<?xml version="1.0"?>
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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Katie</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=Katie"/>
	<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php/Special:Contributions/Katie"/>
	<updated>2026-05-11T11:23:21Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Engraving&amp;diff=189628</id>
		<title>v0.34 Talk:Engraving</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Engraving&amp;diff=189628"/>
		<updated>2013-07-08T18:24:02Z</updated>

		<summary type="html">&lt;p&gt;Katie: Created page with &amp;quot;If someone could do some science to find out exactly how much an engraved tile raises the room value, that would be great. --~~~~&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If someone could do some science to find out exactly how much an engraved tile raises the room value, that would be great. --[[User:Katie|Katie]] ([[User talk:Katie|talk]]) 18:24, 8 July 2013 (UTC)&lt;/div&gt;</summary>
		<author><name>Katie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Diplomat&amp;diff=173824</id>
		<title>v0.34 Talk:Diplomat</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Diplomat&amp;diff=173824"/>
		<updated>2012-06-27T15:37:32Z</updated>

		<summary type="html">&lt;p&gt;Katie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Does embarking around a forest retreat make the elven diplomat appear? When embarking with a forest retreat nearby, it shows up in the neighbour list. --[[User:Katie|Katie]] 17:08, 24 June 2012 (UTC)&lt;br /&gt;
:Elven diplomats '''do not exist''' in versions 0.31.01 and later - if you want one to show up, you must mod it into the raws yourself prior to worldgen (or use the DFHack &amp;quot;fixdiplomats&amp;quot; command, which inserts the proper data structures into an existing world). --[[User:Quietust|Quietust]] 17:25, 24 June 2012 (UTC) &lt;br /&gt;
::I've had diplomats from the elves in the 31. versions. Not very often, but atleast two or three times. Which made me think there might be some special condition. --[[User:Katie|Katie]] 15:37, 27 June 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Katie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Diplomat&amp;diff=173699</id>
		<title>v0.34 Talk:Diplomat</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Diplomat&amp;diff=173699"/>
		<updated>2012-06-24T17:08:02Z</updated>

		<summary type="html">&lt;p&gt;Katie: Created page with &amp;quot;Does embarking around a forest retreat make the elven diplomat appear? When embarking with a forest retreat nearby, it shows up in the neighbour list. --~~~~&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Does embarking around a forest retreat make the elven diplomat appear? When embarking with a forest retreat nearby, it shows up in the neighbour list. --[[User:Katie|Katie]] 17:08, 24 June 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Katie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Age&amp;diff=173697</id>
		<title>v0.34 Talk:Age</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Age&amp;diff=173697"/>
		<updated>2012-06-24T16:57:44Z</updated>

		<summary type="html">&lt;p&gt;Katie: Created page with &amp;quot;This page could use a table of life expectancy for different creatures. --~~~~&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page could use a table of life expectancy for different creatures. --[[User:Katie|Katie]] 16:57, 24 June 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Katie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Mudstone&amp;diff=150696</id>
		<title>v0.31 Talk:Mudstone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Mudstone&amp;diff=150696"/>
		<updated>2011-06-25T11:14:31Z</updated>

		<summary type="html">&lt;p&gt;Katie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Iron in mudstone? ==&lt;br /&gt;
&lt;br /&gt;
Current fort got mudstone as the sedimentary layer, but all it has is alot of bituminous coal, bauxite, tetrahedrite, lignite and a few gem clusters. &lt;br /&gt;
I used reveal in dfhack and it revealed that this was all there was. And in such large quantities that I'm wondering if mudstone is supposed to have no iron at all or if all the coal, copper and bauxite simply overpowered the iron leaving nothing else on the layers. Or if I just got really unlucky. --[[User:Katie|Katie]] 15:57, 24 June 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Iron will show up in mudstone. However, due to recent changes in Geology (versions 31.19 and beyond) you won't get every metal, and instead you receive a random selection of metals. Altering the mineral occurrence [http://df.magmawiki.com/index.php/World_gen#Mineral_Occurrence] in world gen will increase the amount of minerals you receive on embark. In the mean time, you should import iron through trading and take advantage of your copper and coal. Good Luck. --[[User:IT 000|IT 000]] 18:08, 24 June 2011 (UTC) &lt;br /&gt;
&lt;br /&gt;
Ahh I see. So I guess in future forts I should take a quick look down below to see if I have what I wanted in that embark. Thanks --[[User:Katie|Katie]] 11:14, 25 June 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Katie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Mudstone&amp;diff=150670</id>
		<title>v0.31 Talk:Mudstone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Mudstone&amp;diff=150670"/>
		<updated>2011-06-24T15:57:18Z</updated>

		<summary type="html">&lt;p&gt;Katie: Iron in mudstone?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Iron in mudstone? ==&lt;br /&gt;
&lt;br /&gt;
Current fort got mudstone as the sedimentary layer, but all it has is alot of bituminous coal, bauxite, tetrahedrite, lignite and a few gem clusters. &lt;br /&gt;
I used reveal in dfhack and it revealed that this was all there was. And in such large quantities that I'm wondering if mudstone is supposed to have no iron at all or if all the coal, copper and bauxite simply overpowered the iron leaving nothing else on the layers. Or if I just got really unlucky. --[[User:Katie|Katie]] 15:57, 24 June 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Katie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Hive&amp;diff=143085</id>
		<title>v0.31 Talk:Hive</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Hive&amp;diff=143085"/>
		<updated>2011-03-30T01:10:35Z</updated>

		<summary type="html">&lt;p&gt;Katie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Magical transformation of bumblebees==&lt;br /&gt;
Looking through the raws, I noticed that bumblebees lack a pet value. I wonder if that might be the cause of the &amp;quot;magical transformation&amp;quot; of bumblebees into honey bees when they're collected into an artificial hive. [[User:Gentgeen|Gentgeen]] 00:01, 11 March 2011 (UTC)&lt;br /&gt;
:Prior to version 0.31.20, honey bees didn't have a petvalue either - Toady only added it to honey bees because bumblebees aren't even permitted to be placed in artificial hives (since they lack [ARTIFICIAL_HIVEABLE]). --[[User:Quietust|Quietust]] 00:52, 11 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Automatic destruction of hive==&lt;br /&gt;
I'm not experiencing that &amp;quot;the hive will be deconstructed and returned to a stockpile&amp;quot;.  Being unfamiliar with wikis and new-ish to DF, I'm reluctant to simply change the article.  Can anyone confirm that hives stay constructed and merely need to be recolonized? [[User:QuantumTroll|QuantumTroll]] 12:16, 14 March 2011 (UTC)&lt;br /&gt;
:My bees stay alive inside their hives and nothing is destroyed when the honey is harvested. The only change is that it is not ready to be split anymore --[[User:Katie|Katie]] 01:10, 30 March 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Katie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Biome&amp;diff=126927</id>
		<title>v0.31 Talk:Biome</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Biome&amp;diff=126927"/>
		<updated>2010-09-02T11:16:35Z</updated>

		<summary type="html">&lt;p&gt;Katie: /* Alginment redirecrection */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Nice to have visual representation of the climates, now do we know the temperature range of each climate (in Fahrenheit and urists preferably)? This will help us further determine advantages/disadvantages of a site.&lt;br /&gt;
Of course an in-game thermometer script, for both kinds of game play and in the site finder, where it shows the seasonal temperatures, would be nice as well, if not totally doable.&lt;br /&gt;
- EricBlank&lt;br /&gt;
&lt;br /&gt;
== Alginment redirecrection ==&lt;br /&gt;
&lt;br /&gt;
Why does a search for 'alignment' direct me here? There is no information regarding alignment on this page. Seems like it should direct you to the Surroundings page. [[Special:Contributions/203.217.90.130|203.217.90.130]] 06:59, 20 June 2010 (UTC)&lt;br /&gt;
:Because Alignment in this game deals primarily with the kinds of creatures you will encounter and is a function of the biome more than anything else. [[User:Burlingk|Burlingk]] 08:32, 20 June 2010 (UTC)&lt;br /&gt;
::Yet the surroundings page deals directly with the effects of zone alignment, while this does not. By the way, the table regarding biomes at world generation on the 40d biome page has very useful information, should it be added to this table? Or added to one of the world generation pages perhaps?[[Special:Contributions/203.217.90.130|203.217.90.130]] 00:52, 21 June 2010 (UTC) &lt;br /&gt;
:::I was sent here when searching &amp;quot;haunted&amp;quot; to see which was more evil, haunted or sinister, but this page has no information about evil regions. &amp;lt;br /&amp;gt;The surroundings page deals directly with what I was actually searching for.  --[[User:Katie|Katie]] 11:15, 2 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Climate temperature ranges inaccurate ==&lt;br /&gt;
&lt;br /&gt;
I'm calling bullshit on the temperature ranges listed. I've generated plenty of worlds (usually when using strange temperature settings in worldgen) that have, say, cold temperate swamps, or warm tropical forests. I know for a fact that biomes can include temperatures outside the ranges listed, and personally believe there's a good chance that temperature doesn't affect biome creation at all except for rather specific ones (like tundra, glaciers, taiga, and deserts). [[User:G-Flex|G-Flex]] 04:38, 16 July 2010 (UTC)&lt;br /&gt;
:Yeah, you are right there '''are''' cold tropical forests an stuff like that, but they actually should not be. According to an [http://www.gamasutra.com/view/feature/3549/interview_the_making_of_dwarf_.php?page=7 Interview] Toady gave quite a while ago, world creation does include temperature (as well as rainfall, elevation and drainage). And I don't think the creation of biomes has changed that much. Remember DF is still in development and the climate ranges in the table are just guidelines how the temperatures ''should be''. The world gen could also be bugged. I don't think toady wanted to have freezing tropical forests, because such things are just not possible. PS: I also took [[DF2010:Biome token]] into account to create this table. --[[User:Used|Used]] 06:54, 19 July 2010 (UTC)&lt;br /&gt;
::Honestly, it doesn't matter how things &amp;quot;should&amp;quot; be. The wiki is for how things actually are. Things would be very, very, very different if we had to pretend that the game were in a completely bug-free and quirk-free state while writing articles. It doesn't matter what Toady wants, what matters is what's actually in the game. Hell, we don't even know exactly what he did intend; all that article says is that temperature is taken into account. That's it. This article should be revised to reflect reality, although I'm not sure how best to go about this; I'd rather not remove the information entirely. In fact, since things like freezing jungles do exist, I have to wonder where you did get that information, and where the editor of [[DF2010:Biome token]] did, for that matter. How do you verify information that doesn't even present itself ingame correctly? There's something incredibly fishy going on here. [[User:G-Flex|G-Flex]] 16:39, 1 August 2010 (UTC)&lt;br /&gt;
:::Okay. I think you are right. I going to delete the climate and moisture columns. At least until things become clearer. --[[User:Used|Used]] 10:29, 2 August 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Katie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Biome&amp;diff=126926</id>
		<title>v0.31 Talk:Biome</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Biome&amp;diff=126926"/>
		<updated>2010-09-02T11:15:52Z</updated>

		<summary type="html">&lt;p&gt;Katie: /* Alginment redirecrection */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Nice to have visual representation of the climates, now do we know the temperature range of each climate (in Fahrenheit and urists preferably)? This will help us further determine advantages/disadvantages of a site.&lt;br /&gt;
Of course an in-game thermometer script, for both kinds of game play and in the site finder, where it shows the seasonal temperatures, would be nice as well, if not totally doable.&lt;br /&gt;
- EricBlank&lt;br /&gt;
&lt;br /&gt;
== Alginment redirecrection ==&lt;br /&gt;
&lt;br /&gt;
Why does a search for 'alignment' direct me here? There is no information regarding alignment on this page. Seems like it should direct you to the Surroundings page. [[Special:Contributions/203.217.90.130|203.217.90.130]] 06:59, 20 June 2010 (UTC)&lt;br /&gt;
:Because Alignment in this game deals primarily with the kinds of creatures you will encounter and is a function of the biome more than anything else. [[User:Burlingk|Burlingk]] 08:32, 20 June 2010 (UTC)&lt;br /&gt;
::Yet the surroundings page deals directly with the effects of zone alignment, while this does not. By the way, the table regarding biomes at world generation on the 40d biome page has very useful information, should it be added to this table? Or added to one of the world generation pages perhaps?[[Special:Contributions/203.217.90.130|203.217.90.130]] 00:52, 21 June 2010 (UTC) &lt;br /&gt;
:::I was sent here when searching &amp;quot;haunted&amp;quot; to see which was more evil, haunted or sinister, but this page has no information about evil regions. &amp;lt;br /&amp;gt;The alignment page deals directly with what I was actually searching for.  --[[User:Katie|Katie]] 11:15, 2 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Climate temperature ranges inaccurate ==&lt;br /&gt;
&lt;br /&gt;
I'm calling bullshit on the temperature ranges listed. I've generated plenty of worlds (usually when using strange temperature settings in worldgen) that have, say, cold temperate swamps, or warm tropical forests. I know for a fact that biomes can include temperatures outside the ranges listed, and personally believe there's a good chance that temperature doesn't affect biome creation at all except for rather specific ones (like tundra, glaciers, taiga, and deserts). [[User:G-Flex|G-Flex]] 04:38, 16 July 2010 (UTC)&lt;br /&gt;
:Yeah, you are right there '''are''' cold tropical forests an stuff like that, but they actually should not be. According to an [http://www.gamasutra.com/view/feature/3549/interview_the_making_of_dwarf_.php?page=7 Interview] Toady gave quite a while ago, world creation does include temperature (as well as rainfall, elevation and drainage). And I don't think the creation of biomes has changed that much. Remember DF is still in development and the climate ranges in the table are just guidelines how the temperatures ''should be''. The world gen could also be bugged. I don't think toady wanted to have freezing tropical forests, because such things are just not possible. PS: I also took [[DF2010:Biome token]] into account to create this table. --[[User:Used|Used]] 06:54, 19 July 2010 (UTC)&lt;br /&gt;
::Honestly, it doesn't matter how things &amp;quot;should&amp;quot; be. The wiki is for how things actually are. Things would be very, very, very different if we had to pretend that the game were in a completely bug-free and quirk-free state while writing articles. It doesn't matter what Toady wants, what matters is what's actually in the game. Hell, we don't even know exactly what he did intend; all that article says is that temperature is taken into account. That's it. This article should be revised to reflect reality, although I'm not sure how best to go about this; I'd rather not remove the information entirely. In fact, since things like freezing jungles do exist, I have to wonder where you did get that information, and where the editor of [[DF2010:Biome token]] did, for that matter. How do you verify information that doesn't even present itself ingame correctly? There's something incredibly fishy going on here. [[User:G-Flex|G-Flex]] 16:39, 1 August 2010 (UTC)&lt;br /&gt;
:::Okay. I think you are right. I going to delete the climate and moisture columns. At least until things become clearer. --[[User:Used|Used]] 10:29, 2 August 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Katie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Health_screen&amp;diff=95783</id>
		<title>v0.31 Talk:Health screen</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Health_screen&amp;diff=95783"/>
		<updated>2010-04-19T22:15:54Z</updated>

		<summary type="html">&lt;p&gt;Katie: Created page with 'This article might be best if merged with the Medical Status page.--~~~~'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This article might be best if merged with the Medical Status page.--[[User:Katie|Katie]] 22:15, 19 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Katie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Katie&amp;diff=89843</id>
		<title>User:Katie</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Katie&amp;diff=89843"/>
		<updated>2010-04-11T17:47:27Z</updated>

		<summary type="html">&lt;p&gt;Katie: Created page with 'Weenies'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Weenies&lt;/div&gt;</summary>
		<author><name>Katie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Mining&amp;diff=89842</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=89842"/>
		<updated>2010-04-11T17:46:58Z</updated>

		<summary type="html">&lt;p&gt;Katie: /* Miners through Military */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Channeling==&lt;br /&gt;
Channels create ramps now, apparently. -[[Sagragoth]]&lt;br /&gt;
&lt;br /&gt;
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;
&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;
&lt;br /&gt;
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 (UTC)&lt;br /&gt;
: Now how should we exploit this? --[[User:Mr Frog|Mr Frog]] 06:55, 4 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Miners through Military ==&lt;br /&gt;
&lt;br /&gt;
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;/div&gt;</summary>
		<author><name>Katie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Mining&amp;diff=89838</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=89838"/>
		<updated>2010-04-11T17:46:00Z</updated>

		<summary type="html">&lt;p&gt;Katie: /* Miners through Military */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Channeling==&lt;br /&gt;
Channels create ramps now, apparently. -[[Sagragoth]]&lt;br /&gt;
&lt;br /&gt;
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;
&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;
&lt;br /&gt;
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 (UTC)&lt;br /&gt;
: Now how should we exploit this? --[[User:Mr Frog|Mr Frog]] 06:55, 4 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Miners through Military ==&lt;br /&gt;
&lt;br /&gt;
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.&lt;/div&gt;</summary>
		<author><name>Katie</name></author>
	</entry>
</feed>