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	<updated>2026-10-12T06:10:18Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Fortification&amp;diff=152408</id>
		<title>v0.31:Fortification</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Fortification&amp;diff=152408"/>
		<updated>2011-08-16T00:16:09Z</updated>

		<summary type="html">&lt;p&gt;Joatmon: removed double &amp;quot;such as&amp;quot;&lt;/p&gt;
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&lt;div&gt;{{quality|Fine|16:06, 6 January 2011 (UTC)}}{{av}}&lt;br /&gt;
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'''Fortifications''' are a special type of {{l|wall}}. They allow the passage of {{l|ammunition|projectiles}} [in and out] and liquids, {{L|mist}}, {{L|steam}} and {{L|smoke}}, but not {{l|creature}}s, making them an important part in a fortress's {{l|defense guide|defense}}. An archer must have a skill level of accomplished or higher to shoot through fortifications from a distance; otherwise they must stand directly next to the fortification to shoot through it. Creatures with a [FLIER] tag can of course fly over and avoid these walls. One can build {{L|floor}} tiles on the Z-level above, to make a roof against flyers.&lt;br /&gt;
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Fortifications allow liquids to pass through in any direction except vertically -- they are open at the top, allowing liquids to be poured in from above, but they implicitly include a floor (even when constructed over empty space) so liquids will not fall out their bottom.&lt;br /&gt;
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Note that goblin '''elite''' bowmen and crossbowmen have sufficient skill to ignore the distance from your fortifications; they will shoot right through every time and (likely) decimate your forces.&lt;br /&gt;
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Beware that fully submerged (i.e. 7/7 depth) fortifications will '''not''' block the passage of creatures that swim in water (or magma) - wall {{L|grate}}s and vertical {{L|bars}} work, but they are vulnerable to {{L|building destroyer}}s. A partially-submerged fortification (even with 6/7 depth) completely blocks the passage of creatures, despite the fortification being invisible. If the water is flowing though, it can push creatures through fortifications, even if they are not fully submerged (that is at least true at 2-3/7 depth).&lt;br /&gt;
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Curiously, a fortification carved into a tile at the very edge of the map will allow water or magma to drain through it and off of the map.&lt;br /&gt;
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In {{L|adventurer mode}} you can throw items such as bows, arrows, axes, hammers, shields, body armour, severed limbs, corpses through the wall, anything but climb through them.&lt;br /&gt;
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== Building Fortifications ==&lt;br /&gt;
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Fortifications can be built one of two ways. Firstly, they can be carved from {{L|construction|constructed}} walls or {{L|smoothing|smooth}}ed natural walls by pressing {{K|d}}esignation and then C{{K|a}}rve Fortifications. The second way is through the {{l|construction}} {{l|menu}}: First press {{K|b}}, then {{K|C}} followed by {{K|F}}ortifications. As with most {{l|building}}s, this will require one unit of {{l|wood}}, {{l|stone}}, {{l|metal}}, or {{l|glass}}. Note that constructed fortifications do ''not'' have walkable {{l|floor}}s above them, while carved fortifications do.&lt;br /&gt;
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{{buildings}}&lt;/div&gt;</summary>
		<author><name>Joatmon</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Mining&amp;diff=152393</id>
		<title>v0.31 Talk:Mining</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Mining&amp;diff=152393"/>
		<updated>2011-08-15T19:35:54Z</updated>

		<summary type="html">&lt;p&gt;Joatmon: /* Page update */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Channeling==&lt;br /&gt;
Channels create ramps now, apparently. -[[User:Sagragoth|Sagragoth]]&lt;br /&gt;
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:I really hate this one, I can just imagine all sorts of [[fun]] from pesky ramps leading into water and or magma because we can no longer channel them away. [[User:Doctorzuber|Doctorzuber]] 06:16, 2 April 2010 (UTC)&lt;br /&gt;
::Channels create ramps along the outside of the pit being built. This isn't that big a deal; you can floor over the ramps, go down into them and clear them, etc. - I like it this way, because a one-tile ditch can't stop all the rampaging goblins from eating your face. [[User:Blacken|Blacken]] 06:52, 2 April 2010 (UTC)&lt;br /&gt;
:::If you're making a channel to stop rampaging goblins from eating your face, you now have to channel, remove ramps, and leave an exit that's not on the outside.  Since presumably you're making a moat *before* the goblins arrive, the change to channeling just causes moat-making to be more micro-management intensive, not less effective, and this game hardly needed more micro-management.&lt;br /&gt;
:::The truly annoying part is that there are plenty of instances where you would channel before that you cannot get at the ramp to remove it, such as breaching magma or water layers.  Its unsightly.&lt;br /&gt;
:::--[[User:Squirrelloid|Squirrelloid]] 08:08, 4 April 2010 (UTC)&lt;br /&gt;
:I find this quite useful because now miners can't trap themself that easily when channeling out large areas. Now it takes a lot less micro management to create large multi-story underground chambers. --[[Special:Contributions/84.46.91.253|84.46.91.253]] 17:56, 11 April 2010 (UTC)&lt;br /&gt;
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Just had a dwarf become a miner during an individual combat drill because they were carrying a pick. --[[User:Droid|Droid]] 14:10, 2 April 2010 &lt;br /&gt;
(UTC)&lt;br /&gt;
: Now how should we exploit this? --[[User:Mr Frog|Mr Frog]] 06:55, 4 April 2010 (UTC)&lt;br /&gt;
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== Miners through Military ==&lt;br /&gt;
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If you set your dwarves to use picks as a weapon, and let them do individual training, they will gain mining skill.&amp;lt;br /&amp;gt;&lt;br /&gt;
This is a good way to train a miner to legendary without making unsigltly holes in mountains or caves where miners train up their mining skill. --[[User:Katie|Katie]] 17:46, 11 April 2010 (UTC)&lt;br /&gt;
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== Rock mining rate ==&lt;br /&gt;
Legendary dwarves do not mine at 100% when they have afflictions (in this case I had a thirsty, drowsy dwarf who had been working himself too hard miss five of seven stones he tried to mine). This gets progressively worse as the miner remains awake. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:128.223.222.131|128.223.222.131]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:This is consistent with previous versions - status afflictions such as hunger, thirst, and drowsines (and probably also nausea/stun) reduce all of a dwarf's effective skills and reduce their working speed as well. --[[User:Quietust|Quietust]] 03:25, 22 April 2010 (UTC)&lt;br /&gt;
::You can imagine how happy I was when I realized that my adept weaponsmith and legendary armorsmith were churning out sub-par steelware and '''why'''. Like this, industrious dwarves are a gamebreaker. --[[User:Birthright|Birthright]] 01:16, 28 April 2010 (UTC)&lt;br /&gt;
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== You Struck Whatchamacallite! ==&lt;br /&gt;
There are two tables located at [[stone]], one gives layer stones and the other gives plain 'ole rocks. Additionally there is another table located at [[gems]], which lists only the gems found during mining. And finally there is yet another table at [[ore]], which shows the different kinds of ores that may be encountered. This is all well and good as long as the player has enough geology background to know that &amp;quot;You struck hornblende!&amp;quot; refers to a type of rock, not a gem or an ore.&lt;br /&gt;
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I'm working on a new table that allows a player to search by name without knowing in advance the category. Current work on the table can be seen on my talk page at [[User_talk:AngleWyrm|AngleWyrm]]. Any thoughts?&lt;br /&gt;
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Or, you could just type what you struck into the search bar in this wiki.  Thats what I do.&lt;br /&gt;
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== Channeling Stairs ==&lt;br /&gt;
should there be info on this ?&lt;br /&gt;
it is kinda useful since its a pain to get dwarfs to remove (d-&amp;gt;n) constructed stairs from above -Lazyone&lt;br /&gt;
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== Page update ==&lt;br /&gt;
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A lot of the info that's on the 40d page hasn't been carried over to this page yet. Some of it should be the same, some of it (like the preferred direction of  mining) may have to be tested again to see if it has changed. Does anyone have any info/test results on this?&lt;br /&gt;
[[User:Joatmon|Joatmon]] 19:35, 15 August 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Joatmon</name></author>
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