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	<updated>2026-08-18T04:34:50Z</updated>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Building_destroyer&amp;diff=159530</id>
		<title>v0.31:Building destroyer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Building_destroyer&amp;diff=159530"/>
		<updated>2012-01-24T02:32:05Z</updated>

		<summary type="html">&lt;p&gt;KOfTheFens: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|18:02, 18 October 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
Creatures with the [BUILDINGDESTROYER:#] [[token]] will actively seek out various [[furniture|furnishings]], [[workshop]]s and other [[building]]s and topple or destroy them. They come in two varieties, the first being annoying, and the second dangerous.  Buildings made from raw materials will be toppled, leaving the materials on the ground, while buildings made from furniture will be destroyed, not leaving behind any items.&lt;br /&gt;
&lt;br /&gt;
Creatures with this tag are gifted with an incredible ability to sense exactly where your buildings are. Underground creatures such as the [[Blind cave ogre]] or [[Voracious cave crawler]] will charge your fort immediately after spawning at the edge of the map. Plan your [[defense guide|defenses]] accordingly.  Building destroyers still prefer to attack creatures, and if a valid creature target for their aggression is or becomes visible to them, they will abandon building destruction in favor of classic creature destruction.&lt;br /&gt;
&lt;br /&gt;
The time it takes for a building destroyer to destroy a building depends on the [[quality]] of the the building.  [[Artifact]] quality furniture can never be damaged or destroyed, but some kinds of artifact furniture will be deconstructed by a building destroyer, given enough time: for instance, artifact statues will eventually be deconstructed; artifact hatch covers never will.&lt;br /&gt;
&lt;br /&gt;
Building destroyers will destroy [[door]]s, [[floodgate]]s, [[hatch]] covers, vertical [[bars]], horizontal bars, [[chest]]s, [[cabinet]]s, [[bed]]s, [[chair]]s, [[table]]s, [[coffin]]s, [[armor stand]]s, [[weapon rack]]s, floor or wall [[grate]]s, [[statue]]s, and [[workshop]]s.  They will not path to or destroy [[lever]]s, [[support]]s, [[restraint]]s, [[bridge]]s, or [[construction]]s such as walls.  While they can destroy most furniture and buildings from a lower [[z-level]] when a valid path exists to that furniture, they cannot destroy hatches or grates from below. They can only destroy things orthogonally. Building destroyers will path to and destroy even opened (or stuck open) doors, hatches, floodgates, or vertical bars.  They will cause damage to any attached mechanisms during building destruction, sometimes leading to the unlinking of furniture to a lever before the furniture in question is fully destroyed.&lt;br /&gt;
&lt;br /&gt;
==Destroying from underneath==&lt;br /&gt;
&lt;br /&gt;
Building destroyers cannot destroy buildings unless their path to the building passes through the building's z-level.  This means that building destroyers cannot destroy, for instance, a forbidden hatch above them (note that non-forbidden, i.e. passable, hatches are vulnerable!), or a magma forge from the magma underneath it. &lt;br /&gt;
&lt;br /&gt;
Building destroyers can destroy buildings from the z-level below while standing on a ramp or stairs that leads up to the building's z-level.&lt;br /&gt;
&lt;br /&gt;
==Annoying Variety==&lt;br /&gt;
When the value is '''1''', the creature will go after wooden [[hatch]]es, wooden [[door]]s, [[support]]s, [[statue]]s, [[window]]s and [[archery target]]s only. They can't destroy homes during world gen as (semi)megabeasts.&lt;br /&gt;
&lt;br /&gt;
'''[BUILDINGDESTROYER:1] creatures:'''&lt;br /&gt;
*[[Cave crocodile]]&lt;br /&gt;
*[[Giant cave spider]]&lt;br /&gt;
*[[Giant desert scorpion]]&lt;br /&gt;
*[[Giant olm]]&lt;br /&gt;
*[[Giant toad]]&lt;br /&gt;
*all [[Undead]] (if the creature was a level 2 building destroyer in life, it will be reduced to 1 in undeath)&lt;br /&gt;
&lt;br /&gt;
==Dangerous Variety==&lt;br /&gt;
When the value is '''2''' the creature will actively seek out [[building]]s and destroy them. They can also destroy buildings during world-gen with this tag. Megabeasts rely on this token for their pathing when attacking your fort. [[Construction]]s (walls, staircase, floors, etc.) are still safe, since they're processed the same way natural terrain is for most situations. &lt;br /&gt;
&lt;br /&gt;
The simplest way to keep building destroyer 2's from targets is with walls or channels.  The outside of a raised [[bridge|drawbridge]] will act like a constructed wall, blocking building destroyer 2's without that danger of being destroyed. {{Verify}}&lt;br /&gt;
&lt;br /&gt;
Tame animals still carry their building destroyer tokens.&lt;br /&gt;
&lt;br /&gt;
'''[BUILDINGDESTROYER:2] creatures:'''&lt;br /&gt;
*[[Amethyst man]]&lt;br /&gt;
*[[Blind cave ogre]]&lt;br /&gt;
*[[Bronze colossus]]&lt;br /&gt;
*[[Cave dragon]]&lt;br /&gt;
*[[Cyclops]]&lt;br /&gt;
*[[Dragon]]&lt;br /&gt;
*[[Ettin]]&lt;br /&gt;
*[[Fire man]]&lt;br /&gt;
*[[Gabbro man]]&lt;br /&gt;
*[[Giant]]&lt;br /&gt;
*[[Hydra]]&lt;br /&gt;
*[[Iron man]]&lt;br /&gt;
*[[Magma man]]&lt;br /&gt;
*[[Minotaur]]&lt;br /&gt;
*[[Mud man]]&lt;br /&gt;
*[[Ogre]]&lt;br /&gt;
*[[Sasquatch]]&lt;br /&gt;
*[[Troll]]&lt;br /&gt;
*[[Voracious cave crawler]]&lt;br /&gt;
*[[Yeti]]&lt;br /&gt;
*All [[forgotten beast]]s, [[titan]]s, and [[demon]]s&lt;br /&gt;
&lt;br /&gt;
See the [[Modding guide]] for more information on creature tokens.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* Building destroyers can destroy buildings even if there's one tile of empty space between them and the building. {{Bug|4585}}  In fact, they cannot destroy immediately adjacent buildings, although that's only relevant when releasing them from cages.&lt;/div&gt;</summary>
		<author><name>KOfTheFens</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Hatch_cover&amp;diff=159406</id>
		<title>v0.31:Hatch cover</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Hatch_cover&amp;diff=159406"/>
		<updated>2012-01-14T00:08:09Z</updated>

		<summary type="html">&lt;p&gt;KOfTheFens: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|19:15, 16 April 2011 (UTC)}}{{av}} &lt;br /&gt;
&lt;br /&gt;
Hatch covers act like [[door]]s, but between Z-levels instead of X/Y passageways.  They can be placed over stairs or open space, as long as they are supported by an adjacent floor tile.&lt;br /&gt;
&lt;br /&gt;
Like doors, they can be linked with mechanisms, locked, and kept tightly closed to keep out water, pets and foes alike.  They can be set as internal, but as [[room]]s cannot occupy multiple Z-levels, this has no effect at this time.&lt;br /&gt;
&lt;br /&gt;
When closed, hatches appear as a {{Raw Tile|¢|0:7:1}} and are not visible when open. Their colour will vary depending on the material it has been made from.&lt;br /&gt;
&lt;br /&gt;
As building destroyers cannot destroy buildings on other z-levels, they are quite effective at keeping out enemies.&lt;br /&gt;
&lt;br /&gt;
They can be constructed from a [[Mason's workshop]], [[Metalsmith's forge]], [[Carpenter's workshop]], or [[Glass furnace]] from [[stone]], [[metal]], [[wood]], or [[glass]] respectively. Once {{K|b}}uilt, they may be placed with {{K|H}}.&lt;br /&gt;
&lt;br /&gt;
A dwarf falling down stairs will be stopped by a closed floor hatch.&lt;/div&gt;</summary>
		<author><name>KOfTheFens</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Mist&amp;diff=159241</id>
		<title>v0.31:Mist</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Mist&amp;diff=159241"/>
		<updated>2012-01-04T04:20:56Z</updated>

		<summary type="html">&lt;p&gt;KOfTheFens: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}} {{Quality|Fine}}&lt;br /&gt;
Mist is created by [[water]] [[Waterfall|falling]] from one [[Z-level]] to another, or from ocean waves. The mist is generated on levels below the top level (from which the water drops), but spreads out similar to miasma and therefore can appear even on the top level.  Walking through mist generates a happy [[thought]] for a dwarf.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Generating Mist==&lt;br /&gt;
AncientEnemy [http://www.bay12games.com/forum/index.php?topic=34407.0] devised a convenient way to generate mist. This method relies on the fact that [[screw pump|screw pumps]] pump [[water]] faster than water spreads out.&lt;br /&gt;
&lt;br /&gt;
Simply put, screw pumps are daisy chained (output to input) in a circle and then water is added to the system.  Water is typically added by designating one of the inputs to the pump a [[Pond]] and having dwarves fill it up. Once water is dropped from the floor above it is immediately sucked up by the next pump. Since there is falling water, mist is generated. Ahh, lovely waterfalls!&lt;br /&gt;
&lt;br /&gt;
Below is an example of a simple mist generator.  The Z=0 level can be anything, a booze stockpile, barracks or even your [[Dwarven_atom_smasher|atom smasher]].&lt;br /&gt;
&lt;br /&gt;
 Pump Floor (z=1)&lt;br /&gt;
 ▒▒▒▒▒▒&lt;br /&gt;
 ▒.÷÷.▒&lt;br /&gt;
 ▒÷  ÷▒ The water can go clockwise or counter clockwise.&lt;br /&gt;
 ▒÷  ÷▒ Make sure your pumps are correctly aligned.&lt;br /&gt;
 ▒.÷÷.▒&lt;br /&gt;
 ▒▒▒▒▒▒&lt;br /&gt;
Some important considerations:[[Image:newmist.jpg|thumb|AncientEnemy's original simple mist generator.]]&lt;br /&gt;
&lt;br /&gt;
*Evaporation is nonexistent as long as the pumps are working and the water is moving even above ground.{{Verify}}&lt;br /&gt;
*Job cancellation spam is possible if the water is filled to greater than 4/7 and a dwarf walks where the water falls. Even then, this can be prevented by blocking access to these tiles without blocking the water, such as by placing a [[statue]] underneath or greatly reduced by setting them as [[traffic#Setting Traffic Areas|restricted traffic]] areas.&lt;br /&gt;
*Mud will form where ever the water falls. Subterranean [[tree]]s can sprout up and clog the system. Solutions to this problem include: [[statue]]s, [[road|paved roads]], constructed floors or [[fortification]]s, or to simply channel out the space once the mist generator is running.&lt;br /&gt;
*The z=-1 layer can also be identical to the z=0 level. Mist will also be generated there.  Because the water never touches the floor there, you don't have to worry about muddy tiles.&lt;br /&gt;
*This system is generally only capable of maintaining a single 7/7 square of water, due to the way water descends z-levels. Any additional water put into the system will quickly overflow into the pump chamber (z=1).&lt;br /&gt;
*Automated mist generators may significantly lower your [[Frames per second|FPS]], particularly if multiple generators are used.{{Verify}} This might be remedied by triggering via a [[repeater]] with a long delay or by one or more [[pressure plate]]s (perhaps set to activate by a passing dwarf).{{Verify}}&lt;br /&gt;
A movie [http://mkv25.net/dfma/movie-1292-ubermistgenerator] best illustrates the operation.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Category|Thoughts}}&lt;br /&gt;
{{Category|World}}&lt;br /&gt;
{{Category|Physics}}&lt;/div&gt;</summary>
		<author><name>KOfTheFens</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Topazolite&amp;diff=154420</id>
		<title>v0.31:Topazolite</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Topazolite&amp;diff=154420"/>
		<updated>2011-11-08T04:58:05Z</updated>

		<summary type="html">&lt;p&gt;KOfTheFens: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{gemlookup/0}}{{av}}{{Quality|Fine}}&lt;br /&gt;
&lt;br /&gt;
This is just another gem, found in marble.&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{gems}}&lt;/div&gt;</summary>
		<author><name>KOfTheFens</name></author>
	</entry>
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