EST)&lt;br /&gt;
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== G'Day ==&lt;br /&gt;
&lt;br /&gt;
Thanks for the {{tl|welcome}}. If you don't want the text to change, use &amp;lt;nowiki&amp;gt;{{subst:welcome}}&amp;lt;/nowiki&amp;gt; instead of &amp;lt;nowiki&amp;gt;{{welcome}}&amp;lt;/nowiki&amp;gt;.[[User:GarrieIrons|GarrieIrons]] 04:07, 7 February 2008 (EST)&lt;br /&gt;
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:I... do. --[[User:Savok|Savok]] 20:03, 7 February 2008 (EST)&lt;br /&gt;
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== RE:N9103's page ==&lt;br /&gt;
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Not really what I intended, since I took out all the interim stuff like descriptions. I intended for it to occupy minimal space on the page. On the other hand, I'm not sure if it'll work in that format or not, and was just going to test and see on my next install. Not worth undoing though. Thanks anyways, [[User:N9103|Edward]] 07:35, 20 March 2008 (EDT)&lt;br /&gt;
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== Article requesting ==&lt;br /&gt;
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Any idea how to request an article?  I'm wondering why there's nothing about [insert small animal here] remains that I keep seeing in my refuse piles.  Wondering if there's any use for them.   --[[User:Geofferic|Geofferic]] 20:59, 27 March 2008 (EDT)&lt;br /&gt;
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:I'd probably ask about it in a ''new section'', which you forgot to do here, at the [[DwarfFortressWiki talk:Community Portal|Community Portal talk page]]. --[[User:Savok|Savok]] 23:37, 27 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== {{k|v}} → {{k|p}} → {{k|z}} → {{k|Enter}} ==&lt;br /&gt;
&lt;br /&gt;
{{Gametext|Vuntic has been happy lately. He has constructed a good image. He has mechanically processed new wiki dwarves recently. He has gotten a seven on the 2008 AIME. He has been unable to devote time to Dwarf Fortress.}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Gametext|&amp;lt;!--&lt;br /&gt;
--&amp;gt;Vuntic likes ice, clear glass, Dwarf Fortress, Taekwondo, computers, webcomics, and cats for their aloofness. When possible, he prefers to consume cold lemon-water, turkey stew, cabbage, and lemons.&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;He absolutely detests all vermin, especially insects.&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;He dislikes working outdoors but enjoys inclement weather.&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;|#0f0}}&lt;br /&gt;
--[[User:VengefulDonut|VengefulDonut]]&lt;br /&gt;
&lt;br /&gt;
:Ooh, nice. That's easier to use. --[[User:Savok|Savok]] 00:14, 29 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Unsectioned comments ==&lt;br /&gt;
&lt;br /&gt;
Sorry Savok, I sent that to the wrong page! --[[User:AlexFili|AlexFili]] 09:04, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:No problem, we all were newbies once. Though, that post does remind me to add something: &amp;quot;If you put a comment at the bottom of a talk page with section headers, you've probably put it in a section. Don't put things in the wrong sections. If necessary, create a section.&amp;quot; --[[User:Savok|Savok]] 09:12, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Happy to help! --[[User:AlexFili|AlexFili]] 09:18, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Question about population ==&lt;br /&gt;
&lt;br /&gt;
I couldn't find any other place to ask this so I'll ask here.&amp;lt;br&amp;gt;&lt;br /&gt;
What do you think is the best number of population to have as the maximum? At the moment I have it set at 150. Is that a good maximum to have? --[[User:AlexFili|AlexFili]] 05:00, 4 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:You only need a maximum if you don't want to receive more dwarves. The most common reason for that is FPS. More dwarves lowers the speed at which the game runs. --[[User:Savok|Savok]] 11:26, 4 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Can I ask what limit you normally use? For example, are there any disadvantages of having a fort of 9999 dwarves? besides FPS? --[[User:AlexFili|AlexFili]] 07:25, 9 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Yes, you may ask.&lt;br /&gt;
:::...alright, I know what you mean. I currently use a limit of 50 dwarves. More, and my FPS is too slow. It averages around 70 without laggy events (like traders) and 30 with. I may increase it to increase the number of items I can get to the trade depot before they leave.&lt;br /&gt;
:::Also, in the old version, 200 dwarves was laggy on the best of computers. I doubt going above a few hundred is possible. However, I can't think of any disadvantages, except for the impossibility of managing them all. --[[User:Savok|Savok]] 09:13, 9 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Oh well I'm glad I'm not the only one who changes the default value. Right at the moment I'm using; &lt;br /&gt;
::::&amp;lt;code&amp;gt;[FPS_CAP:75]&amp;lt;/code&amp;gt;&lt;br /&gt;
::::&amp;lt;code&amp;gt;[G_FPS_CAP:40]&amp;lt;/code&amp;gt;&lt;br /&gt;
::::&amp;lt;code&amp;gt;[POPULATION_CAP:150]&amp;lt;/code&amp;gt;&lt;br /&gt;
::::To be honest though, i've never even gotten past 125 thanks to my temper prone dwarves. I'll try and survive the next few goblin raids and tell you about my experiences. I only have about 15-20 pets at once, keep a few stockpiles... and probably the most important part, I play using an embark area of 2x2. That is fine for my purposes, as you can get plenty of materials in the region, and also buy from trade caravans. There are many advantages; More FPS, keeping all the dwarves close together in case of a raid... I'd consider playing with 2x2, or 3x3. Just to see how much FPS you retain. --[[User:AlexFili|AlexFili]] 09:30, 9 June 2008 (EDT)&lt;br /&gt;
::::Also, I always start next to a river and a forest. Just in case I need either of those. --[[User:AlexFili|AlexFili]] 09:32, 9 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::Seriously. Work on getting your formatting right. You've got guidelines on your user talk page.&lt;br /&gt;
:::::I use &amp;lt;code&amp;gt;[FPS_CAP:9999]&amp;lt;/code&amp;gt;. While the game is running, I never get four digits, but while the game is at the right screens (for example, the {{k|z}} screen) I get around three thousand FPS, which looks neat.&lt;br /&gt;
:::::I haven't noticed any problems with &amp;lt;code&amp;gt;[G_FPS_CAP:20]&amp;lt;/code&amp;gt; and it might speed me up a little.&lt;br /&gt;
:::::Aargh! *winces* It's &amp;quot;try to survive&amp;quot; I tell you, &amp;quot;try to survive&amp;quot;!&lt;br /&gt;
:::::I have ~60-70 animals (one, the anti-vermin CAT unit, is a pet), but most of them are war dogs, who are all in one cage at the moment.&lt;br /&gt;
:::::I use a 4x4 area, though I could go 3x3. 2x2 would be too small.&lt;br /&gt;
:::::I, too, always am next to a river, but I import all my wood. I don't use much and currently have ~350 surplus. I have always started in a desert for the glass. --[[User:Savok|Savok]] 09:42, 9 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::::Sorry about the formatting, I'm still a noob when it comes to wikis. I'd like to quote you for a minute; &amp;quot;I get around three thousand FPS&amp;quot;. Please note that most computer monitors only support 50-100 FPS, and the human eye can only comprehend 60-70 FPS anyway. I'd recommend a cap, just to make loading that much faster. Heck, even a cap at around 150 would be better then nothing!&lt;br /&gt;
::::::I agree that 2x2 is a bit small, but there are several benifits. 3x3 is definately worth trying sometime. Don't forget, there are tons of Z levels as well, so it's not like a deathtrap. I also tend to start importing wood around about year 4/5, since the trees don't grow very quickly for my liking.&lt;br /&gt;
::::::At the moment, i've put the entire population into a military force  of 88+, not for actual fighting, but to make sure they STAY UNDERGROUND, and not rush about on the surface collecting bodies like fools! Also, sorry for the grammar. We English can be so foolish sometimes when it comes to creating new and pointless phrases. --[[User:AlexFili|AlexFili]] 10:45, 9 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::::We're talking about different frames here. FPS means &amp;quot;frames per second.&amp;quot; Frames, as used virtually all of the time at these DF websites, are not the frames your monitor shows. They refer to how fast DF goes through one step. Therefore, I'm perfectly correct in saying that it takes less than 1/3000 of a second for DF to show me the {{k|z}} screen.&lt;br /&gt;
:::::::GFPS, however, refers to how often DF tells the monitor to update its image. I've got ''that'' maxed at 20.&lt;br /&gt;
:::::::You've got a cap of 75FPS, meaning that, no matter how tiny your map is, you won't get above 75 steps per second. The game is meant to run at 100FPS. --[[User:Savok|Savok]] 13:22, 9 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::::::The characters were moving a bit too fast for my eyes at 100FPS. I prefer to see exactly where each dwarf is going, and to try and avoid eye strain from all the flashing tiles etc. --[[User:AlexFili|AlexFili]] 04:35, 10 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::::::I managed to get to 165 population, then I got raided by tons of goblins, about 15 people died, and now 15 people are going insane and smashing everything to bits... It's pure chaos in here, with people tantruming and running across the castle. Hopefully they calm down soon. Now only have 105 people due to the rioting. Second goblin wave, most of them killed by traps. (UPDATE#1) The insanity levels are now at an all time high, only 50 living dwarves left in my settlement now...&lt;br /&gt;
(UPDATE#2) Settlement abandoned in year 8 with about 40 dwarves... basically all my best dwarves died and I lost the will to carry on. Oh well, not too bad I suppose. --[[User:AlexFili|AlexFili]] 09:30, 10 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Castle Defense ==&lt;br /&gt;
Is there a way to make a one-way corridor? I want to make sure invaders can get in and activate the traps, but I don't want my dwarves to keep running outside. I also dont want to use a moat because that breaks the invader AI. --[[User:AlexFili|AlexFili]] 04:35, 10 June 2008 (EDT)&lt;br /&gt;
: I just happened to look at this page, and noticed your question and thought I'd answer it, although it's been over a month since you asked: Yes: Set up a system where your dwarves will have to walk through through a long hall with no roof on their way out of the fort, before they even reach the traps or get close to the entrance/exit. When invaders arrive, turn on the &amp;quot;STAY THE HELL INSIDE&amp;quot; setting and your outside-longing dwarves will dance in that hall, far from danger, while the enemies commit suicide on the traps at your entrance. --[[User:SL|SL]] 00:57, 21 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::You beat me by 3 minutes, SL. Your solution is different, though. [[User:VengefulDonut|VengefulDonut]] 01:32, 21 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Promotion ==&lt;br /&gt;
&lt;br /&gt;
You are now a Sysop! You now have access to our secret underground rail network, the Harem and you also get 10% off at John Deere Inc. --[[User:Senso|Senso]] 21:22, 7 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Congrats! --[[User:Corc|Corc]] 23:35, 7 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== XKCD ==&lt;br /&gt;
&lt;br /&gt;
Sign up on the xkcd DF thread. http://forums.xkcd.com/viewtopic.php?f=21&amp;amp;t=19469&amp;amp;start=680&lt;br /&gt;
&lt;br /&gt;
--[[User:Schmendreck|Schmendreck]] 09:05, 8 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== KoL ==&lt;br /&gt;
&lt;br /&gt;
Just wondering... do you play Kingdom of Loathig by anychance? --[[User:Hoborobo]], who forgets to sign his comments&lt;br /&gt;
&lt;br /&gt;
:I used to, but found it boring and time-consuming. --[[User:Savok|Savok]] 22:49, 20 July 2008 (EDT)&lt;br /&gt;
::Is that why you mentioned a sabre toothed lime in the &amp;quot;New Creatures&amp;quot; page [[User:Hoborobo|Hoborobo]] 14:55, 21 July 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Hoborobo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Savok&amp;diff=16989</id>
		<title>User talk:Savok</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Savok&amp;diff=16989"/>
		<updated>2008-07-20T15:46:43Z</updated>

		<summary type="html">&lt;p&gt;Hoborobo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hey, I'm new to this Wiki and on [[Talk:Rock Chute]] you mentioned that the article violates some rules referred to as just letters. Where are those rules? I'd like to make sure my articles are compliant. --[[User:Xazak|Xazak]] 15:03, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:[[DwarfFortressWiki:Community_Portal#We_are_doing_this.21_Let_us_do_it_right.|The Lettered Rules]] can be found at the top of the [[DwarfFortressWiki:Community_Portal|Community Portal]].&lt;br /&gt;
:If you think of a rule you'd like to add, feel free. It isn't complete. --[[User:Savok|Savok]] 15:08, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
ok so I read the notes you sent me on the dscussion pages, I only made those several edits...&amp;lt;br&amp;gt;&lt;br /&gt;
...because I did several previews and then clicked save &amp;quot;oops that didn't work&amp;quot;, and re-saved the page (like this one :P ).  Sorry for any inconveniance --[[User:Frostedfire|Frostedfire]] 23:02, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:That's just a generic message that I paste onto the user talk pages of new users who don't seem to have learned the unsaid conventions of this wiki yet. --[[User:Savok|Savok]] 23:34, 6 November 2007 (EST)&lt;br /&gt;
__NOTOC__&lt;br /&gt;
== Welcome template ==&lt;br /&gt;
&lt;br /&gt;
I've tossed in a [[Template:Welcome|welcome template]] that I borrowed from elsewhere... you might find it useful for talk page welcomes  (especially if things move). --[[User:Shagie|Shagie]] 13:22, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== G'Day ==&lt;br /&gt;
&lt;br /&gt;
Thanks for the {{tl|welcome}}. If you don't want the text to change, use &amp;lt;nowiki&amp;gt;{{subst:welcome}}&amp;lt;/nowiki&amp;gt; instead of &amp;lt;nowiki&amp;gt;{{welcome}}&amp;lt;/nowiki&amp;gt;.[[User:GarrieIrons|GarrieIrons]] 04:07, 7 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I... do. --[[User:Savok|Savok]] 20:03, 7 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== RE:N9103's page ==&lt;br /&gt;
&lt;br /&gt;
Not really what I intended, since I took out all the interim stuff like descriptions. I intended for it to occupy minimal space on the page. On the other hand, I'm not sure if it'll work in that format or not, and was just going to test and see on my next install. Not worth undoing though. Thanks anyways, [[User:N9103|Edward]] 07:35, 20 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Article requesting ==&lt;br /&gt;
&lt;br /&gt;
Any idea how to request an article?  I'm wondering why there's nothing about [insert small animal here] remains that I keep seeing in my refuse piles.  Wondering if there's any use for them.   --[[User:Geofferic|Geofferic]] 20:59, 27 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I'd probably ask about it in a ''new section'', which you forgot to do here, at the [[DwarfFortressWiki talk:Community Portal|Community Portal talk page]]. --[[User:Savok|Savok]] 23:37, 27 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== {{k|v}} → {{k|p}} → {{k|z}} → {{k|Enter}} ==&lt;br /&gt;
&lt;br /&gt;
{{Gametext|Vuntic has been happy lately. He has constructed a good image. He has mechanically processed new wiki dwarves recently. He has gotten a seven on the 2008 AIME. He has been unable to devote time to Dwarf Fortress.}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Gametext|&amp;lt;!--&lt;br /&gt;
--&amp;gt;Vuntic likes ice, clear glass, Dwarf Fortress, Taekwondo, computers, webcomics, and cats for their aloofness. When possible, he prefers to consume cold lemon-water, turkey stew, cabbage, and lemons.&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;He absolutely detests all vermin, especially insects.&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;He dislikes working outdoors but enjoys inclement weather.&amp;lt;br&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;|#0f0}}&lt;br /&gt;
--[[User:VengefulDonut|VengefulDonut]]&lt;br /&gt;
&lt;br /&gt;
:Ooh, nice. That's easier to use. --[[User:Savok|Savok]] 00:14, 29 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Unsectioned comments ==&lt;br /&gt;
&lt;br /&gt;
Sorry Savok, I sent that to the wrong page! --[[User:AlexFili|AlexFili]] 09:04, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:No problem, we all were newbies once. Though, that post does remind me to add something: &amp;quot;If you put a comment at the bottom of a talk page with section headers, you've probably put it in a section. Don't put things in the wrong sections. If necessary, create a section.&amp;quot; --[[User:Savok|Savok]] 09:12, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Happy to help! --[[User:AlexFili|AlexFili]] 09:18, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Question about population ==&lt;br /&gt;
&lt;br /&gt;
I couldn't find any other place to ask this so I'll ask here.&amp;lt;br&amp;gt;&lt;br /&gt;
What do you think is the best number of population to have as the maximum? At the moment I have it set at 150. Is that a good maximum to have? --[[User:AlexFili|AlexFili]] 05:00, 4 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:You only need a maximum if you don't want to receive more dwarves. The most common reason for that is FPS. More dwarves lowers the speed at which the game runs. --[[User:Savok|Savok]] 11:26, 4 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Can I ask what limit you normally use? For example, are there any disadvantages of having a fort of 9999 dwarves? besides FPS? --[[User:AlexFili|AlexFili]] 07:25, 9 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Yes, you may ask.&lt;br /&gt;
:::...alright, I know what you mean. I currently use a limit of 50 dwarves. More, and my FPS is too slow. It averages around 70 without laggy events (like traders) and 30 with. I may increase it to increase the number of items I can get to the trade depot before they leave.&lt;br /&gt;
:::Also, in the old version, 200 dwarves was laggy on the best of computers. I doubt going above a few hundred is possible. However, I can't think of any disadvantages, except for the impossibility of managing them all. --[[User:Savok|Savok]] 09:13, 9 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Oh well I'm glad I'm not the only one who changes the default value. Right at the moment I'm using; &lt;br /&gt;
::::&amp;lt;code&amp;gt;[FPS_CAP:75]&amp;lt;/code&amp;gt;&lt;br /&gt;
::::&amp;lt;code&amp;gt;[G_FPS_CAP:40]&amp;lt;/code&amp;gt;&lt;br /&gt;
::::&amp;lt;code&amp;gt;[POPULATION_CAP:150]&amp;lt;/code&amp;gt;&lt;br /&gt;
::::To be honest though, i've never even gotten past 125 thanks to my temper prone dwarves. I'll try and survive the next few goblin raids and tell you about my experiences. I only have about 15-20 pets at once, keep a few stockpiles... and probably the most important part, I play using an embark area of 2x2. That is fine for my purposes, as you can get plenty of materials in the region, and also buy from trade caravans. There are many advantages; More FPS, keeping all the dwarves close together in case of a raid... I'd consider playing with 2x2, or 3x3. Just to see how much FPS you retain. --[[User:AlexFili|AlexFili]] 09:30, 9 June 2008 (EDT)&lt;br /&gt;
::::Also, I always start next to a river and a forest. Just in case I need either of those. --[[User:AlexFili|AlexFili]] 09:32, 9 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::Seriously. Work on getting your formatting right. You've got guidelines on your user talk page.&lt;br /&gt;
:::::I use &amp;lt;code&amp;gt;[FPS_CAP:9999]&amp;lt;/code&amp;gt;. While the game is running, I never get four digits, but while the game is at the right screens (for example, the {{k|z}} screen) I get around three thousand FPS, which looks neat.&lt;br /&gt;
:::::I haven't noticed any problems with &amp;lt;code&amp;gt;[G_FPS_CAP:20]&amp;lt;/code&amp;gt; and it might speed me up a little.&lt;br /&gt;
:::::Aargh! *winces* It's &amp;quot;try to survive&amp;quot; I tell you, &amp;quot;try to survive&amp;quot;!&lt;br /&gt;
:::::I have ~60-70 animals (one, the anti-vermin CAT unit, is a pet), but most of them are war dogs, who are all in one cage at the moment.&lt;br /&gt;
:::::I use a 4x4 area, though I could go 3x3. 2x2 would be too small.&lt;br /&gt;
:::::I, too, always am next to a river, but I import all my wood. I don't use much and currently have ~350 surplus. I have always started in a desert for the glass. --[[User:Savok|Savok]] 09:42, 9 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::::Sorry about the formatting, I'm still a noob when it comes to wikis. I'd like to quote you for a minute; &amp;quot;I get around three thousand FPS&amp;quot;. Please note that most computer monitors only support 50-100 FPS, and the human eye can only comprehend 60-70 FPS anyway. I'd recommend a cap, just to make loading that much faster. Heck, even a cap at around 150 would be better then nothing!&lt;br /&gt;
::::::I agree that 2x2 is a bit small, but there are several benifits. 3x3 is definately worth trying sometime. Don't forget, there are tons of Z levels as well, so it's not like a deathtrap. I also tend to start importing wood around about year 4/5, since the trees don't grow very quickly for my liking.&lt;br /&gt;
::::::At the moment, i've put the entire population into a military force  of 88+, not for actual fighting, but to make sure they STAY UNDERGROUND, and not rush about on the surface collecting bodies like fools! Also, sorry for the grammar. We English can be so foolish sometimes when it comes to creating new and pointless phrases. --[[User:AlexFili|AlexFili]] 10:45, 9 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::::We're talking about different frames here. FPS means &amp;quot;frames per second.&amp;quot; Frames, as used virtually all of the time at these DF websites, are not the frames your monitor shows. They refer to how fast DF goes through one step. Therefore, I'm perfectly correct in saying that it takes less than 1/3000 of a second for DF to show me the {{k|z}} screen.&lt;br /&gt;
:::::::GFPS, however, refers to how often DF tells the monitor to update its image. I've got ''that'' maxed at 20.&lt;br /&gt;
:::::::You've got a cap of 75FPS, meaning that, no matter how tiny your map is, you won't get above 75 steps per second. The game is meant to run at 100FPS. --[[User:Savok|Savok]] 13:22, 9 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::::::The characters were moving a bit too fast for my eyes at 100FPS. I prefer to see exactly where each dwarf is going, and to try and avoid eye strain from all the flashing tiles etc. --[[User:AlexFili|AlexFili]] 04:35, 10 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::::::I managed to get to 165 population, then I got raided by tons of goblins, about 15 people died, and now 15 people are going insane and smashing everything to bits... It's pure chaos in here, with people tantruming and running across the castle. Hopefully they calm down soon. Now only have 105 people due to the rioting. Second goblin wave, most of them killed by traps. (UPDATE#1) The insanity levels are now at an all time high, only 50 living dwarves left in my settlement now...&lt;br /&gt;
(UPDATE#2) Settlement abandoned in year 8 with about 40 dwarves... basically all my best dwarves died and I lost the will to carry on. Oh well, not too bad I suppose. --[[User:AlexFili|AlexFili]] 09:30, 10 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Castle Defense ==&lt;br /&gt;
Is there a way to make a one-way corridor? I want to make sure invaders can get in and activate the traps, but I don't want my dwarves to keep running outside. I also dont want to use a moat because that breaks the invader AI. --[[User:AlexFili|AlexFili]] 04:35, 10 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Promotion ==&lt;br /&gt;
&lt;br /&gt;
You are now a Sysop! You now have access to our secret underground rail network, the Harem and you also get 10% off at John Deere Inc. --[[User:Senso|Senso]] 21:22, 7 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Congrats! --[[User:Corc|Corc]] 23:35, 7 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== XKCD ==&lt;br /&gt;
&lt;br /&gt;
Sign up on the xkcd DF thread. http://forums.xkcd.com/viewtopic.php?f=21&amp;amp;t=19469&amp;amp;start=680&lt;br /&gt;
&lt;br /&gt;
--[[User:Schmendreck|Schmendreck]] 09:05, 8 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== KoL ==&lt;br /&gt;
&lt;br /&gt;
Just wondering... do you play Kingdom of Loathig by anychance?&lt;/div&gt;</summary>
		<author><name>Hoborobo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Sparring&amp;diff=41245</id>
		<title>40d Talk:Sparring</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Sparring&amp;diff=41245"/>
		<updated>2008-07-01T14:52:36Z</updated>

		<summary type="html">&lt;p&gt;Hoborobo: danger&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Miners using Mining skill ==&lt;br /&gt;
&lt;br /&gt;
I've noticed my miners tend to get legendary in &amp;lt;u&amp;gt;Miner&amp;lt;/u&amp;gt; rather than Wrestler while sparring. So not only do they use their picks and Mining skill in combat, they gain XP in that as well. Can anyone confirm? [[User:Anydwarf|Anydwarf]] 13:45, 5 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I read the Dwarf Fortress forums a while ago, and picks indeed use the mining skill for combat.&amp;lt;br /&amp;gt;Seems like picks are counted as spears with 40% damage reduction ( or atleast I think it was damage ) but have an insane critical rate.&amp;lt;br /&amp;gt;So a legendary miner will be able to hold of a horde of goblins all by himself, provided you can get a civilian to attack and dodge, since civilians are not inclined to attack enemies and do not use armor...&amp;lt;br /&amp;gt;--[[User:Karpatius|Karp]] 04:34, 9 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Draft 'im, I guess. I've occasionally had the fortune of having a legendary miner happen to be in the area when a goblin ambush was sprung, and they've generally done quite well for &amp;quot;recruits&amp;quot; - goblins go flying everywhere. [[User:Bryan Derksen|Bryan Derksen]] 16:32, 15 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Speed of training in combat and in sparring==&lt;br /&gt;
&lt;br /&gt;
One thing I've noticed is that my crossbow dwarves seem to gain experience quicker in combat than in target practice at the archery range. Whilst this might be down to availability of ammunition, maybe experience from sparring isn't worth as much as from the real thing, which would make sense. [[User:Extar|Extar]] 11:22, 15 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It could also be that in combat, the marksdwarves are getting armor/shield user skill on top of their marksdwarf skill, which target practice doesn't do anything for --[[User:LegacyCWAL|LegacyCWAL]] 14:34, 15 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::They get it faster in combat. Perhaps by an order of magnitude. --[[User:Savok|Savok]] 08:42, 16 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::...yeah, that'd do it. --[[User:LegacyCWAL|LegacyCWAL]] 16:57, 17 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Training when and with who ==&lt;br /&gt;
&lt;br /&gt;
Would it be better to train everyone at different times?&lt;br /&gt;
People won't get as injured when sparring with someone with around equal attributes...I think.&lt;br /&gt;
And to do that you'll need to deactivate or put on duty those with high strength in case thats something that you can do to prevent injury. Or put those who are strong defensively with those who need training. Also, what I thought, since every job might develop some attributes slower than sparring or pumping, is to put them through training when their skills and use are not as needed and when they are needed again, they would be more efficient.&lt;br /&gt;
Is that painfully obvious to everyone else?&lt;br /&gt;
Something for everyone to figure out for themselves?&lt;br /&gt;
...yeah.--[[User:Seaneat|Seaneat]] 08:25, 1 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Danger ==&lt;br /&gt;
&lt;br /&gt;
I once had a dorf who arrived in a migrnat wave and was and Axedwarf. As soon as he started sparring he cut of some guys head. Is there a way to change this? [[User:Hoborobo|Hoborobo]] 10:52, 1 July 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Hoborobo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Food&amp;diff=37325</id>
		<title>40d Talk:Food</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Food&amp;diff=37325"/>
		<updated>2008-06-23T06:48:57Z</updated>

		<summary type="html">&lt;p&gt;Hoborobo: /* Starvation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Rate of consumption ==&lt;br /&gt;
&lt;br /&gt;
Does anyone know the rate at which dwarf eats food? --[[User:Okita|Okita]] 01:18, 6 June 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Someone calculated it way back in the 2D days. IIRC, they came up with 6 food and 18 drink per dwarf per year, but I don't think that was very accurate. --[[User:Savok|Savok]] 08:49, 16 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Starvation ==&lt;br /&gt;
&lt;br /&gt;
Once my [[butcher]] starts ''hunting for small creatures'' - how do I get him to actually slaughter an animal so everyone can eat?&lt;br /&gt;
Or do I need to make someone else a butcher so my butcher can have a snack?&lt;br /&gt;
&lt;br /&gt;
Why does this shite always happen when the merchant turns up?? ;)  [[User:GarrieIrons|GarrieIrons]] 07:36, 13 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::This is beacause your dwarves are very hungry and start looking for vermin to eat. [[User:Hoborobo|Hoborobo]] 02:48, 23 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Hunger bug ==&lt;br /&gt;
&lt;br /&gt;
First of all, i'm a new user, so if this needs putting somewhere else or whatever, just send me an e-mail or something. Anyway, I have a bug that keeps crippling my fortress. Sometime halfway through the year, my dwarfs (dwarves? i dunno :S) stop eating. completely. they then get hungry, tantrums kick off, and chaos ensues. any tips?&lt;br /&gt;
--[[User:Shabang50|Shabang50]] 05:34, 1 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Do you have food? If so, what KIND of food? They can't eat raw dead things, and they can't even eat butchered dead things. They also can't eat most kinds of uncooked fish. Also, did you make a food stockpile? Food left outside of a food stockpile will mass rot before long.  --[[User:Shadow archmagi|Shadow archmagi]] 06:20, 1 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Yep, I have plenty of edible food ( non-rotten, stockpiled, etc). The food is definetly edible, but the dwarfs, after a while, jsut lose the will to eat! they still keep drinking, though ;)--[[User:Shabang50|Shabang50]] 12:55, 7 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Meals ==&lt;br /&gt;
&lt;br /&gt;
Do Roasts fill up dwarves more than biscuits? It seems logical that they would but I'm not sure. Also, do roasts take longer to eat? --[[User:Niaba|Niaba]] 00:20, 3 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:AFAIK, no. And it's not logical. Suppose you take 2 units of meat to make two bisquits, or four units of meat to make four roasts. Why would roasts be any larger?--[[User:Dorten|Dorten]] 00:25, 3 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Oh yeah... Well, then what's the advantage of making biscuits over roasts? Am I missing something?--[[User:Niaba|Niaba]] 04:39, 3 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: None. With roast you get bigger meal stacks that are more likely to not fit in barrels - good cos you save barrels. You have a higher chance per meal that you please the preference of a dwarf. You have half the number of items - less clutter. Some people claim that the cook collects more experience from easy meals since he cooks more, but i cant confirm. --[[User:Koltom|Koltom]] 10:41, 3 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::A cook gets 30xp per meal, not depending on the size. That's been on the wiki since late 2006.&lt;br /&gt;
::::It might've not been written into the new wiki yet, though. --[[User:Savok|Savok]] 11:55, 3 April 2008 (EDT)&lt;br /&gt;
:: let's see - if you combine [info on DF] with [2006] what do you get? ;) --[[User:Koltom|Koltom]] 15:31, 3 April 2008 (EDT)&lt;br /&gt;
:::::Ok, thanks for clearing it up.--[[User:Niaba|Niaba]] 16:59, 4 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Meal Value ==&lt;br /&gt;
&lt;br /&gt;
I was just wondering if anyone has done any research into how the value of prepared meals is calculated. I was somewhat curious because in my current fort I happened to notice that two stacks of masterpiece roasts were created of value 544☼ and 164☼, neither of which values is divisible by 12 (the masterpiece value modifier). In the case of both roasts, all the ingredients were plump helmet spawns. Also, how is overall meal quality decided? I had previously assumed that it was the highest quality out of the individual ingredient qualities, but in the case of the 544☼ meal all four ingredients were superiorly minced. I know that having a high quality ingredient in amongst low quality ingredients does bump up the overall quality, as with the 164☼ meal, which was 1 masterfully minced and 3 finely minced ingredients. Also, another oddity that I've just noticed: I got another &amp;quot;masterpiece&amp;quot; message, and took a look. &amp;quot;☼Plump helmet spawn roast [4]☼  This is a stack of 4 superiorly prepared Plump helmet spawn roast.&amp;quot; I didn't see what the other two said, so perhaps the value is based off the description overall quality rather than the item name symbol quality?--[[User:Morlark|Morlark]] 00:32, 23 June 2008 (EDT)&lt;br /&gt;
:Ok, so I managed to answer my own question by looking up the [[Item value]] page. Never mind then.--[[User:Morlark|Morlark]]&lt;/div&gt;</summary>
		<author><name>Hoborobo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Temperate&amp;diff=25946</id>
		<title>40d Talk:Temperate</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Temperate&amp;diff=25946"/>
		<updated>2008-06-18T19:27:25Z</updated>

		<summary type="html">&lt;p&gt;Hoborobo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Needs fuana. Perhaps more details information on Types of stone commonly found here. [[User:Jikor|Jikor]] 14:20, 13 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::the Tempuraturedoesn't affect the type of stone found there. [[User:Hoborobo|Hoborobo]] 15:27, 18 June 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Hoborobo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Sparring&amp;diff=40682</id>
		<title>40d:Sparring</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Sparring&amp;diff=40682"/>
		<updated>2008-06-15T19:51:28Z</updated>

		<summary type="html">&lt;p&gt;Hoborobo: Typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Sparring''' is a form of non-lethal combat engaged in by [[soldier]]s to train their combat skills in [[fortress mode]].  Sparring takes place at [[barracks]]; off-duty soldiers will engage in mock combat with other off-duty soldiers, causing incidental injuries as they go but also gaining experience.&lt;br /&gt;
&lt;br /&gt;
It is said that there must be a minimum amount of floor space in barracks before soldiers will spar there.{{verify}}&lt;br /&gt;
&lt;br /&gt;
To assign a soldier to sparring, you must take his or her squad off duty.  This is accomplished by opening the {{key|m}}ilitary screen, selecting the soldier from the list, choosing to {{key|v}}iew the selected squad, then toggling the du{{key|t}}y status until it displays &amp;quot;Squad is standing down&amp;quot;.  You must have at least two melee soldiers off duty before sparring will begin, although they need not be of the same soldier class.  If the conditions are met, the soldiers will automatically choose to spar at their own discretion. &lt;br /&gt;
&lt;br /&gt;
Rotating soldiers between an always-off-duty training squad and a series of on-duty patrol squads can be an effective way of training soldiers without having to assign off-duty status to each soldier directly.&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&lt;br /&gt;
When soldiers spar, they practise (and thereby gain experience) with whatever [[weapon]] and [[armor]] they have been assigned, including shields.  Thus, in order to train [[axedwarf|axedwarves]], it is necessary to assign the recruits axes, and so forth with all other weapons.&lt;br /&gt;
&lt;br /&gt;
== Sparring Injuries ==&lt;br /&gt;
&lt;br /&gt;
It is possible to severely wound a partner during a sparring session.  When practising with [[wrestler]]s, the worst [[injury]] that is likely to happen is a broken bone, although even this can be fatal if unfortunate circumstances prevail, such as crushing the other soldier's throat.&lt;br /&gt;
&lt;br /&gt;
In the event that a soldier is injured while sparring, the soldier will rest until he or she recuperates, just as with any other injury.  In the event of a broken limb, it will take a full season before the soldier will be available for action once again.  Mangled limbs and other injuries may take much longer, if they heal at all.&lt;br /&gt;
&lt;br /&gt;
If a soldier accidentally kills another, the accidental murderer will receive an unhappy [[thought]].  However, killing another during a sparring session is not a crime and will not be punished by [[justice]]{{verify}}.&lt;br /&gt;
&lt;br /&gt;
Sparring injuries can be very brutal to a fort's soldier population, leaving many dwarves with moderate injuries if precautions are not taken (see below).  If your troops get injured frequently by sparring, it's a good idea to keep a solid proportion of your soldiers on duty so that you don't have too many injuries in case of a siege or ambush. If your troops are getting injured, however, you should take precautions.&lt;br /&gt;
&lt;br /&gt;
Certain injuries, notably those to the neck and brain, will never ever heal, even if they are only minor scratches.  A dwarf with these injuries will never spar either.  If a military dwarf gets a minor neck injury before he or she has gained much combat skill, you may want to [[Department of Dwarven Veteran's Affairs|release him or her from duty]] so that dwarf can at least serve your economy as a hauler (or Royal Guard), and a new dwarf can claim his or her weapon and armor to practice with.&lt;br /&gt;
&lt;br /&gt;
=== Avoiding Injury===&lt;br /&gt;
The following tactics can help your dwarves avoid sparring injuries:&lt;br /&gt;
*Equipping soldiers with good armor is always useful to protect injury, whether sparring or fighting real threats. Iron chain is good, steel plate better, [[quality|high-quality]] steel plate best of all. High-quality steel shields are also recommended. See [[Armor#Using armor|Using Armor]] for more details.&lt;br /&gt;
*Equipping soldiers deliberately with weak [[silver]] weapons is an excellent way to reduce the risk of injury. Silver weapons do only 50% of the damage of [[iron]] weapons. [[Wood|Wooden]] weapons also do only 50% of the damage of iron ones, but can only be gained through trade with the [[elves]]. Beware, as it can be time consuming to force your soldiers to switch back to good [[iron]] or [[steel]] weapons in the event of a siege or ambush; if your soldiers enter battle with their sparring weapons they will be much less effective.&lt;br /&gt;
*It is strongly recommended to send soldiers through a basic training regime by allowing them to spar without weapons until they achieve several levels in Wrestler skill, then begin their training for weapons directly.  This can help reduce the amount of injuries suffered, as [[Wrestler]] skill is used to determine the probability of dodging attacks in addition to its offensive purposes. &lt;br /&gt;
*Likewise, the more training your soldiers get in [[Armor user]] and [[Shield user]], the more likely they will be to avoid injury. Thus it is safest to give your soldiers plenty of Wrestling practice, while equipped with armor and shields, before cross-training them for weapon usage.&lt;br /&gt;
*You might also want to buff up a dwarf's [[stats]] before sparring -- for example by setting them to pump a [[screw pump]] that isn't attached to anything. This can increase a dwarf's Toughness (and thereby resistance to damage), although it may also increase Strength, which is believed to increase damage inflicted.&lt;br /&gt;
*It is also worth noting that Guards spar just like off-duty soldiers, and when appropriately equipped, this will have all the effects listed above.  Taking advantage of this by recruiting directly from the Fortress Guard and Royal Guard will help ensure that even the newest recruits will have at least ''some'' training should they be sent into battle.&lt;br /&gt;
&lt;br /&gt;
[[Category:Military]]&lt;br /&gt;
[[Category:Fortress mode]]&lt;br /&gt;
&lt;br /&gt;
== Target Practice ==&lt;br /&gt;
Soldiers armed with [[crossbow|crossbows]] will not spar; the equivalent to sparring for a crossbow-armed dwarf is shooting at an [[archery target|archery range]]. As with sparring, the crossbow-dwarf's squad must be set to stand down. Unlike sparring, dwarves do not need partners to practice archery. The dwarf must be equipped with a crossbow and a supply of [[wood|wooden]] or [[bone]] [[bolts]]: metal bolts will not be wasted on target practice. The shooting range must also be designated properly from the archery target (see that article for more information). Marksdwarves do not gain [[Armor user]], [[Shield user]] or [[Wrestling]] skill shooting on a range, so it may be useful to get them involved in a few unarmed, armored sparring matches in the barracks so they can handle return fire (or a close-quarters ambush).&lt;br /&gt;
&lt;br /&gt;
== Live Combat Training == &lt;br /&gt;
Soldiers gain experience in martial skills from fighting in real combat as well. For obvious reasons, it is best to boost your soldiers' experience by sparring before they enter a real battle. An untrained soldier can easily suffer a career-ending injury from a [[goblin]] invader, whereas a Legendary weapon and armour user can cut a swathe through an invading column without taking a scratch.&lt;br /&gt;
&lt;br /&gt;
[[Miner]]s use their [[pick]] when fighting unarmed, and get bonuses from their Mining skill. They gain experience in the Mining skill rather than Wrestling. Because of this an expert miner can quickly level-up when sparring unarmed.&lt;br /&gt;
&lt;br /&gt;
{{Military FAQ}}&lt;/div&gt;</summary>
		<author><name>Hoborobo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Fire_imp&amp;diff=38205</id>
		<title>40d Talk:Fire imp</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Fire_imp&amp;diff=38205"/>
		<updated>2008-06-12T18:12:03Z</updated>

		<summary type="html">&lt;p&gt;Hoborobo: /* Defensive Uses */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Wrestling? ==&lt;br /&gt;
&lt;br /&gt;
I just had a mechanic get attacked by one. He moved into its tile (I assume to wrestle) and instantly died of heat. Should this be noted?--[[User:Shadow archmagi|Shadow archmagi]] 19:59, 28 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Defensive Uses ==&lt;br /&gt;
&lt;br /&gt;
I'm currently exploring the defensive uses of fire imps after bagging a few in cage traps. They don't seem too keen on fireballing goblin attackers, which was my original plan (had them confined behind some fortifications, but they wouldn't fire on the goblins). Further experiments required, or can someone confirm that they won't attack anyone but my dwarves? --[[User:TangoThree|TangoThree]] 16:35, 31 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::is it possible to tame fire imps with the dungeon master? [[User:Hoborobo|Hoborobo]] 14:12, 12 June 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Hoborobo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:AlexFili&amp;diff=42215</id>
		<title>User talk:AlexFili</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:AlexFili&amp;diff=42215"/>
		<updated>2008-06-12T18:06:56Z</updated>

		<summary type="html">&lt;p&gt;Hoborobo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to this wiki! Dwarf Fortress rapidly becomes more complicated, and we're always glad to have new writers.&amp;lt;br&amp;gt;&lt;br /&gt;
Since we prefer that you try to follow our wiki's standards, we've made a list of basic guidelines. Note that this is an impersonal template, so some may not apply to you.&lt;br /&gt;
* '''To let us know who you are, please sign your posts on discussion pages by typing &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;--~~~~&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; after your posts. This can also be inserted with the [[Image:Button sig756222.png]] button if JavaScript is enabled.'''&lt;br /&gt;
* Never, ever, put a question mark in the title of a page. This is not an undoable mistake. The rule list elaborates.&lt;br /&gt;
* '''When making comments on a talk page, use one more colon before each line in your comment than was used in the comment you reply to. Put exactly one empty line between comments by different users but do not use blank lines inside of a comment. If your comment has no indents, use &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;br&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; after each line.'''&lt;br /&gt;
* Avoid making many small edits to a page. Instead, try to make one large edit. This makes the history of the page a lot easier to read.&lt;br /&gt;
* Don't edit the user page of another user. If you want to tell them something, add the comment to their talk page.&lt;br /&gt;
* Most importantly, [[DwarfFortressWiki:Community_Portal#We_are_doing_this.21_Let_us_do_it_right.|read and follow the rules.]] Really. Read them.&lt;br /&gt;
&amp;lt;div align=center&amp;gt;&amp;lt;div style=&amp;quot;width: 28em; padding: 0.5em; margin-bottom: 0.5em; margin-top: 0.5em; border: 1px solid #ccc; background: #eee; text-align: center&amp;quot;&amp;gt;''&amp;quot;You have been processed! Go forth, now, and edit!&amp;quot; --[[User:Savok|Savok]]''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Remember to sign your comments. --[[User:Savok|Savok]] 11:11, 4 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Ok. I wish these things put in the signature automatically for talk pages, that would be a lot more useful. --[[User:AlexFili|AlexFili]] 11:15, 4 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Also read bullet #3. --[[User:Savok|Savok]] 11:34, 4 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::what does test mean?? your good freind  [[User:Hoborobo|Hoborobo]] 14:06, 12 June 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Hoborobo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Water&amp;diff=1454</id>
		<title>40d:Water</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Water&amp;diff=1454"/>
		<updated>2008-06-10T14:31:34Z</updated>

		<summary type="html">&lt;p&gt;Hoborobo: /* Water in Fortress Mode */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Water''' is a fluid found all over the world. It [[flow]]s from mountain springs, forming the world's [[ocean]]s, [[lake]]s, [[river]]s, and [[brook]]s. Water falls as [[rain]] and [[snow]], and freezes into [[ice]]. Water is home to [[aquatic creatures]]. Most creatures can [[Swimmer|swim]] in deep water, and like all fluids, air-breathing creatures can [[Swimmer#Drowning|drown]] in it. Water comes in two varieties: '''freshwater''', which makes up almost all inland water, and '''saltwater''', which fills the seas; these are home to different aquatic creatures. If dwarves do not drink they will become dehydrated(thirsty) and if they do not quench that thirst then they will eventually die. Injured dwarves will only drink freshwater, though normally dwarves prefer their [[Alcohol|booze]].&lt;br /&gt;
&lt;br /&gt;
In addition, water can be ''stagnant'' or ''[[Murky pool|murky]]''. This may cause dwarves to have unhappy [[thought]]s if they drink from it.&lt;br /&gt;
&lt;br /&gt;
When water comes into contact with creatures and objects, they become &amp;quot;[[Contaminant|contaminated]]&amp;quot; with it. [[Soil]] and [[stone]] becomes [[damp]] or [[mud]]dy, which can be used for [[Agriculture|farming]].&lt;br /&gt;
&lt;br /&gt;
Water is displayed with the symbols {{Tile|≈|#008|#999}} and {{Tile|~|#008|#999}}, sometimes colored different blues, white, brown, or red to show ripples, [[mud]] (in the case of a brook), [[blood]] and [[flow]]. (The game can be [[Technical_tricks#The_look_of_the_game|configured]] to show the depth instead). Dark-colored water symbols indicate the water is one [[Z-level]] below the camera level. Water has 7 depth levels per tile, with 1 being perhaps ankle-deep, and 7 filling the tile completely. [[Dwarf|Dwarves]] and other [[humanoid]]s can walk through water up to depth 4. At 4 they can choose to walk or swim, any deeper and they must swim to pass through the tile. Oddly enough, even elves have to swim through water that would only just be head-high to a dwarf. This might be fixed in a later version.&lt;br /&gt;
&lt;br /&gt;
Every material sinks in water.{{version|0.27.176.38c}}&lt;br /&gt;
&lt;br /&gt;
The [[Map tile|tiles]] above [[brook]]s are treated as [[floor]] tiles. They are passable to creatures, and objects do not fall into them.&lt;br /&gt;
&lt;br /&gt;
==Water Flows==&lt;br /&gt;
Water above a depth of 1 will tend to flow towards any adjacent tiles, and can move diagonally, the depth will spread out evenly so a tile of 7/7 water will become seven 1/7 tiles, or if there are only two it can expand to it will become two 2/7 and a third 3/7 though the 3/7 will move around. Water can be stopped by most solid tiles, including [[floodgate]]s, [[wall]]s, [[door]]s, [[hatch]]es, and [[building]]s. Exceptions are [[grate]]s and [[bars]] which are specifically designed to allow liquids through. [[Waterfall]]s occur when water has the opportunity to fall through open space. Waterfalls will continue falling straight down until hitting either [[floor]] or another body of water.&lt;br /&gt;
&lt;br /&gt;
== Water in Fortress Mode ==&lt;br /&gt;
&lt;br /&gt;
In addition to drinking, pools and rivers can be used for [[fishing]]. To specify a pool of water as a water source, fishing zone, or [[pond]], you need to create [[activity zone]]s at the level above the water. The &amp;quot;level above the water&amp;quot; is the level at which the surface of the water is at foot-level instead of ceiling level. Water can be [[bridge]]d, and can also be used to make a [[moat]].&lt;br /&gt;
&lt;br /&gt;
Water can be moved by [[digging]] channels or tunnels, using [[bucket]]s, or by constructing a [[screw pump]]. Dwarves will use buckets to fill a [[pond]]. [[Screw pump]]s (operated by dwarf or [[Power| machine power]]) can move water vertically and horizontally. Transferring water down channels/holes to lower levels can be hazardous due to [[water pressure]].&lt;br /&gt;
&lt;br /&gt;
[[Cave lake|Lakes]] can be drained by digging into the side of them. Rivers can also be redirected in this manner. It is only possible to dig directly up into a water-filled tile using stairs. Fish and other aquatic creatures will stay in the water as it moves, but may end up on the ground if the water becomes too shallow. Drained lakes that are [[outside]] are filled by melting ice and snow, but not by rain.&lt;br /&gt;
&lt;br /&gt;
Tiles adjacent to a water-filled tile are labeled &amp;quot;damp&amp;quot; and flash the water symbol when accessing the {{k|d}}esignations menu. When a miner discovers a damp tile, he cancels the mining designation, the game pauses, and the camera centers on the tile. This happens for every damp tile discovered, and each must be designated again before a miner will dig it out.{{version|0.27.176.38c}} Digging under a water-filled tile does not actually drain it, even though you receive multiple warnings about damp tiles. If a tile already appears to be damp when it is designated, no warning will be given.&lt;br /&gt;
&lt;br /&gt;
Somebody who falls into water, for example, a [[kobold]] thief, will then have a &amp;quot;water covering&amp;quot; on nearly every part of their anatomy. This is listed under {{k|v}},{{k|i}}nventory and is shown in green.&lt;br /&gt;
&lt;br /&gt;
[[Water wheel]]s can be used to generate mechanical power from flows.&lt;br /&gt;
&lt;br /&gt;
The water in a tile can be destroyed by closing a [[floodgate]] or [[door]] on it (via a [[lever]]), by lowering a [[bridge]] onto it, or by [[evaporation]].  Thus water mass is not conserved and it is possible to run out of water on maps without an infinite source(such as an [[ocean]], [[river]] or [[aquifer]]). It is also possible to get rid of excess water by letting it flow into a [[river]].&lt;br /&gt;
&lt;br /&gt;
==Sourced Water==&lt;br /&gt;
'''Sourced water''' is a term referring to any water that will never run out (''i.e.'', water features you can see on the region map).  These include &amp;quot;river sources&amp;quot; flowing into the map from the edge.  It is possible to completely flood your fortress if you tap into these without building controls such as [[floodgate]]s.&lt;br /&gt;
&lt;br /&gt;
==Water depth==&lt;br /&gt;
You can find out how deep water is by examining it with the Loo{{k|k}} command, or by editing your init.dat file to display water as coloured numbers.&lt;br /&gt;
&lt;br /&gt;
Water depth ranges from 0-7. The following is a qualitative description of how deep the water is relative to a dwarf.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol start=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Not a true value (you will never see it displayed), there is no water on this tile.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;A puddle.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Knee deep.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Waist deep. Dwarves are now wading and [[water wheel]]s will begin spinning slowly.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Neck height. Your dwarves will be colored blue to indicate they are underwater and have the option to swim. Dwarves prefer to walk instead of swim, and in 4/7 water they will wade regardless of swimming skill. A swimming creature can swim in 4/7 water even if they are IMMOBILE_LAND.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Over a dwarf's head.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Very deep.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;The tile is full to the brim of water.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Water FAQ}}&lt;br /&gt;
&lt;br /&gt;
[[category:Map_tiles]]&lt;br /&gt;
[[Category:Physics]]&lt;/div&gt;</summary>
		<author><name>Hoborobo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Water&amp;diff=1453</id>
		<title>40d:Water</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Water&amp;diff=1453"/>
		<updated>2008-06-10T14:31:01Z</updated>

		<summary type="html">&lt;p&gt;Hoborobo: added info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Water''' is a fluid found all over the world. It [[flow]]s from mountain springs, forming the world's [[ocean]]s, [[lake]]s, [[river]]s, and [[brook]]s. Water falls as [[rain]] and [[snow]], and freezes into [[ice]]. Water is home to [[aquatic creatures]]. Most creatures can [[Swimmer|swim]] in deep water, and like all fluids, air-breathing creatures can [[Swimmer#Drowning|drown]] in it. Water comes in two varieties: '''freshwater''', which makes up almost all inland water, and '''saltwater''', which fills the seas; these are home to different aquatic creatures. If dwarves do not drink they will become dehydrated(thirsty) and if they do not quench that thirst then they will eventually die. Injured dwarves will only drink freshwater, though normally dwarves prefer their [[Alcohol|booze]].&lt;br /&gt;
&lt;br /&gt;
In addition, water can be ''stagnant'' or ''[[Murky pool|murky]]''. This may cause dwarves to have unhappy [[thought]]s if they drink from it.&lt;br /&gt;
&lt;br /&gt;
When water comes into contact with creatures and objects, they become &amp;quot;[[Contaminant|contaminated]]&amp;quot; with it. [[Soil]] and [[stone]] becomes [[damp]] or [[mud]]dy, which can be used for [[Agriculture|farming]].&lt;br /&gt;
&lt;br /&gt;
Water is displayed with the symbols {{Tile|≈|#008|#999}} and {{Tile|~|#008|#999}}, sometimes colored different blues, white, brown, or red to show ripples, [[mud]] (in the case of a brook), [[blood]] and [[flow]]. (The game can be [[Technical_tricks#The_look_of_the_game|configured]] to show the depth instead). Dark-colored water symbols indicate the water is one [[Z-level]] below the camera level. Water has 7 depth levels per tile, with 1 being perhaps ankle-deep, and 7 filling the tile completely. [[Dwarf|Dwarves]] and other [[humanoid]]s can walk through water up to depth 4. At 4 they can choose to walk or swim, any deeper and they must swim to pass through the tile. Oddly enough, even elves have to swim through water that would only just be head-high to a dwarf. This might be fixed in a later version.&lt;br /&gt;
&lt;br /&gt;
Every material sinks in water.{{version|0.27.176.38c}}&lt;br /&gt;
&lt;br /&gt;
The [[Map tile|tiles]] above [[brook]]s are treated as [[floor]] tiles. They are passable to creatures, and objects do not fall into them.&lt;br /&gt;
&lt;br /&gt;
==Water Flows==&lt;br /&gt;
Water above a depth of 1 will tend to flow towards any adjacent tiles, and can move diagonally, the depth will spread out evenly so a tile of 7/7 water will become seven 1/7 tiles, or if there are only two it can expand to it will become two 2/7 and a third 3/7 though the 3/7 will move around. Water can be stopped by most solid tiles, including [[floodgate]]s, [[wall]]s, [[door]]s, [[hatch]]es, and [[building]]s. Exceptions are [[grate]]s and [[bars]] which are specifically designed to allow liquids through. [[Waterfall]]s occur when water has the opportunity to fall through open space. Waterfalls will continue falling straight down until hitting either [[floor]] or another body of water.&lt;br /&gt;
&lt;br /&gt;
== Water in Fortress Mode ==&lt;br /&gt;
&lt;br /&gt;
In addition to drinking, pools and rivers can be used for [[fishing]]. To specify a pool of water as a water source, fishing zone, or [[pond]], you need to create [[activity zone]]s at the level above the water. The &amp;quot;level above the water&amp;quot; is the level at which the surface of the water is at foot-level instead of ceiling level. Water can be [[bridge]]d, and can also be used to make a [[moat]].&lt;br /&gt;
&lt;br /&gt;
Water can be moved by [[digging]] channels or tunnels, using [[bucket]]s, or by constructing a [[screw pump]]. Dwarves will use buckets to fill a [[pond]]. [[Screw pump]]s (operated by dwarf or [[Power| machine power]]) can move water vertically and horizontally. Transferring water down channels/holes to lower levels can be hazardous due to [[water pressure]].&lt;br /&gt;
&lt;br /&gt;
[[Cave lake|Lakes]] can be drained by digging into the side of them. Rivers can also be redirected in this manner. It is only possible to dig directly up into a water-filled tile using stairs. Fish and other aquatic creatures will stay in the water as it moves, but may end up on the ground if the water becomes too shallow. Drained lakes that are [[outside]] are filled by melting ice and snow, but not by rain.&lt;br /&gt;
&lt;br /&gt;
Tiles adjacent to a water-filled tile are labeled &amp;quot;damp&amp;quot; and flash the water symbol when accessing the {{k|d}}esignations menu. When a miner discovers a damp tile, he cancels the mining designation, the game pauses, and the camera centers on the tile. This happens for every damp tile discovered, and each must be designated again before a miner will dig it out.{{version|0.27.176.38c}} Digging under a water-filled tile does not actually drain it, even though you receive multiple warnings about damp tiles. If a tile already appears to be damp when it is designated, no warning will be given.&lt;br /&gt;
&lt;br /&gt;
Somebody who falls into water, for example, a [[kobold]] thief, will then have a &amp;quot;water covering&amp;quot; on nearly every part of their anatomy. This is listed under {{k|v}},{{k|i}}nventory and is shown in green.&lt;br /&gt;
&lt;br /&gt;
[[Water wheel]]s can be used to generate mechanical power from flows.&lt;br /&gt;
&lt;br /&gt;
The water in a tile can be destroyed by closing a [[floodgate]] or [[door]] on it (via a [[lever]]), by lowering a [[bridge]] onto it, or by [[evaporation]].  Thus water mass is not conserved and it is possible to run out of water on maps without an infinite source(such as an [[ocean]],[[river]] or [[aquifer]]). It is also possible to get rid of excess water by letting it flow into a [[river]].&lt;br /&gt;
&lt;br /&gt;
==Sourced Water==&lt;br /&gt;
'''Sourced water''' is a term referring to any water that will never run out (''i.e.'', water features you can see on the region map).  These include &amp;quot;river sources&amp;quot; flowing into the map from the edge.  It is possible to completely flood your fortress if you tap into these without building controls such as [[floodgate]]s.&lt;br /&gt;
&lt;br /&gt;
==Water depth==&lt;br /&gt;
You can find out how deep water is by examining it with the Loo{{k|k}} command, or by editing your init.dat file to display water as coloured numbers.&lt;br /&gt;
&lt;br /&gt;
Water depth ranges from 0-7. The following is a qualitative description of how deep the water is relative to a dwarf.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol start=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Not a true value (you will never see it displayed), there is no water on this tile.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;A puddle.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Knee deep.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Waist deep. Dwarves are now wading and [[water wheel]]s will begin spinning slowly.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Neck height. Your dwarves will be colored blue to indicate they are underwater and have the option to swim. Dwarves prefer to walk instead of swim, and in 4/7 water they will wade regardless of swimming skill. A swimming creature can swim in 4/7 water even if they are IMMOBILE_LAND.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Over a dwarf's head.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Very deep.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;The tile is full to the brim of water.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Water FAQ}}&lt;br /&gt;
&lt;br /&gt;
[[category:Map_tiles]]&lt;br /&gt;
[[Category:Physics]]&lt;/div&gt;</summary>
		<author><name>Hoborobo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Immigration&amp;diff=10850</id>
		<title>40d Talk:Immigration</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Immigration&amp;diff=10850"/>
		<updated>2008-06-09T20:20:11Z</updated>

		<summary type="html">&lt;p&gt;Hoborobo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Don't know how much of this info is still valid. For example, the line &amp;quot;Notably, the incredibly useful Manager requires at least twenty dwarves.&amp;quot; is a hold-over from the previous wiki. In fact, most of the noble-related info is outdated.&lt;br /&gt;
I'm going to edit out anything that I ''know'' to be wrong. Get rid of the wrong stuff, and we can start getting correct stuff in instead.[[User:Thexor|Thexor]] 19:07, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:The validation abilities of the manager still only appear after you have 20 dwarfs. But you can access the screen before that happens. Don't know if this validation has any additional effect or if the managers even work before that.--[[User:Soyweiser|Soyweiser]] 16:58, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Yes, the manager will work just fine when you have less than 20 dwarfs. He will need an office if you have more than 20 dwarfs.--[[User:Tomato|Tomato]] 16:13, 10 March 2008 (EDT) &lt;br /&gt;
&lt;br /&gt;
I have a nagging sense from playing a year or two in a few different areas that the number of migrants is a bit more random now. I have one decently wealthy young outpost located far from it's civilization on the map which has gotten very few immigrants in the first two years. Perhaps with groups now moving on the overall map, it is more important to be close to your civilization's area so immigrant groups arrive more quickly and are less likely to get ambushed on the way? Pure conjecture on my part and not backed by any real evidence, but an interesting idea nonetheless. --[[User:Janus|Janus]] 16:15, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Well, my first throw-away fortress got gigantic immigration crowds every single season. Then I abandoned, rerolled the world, and started a new fortress. It produces worlds more wealth than my first fortress, but I have only gotten one immigration wave on the second Spring, bringing my numbers to 24. I then received my second immigration on the start of the third Spring, bringing me up to 48 dwarves. I was very worried up until I got that first wave in the spring... I almost thought I was going to have to scrap the fortress and start again. For reference, I receive elf, human, and dwarf traders. No sieges yet. I have no deaths so far. It would seem that the MAXIMUM immigration amount is 24 for one season. [[User:FFLaguna|FFLaguna]] 23:33, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I've gotten 25 immigrants in one wave, but one of these was a child, which may ironically go into the 'pets' category rather than 'dwarf' category.  Do children have parents when they come with immigrants?  -Gotthard&lt;br /&gt;
::: I've had a family of four come in one wave-Husband and Wife and 2 children. The children were very sad when their mother got killed by a goblin. I also had a dwarf born from parents in my first immigration wave. Has anyone every had two dwarfs marry? Not arrive married but get married at your fort. Just wondering if it's possible.  --[[User:Angus|Angus]] 18:22, 17 February 2008 (EST)&lt;br /&gt;
::::With this latest version release (0.27.176.38a), dwarves can indeed marry each other at your fortress. --[[User:Janus|Janus]] 04:19, 18 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Update: On the summer of my third year, I finally received some migrants! Woooo. I received about 12 immigrants. [[User:FFLaguna|FFLaguna]] 01:35, 4 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Happend to me sometimes to, you have to wait for immigrants sometimes. --[[User:Soyweiser|Soyweiser]] 16:58, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
One point of conflict in this article.  It states that once the immigration limit is reached normal immigration is ceased. It then encourages a method of editing the init file to curb immigration.  It says to just reedit it when you want more dwarfs.  In my findings when I use this tactic as soon as my limit is hit I get no more dwarfs, even after reediting the init file to a higher number.&lt;br /&gt;
--[[User:Angus|Angus]] 18:17, 17 February 2008 (EST)&lt;br /&gt;
==Talk Page from Migrant==&lt;br /&gt;
This page should be merged with the page on immigration. [[User:Bouchart|Bouchart]] 01:47, 23 November 2007 (EST)&lt;br /&gt;
:Agreed, and done --[[User:Juckto|Juckto]] 08:28, 2 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I felt this edited out info is worth keeping here as hint for further investigations.&lt;br /&gt;
&lt;br /&gt;
 === Immigration Triggers ===&lt;br /&gt;
 &lt;br /&gt;
 Migrants appear in waves when the total wealth of the fortress (view by   hitting 'Z') reaches:&lt;br /&gt;
 &lt;br /&gt;
 * 5,000&lt;br /&gt;
 * 10,000&lt;br /&gt;
 * 100,000&lt;br /&gt;
 * 140,000&lt;br /&gt;
 * 165,000 (?)&lt;br /&gt;
 * 300,000&lt;br /&gt;
 * 340,000&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&lt;br /&gt;
(This should probably go on the Migrant talk page, but this page seems to be busier)&lt;br /&gt;
&lt;br /&gt;
Will an immigrant always arrive with the necessary equipment to perform his skills? ie, will a hunter always arrive with a crossbow, armour and bolts? [[User:Runspotrun|Runspotrun]] 16:08, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:nope, sometimes you get an immigrant who doesn't have the right equipment. (Had woodworkers with carpentry and wood cutting skills withouth an axe). --[[User:Soyweiser|Soyweiser]] 07:46, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Combat Immigrants ==&lt;br /&gt;
&lt;br /&gt;
I have yet to have any of my immigrants to show up as military types, even though I've at least produced crossbows in every fort I've run so far.  Had one fort reach it's 6th year and have crafted every type of weapon available without a single dwarf showing up with combat skills.  Anyone verify that this is still true?    --[[User:TheUbie|TheUbie]] 04:49, 19 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
You were just unlucky. I have forged some hammers and axes and a hammer and a axe soldier showed up at my fort [[Doler 12]], 18:11 19 November 2007 (GMT+1)&lt;br /&gt;
&lt;br /&gt;
:Did you maybe create a military and train dwarves in hammers and axes?  --[[User:Geekwad|Geekwad]] 14:19, 19 November 2007 (EST)&lt;br /&gt;
:: The one and only military migrant (a Marksdwarf) I got so far came after I had someone advance to Champion level. Is this just a coincidence or have other people noticed this?  --[[User:Angus|Angus]] 23:44, 19 February 2008 (EST)&lt;br /&gt;
:::No. I made crossbows and got marksdwarves immigrants and my best soldier was a novice crossbowman. --[[User:Koltom|Koltom]] 06:55, 11 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Immigration Rate ==&lt;br /&gt;
&lt;br /&gt;
Has anyone noticed there seems to be a logarithmic curve associated with immigration?  In the beginning, it doesn't matter what I do to keep my wealth down (including only building 7 beds and a small wooden 'shack' to put them above ground, and not mining out any squares) I seem to get a ton of immigrants.  However, going from 1.1M to 1.4M resulted in only 5 immigrants or so the whole year.  Either there might be a 'minimum' baseline for forts (and 7 isn't it, seems closer to 25-40 or so, doesn't matter what your wealth is you will grow to that) or it is logarithmic.  I don't think it is related to deaths in my large fortress, I've had one elite marksdwarf die to a hydra, and 6-7 more (in 6 years) to goblins, moods, etc.  I don't have the economy, perhaps this slows it down around 100?  --Gotthard 11:18, 10 December 2007 (EST)&lt;br /&gt;
:Heh, I'm about to test that: my first winter killed six of my dwarves so we'll see how many migrants I get. I'm currently outnumbered by dogs about 10:1... unfortunately I also lost my only mare so I've got two male horses, may as well kill both of them as soon as I need a quick snack! [[User:GarrieIrons|GarrieIrons]] 01:05, 11 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Military immigrants without weapons ==&lt;br /&gt;
&lt;br /&gt;
I started a game with just one dwarf.  The first immigration wave, in the next spring, I got a recruit as one of my immigrants.  This recruit had NO military skills, and no armor or weapons.  What confuses me is that I had never created any weapons.  The only remotely military thing I ever made was a single leather armor.  If it matters, I hadn't created hardly anything else before that point either--a bed, basic furniture, less than ten stone crafts, no cooking, and that armor.  Anyone else seen this?  It throws a kink into the &amp;quot;weapons bring military dwarves&amp;quot; thing.  Oh, and I also have pits as a feature in this map if it matters (as yet unrevealed). --[[User:Sowelu|Sowelu]] 09:28, 12 January 2008 (EST)&lt;br /&gt;
: Did the recruit have any skills? Otherwise he's basically the same as a peasant.  How many dwarfs were in your military at the time.  That might also have been a factor. --[[User:Angus|Angus]] 23:47, 19 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Seasons and Immigration ==&lt;br /&gt;
&lt;br /&gt;
I've had immigrants arrive in spring, summer and fall but never winter.  Has anyone had immigrants arrive in winter?  Or does whether immigrants arrive in winter depend on your fort's climate? [[User:Bouchart|Bouchart]] 22:45, 29 January 2008 (EST)&lt;br /&gt;
: I just had a group of dwarves migrate during winter right after reading this. I am in a warm climate though.  What was strange was in the following Summer I had another wave of migrants. Two in one year. --[[User:Angus|Angus]] 23:49, 19 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Headline text ==&lt;br /&gt;
Currently, my record is 32 dwarfs, 8 kids and pets. anybody else beaten that?&lt;br /&gt;
--[[User:Shabang50|Shabang50]] 07:36, 15 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Well, if you are sure of that, you should add it to the article. While most people seem to get smth like 20 to 25 ( my max being 19+pets), no one knows if ther's a limit and how high it is, so.. --[[User:Koltom|Koltom]] 08:52, 15 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::i regularly get 24 exactly, but on a few cases ive gotten more, most being 28, with lots of kids -[[User:Chariot|Chariot]] 14:28, 15 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Strange Stuff ==&lt;br /&gt;
&lt;br /&gt;
Once I had a leatherworker who came onto the map and as soon as he appeared, there was a message&lt;br /&gt;
 'dwarf has been possessed'&lt;br /&gt;
Strange, has this happenedto any once? Was he possessed before he came to my Fortress? --[[User:Hoborobo|Hoborobo]] 16:20, 9 June 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Hoborobo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Fire&amp;diff=11971</id>
		<title>40d Talk:Fire</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Fire&amp;diff=11971"/>
		<updated>2008-06-08T12:22:11Z</updated>

		<summary type="html">&lt;p&gt;Hoborobo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;How does fire spread in the new version. I don't have magma on my map so I haven't been able to experiment.&lt;br /&gt;
&lt;br /&gt;
Maybe someone with experience could write up on the risks, ie how it spreads, how long it burns, how dwarfs react and what can be done to fight/prevent it. --[[User:Lucid|Lucid]] 21:09, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
god save us if it is affected by the mud/blood bug too [[User:Thatguyyaknow|Thatguyyaknow]] 13:07, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
no it ain't the blood bug, it's the fire bug.  Someone copy and paste it from the old wiki. --[[User:Frostedfire|Frostedfire]] 22:14, 14 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I can confirm that fire spreads to adjucent squares. My fortress catched fire (long story) and wooden barrels and bins on stockpiles burned. When they completety burned out their contents catched fire and many piles of 20 !!leather!!, 20 !!cloth!! and 20 or more !!seeds!! generated '''very''' heavy lags. I didn't pay attention if it spreads diagonally but a burning item on the floor makes all 8 squares around it &amp;quot;warm stone wall&amp;quot; just as magma do to it's 4 directly adjacent squares.--[[User:Another|Another]] 14:26, 26 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Is there a way to intentionally start a fire? [[User:Diabl0658|Diabl0658]] 20:12, 5 January 2008 (EST)&lt;br /&gt;
:Dig into the side of a pool of lava. Remove a construction holding back lava. Open a wooden door holding back lava. Open a floodgate to lava. Some combination of pumps, stairs, ramps, walls, and stockpiles will allow you to choose what gets set on fire and where. [[User:Rkyeun|Rkyeun]] 00:59, 9 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Fire doesn't seem to spread by walking near it though...  I forbade a few burning corpses and the dwarves had no problem stepping over it without catching fire.&lt;/div&gt;</summary>
		<author><name>Hoborobo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Dragon&amp;diff=29056</id>
		<title>40d Talk:Dragon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Dragon&amp;diff=29056"/>
		<updated>2008-06-08T11:21:59Z</updated>

		<summary type="html">&lt;p&gt;Hoborobo: /* Tiny? */&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;
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;
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&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;
: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;
::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;/div&gt;</summary>
		<author><name>Hoborobo</name></author>
	</entry>
</feed>