<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Kuroneko</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=Kuroneko"/>
	<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php/Special:Contributions/Kuroneko"/>
	<updated>2026-05-16T08:47:30Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File_talk:Doom.png&amp;diff=109767</id>
		<title>File talk:Doom.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File_talk:Doom.png&amp;diff=109767"/>
		<updated>2010-05-14T02:56:05Z</updated>

		<summary type="html">&lt;p&gt;Kuroneko: /* What is this? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== What is this? ==&lt;br /&gt;
&lt;br /&gt;
* What's all the water for? I'm guessing it is either an entrance drowning chamber or a swimming pool, but looking at the image closely it doesn't seem to be serving either purpose. [[User:Ninjinto|Ninjinto]] 02:15, 14 May 2010 (UTC)&lt;br /&gt;
:Judging by some of the features, I would say that it is/was an attempt at a waterfall that didn't quite work out--[[User:Kuroneko|Kuroneko]] 02:56, 14 May 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Kuroneko</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File_talk:Doom.png&amp;diff=109766</id>
		<title>File talk:Doom.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File_talk:Doom.png&amp;diff=109766"/>
		<updated>2010-05-14T02:55:55Z</updated>

		<summary type="html">&lt;p&gt;Kuroneko: /* What is this? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== What is this? ==&lt;br /&gt;
&lt;br /&gt;
* What's all the water for? I'm guessing it is either an entrance drowning chamber or a swimming pool, but looking at the image closely it doesn't seem to be serving either purpose. [[User:Ninjinto|Ninjinto]] 02:15, 14 May 2010 (UTC)&lt;br /&gt;
:Judging by some of the features, I would say that it is/was an attempt at a waterfall that didn't quite work out&lt;/div&gt;</summary>
		<author><name>Kuroneko</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Kuroneko/Sync&amp;diff=97837</id>
		<title>User:Kuroneko/Sync</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Kuroneko/Sync&amp;diff=97837"/>
		<updated>2010-04-23T12:33:25Z</updated>

		<summary type="html">&lt;p&gt;Kuroneko: Created page with 'This is a small batch script that would be stored in the game directory. It allows you to sync the local DF folder with a remote DF folder. The purpose is to transfer saved games…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a small batch script that would be stored in the game directory. It allows you to sync the local DF folder with a remote DF folder. The purpose is to transfer saved games to other machines. Since I play DF on three machines (desktop, laptop, work desktop) it became important to keep them all the same. It will only attempt to transfer new information, and won't overwrite otherwise. It will not automatically backup/restore the seasonal auto-backup saves, only the main region folders. You will also need GetTime.cmd from [http://ss64.com/nt/syntax.html] and either put it in your system32 dir or the dwarf fortress folder. To acctually use the script, you'll need to send two parameters to it. The first will be the location of the dwarf fortress folder on the local machine and the second is the folder on the remote machine. Whenever it pulls or pushes information from that remote source, will will log the name of the machine and the time at which is started and finished. The script will automatically display the most recent entry for you so that you know what the status is.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:block;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;collapsible collapsed infobox&amp;quot; style=&amp;quot;border: 1px solid #72A329; font-size: 90%; margin: 0; padding: 2px; text-align: left; display:table; width:100%; max-width:inherit; background-color:#f5ffee; border-top-left-radius:8px; -moz-border-radius-topleft:8px; -webkit-border-top-left-radius:8px;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;border: 1px solid #72A329; font-weight:bold; background-color: #bd8; padding-left: 1em; padding-right: 1em; width:100%; display:table-cell; border-top-left-radius:4px;-moz-border-radius-topleft:4px; -webkit-border-top-left-radius:4px;&amp;quot; | Code&lt;br /&gt;
|- style=&amp;quot;text-align: left; display:table-cell; max-width:inherit&amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;overflow:auto; max-height:800px;&amp;quot;&amp;gt;&amp;lt;span style=&amp;quot;font-family: monospace; font-size:1.25em; white-space:pre;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&lt;br /&gt;
@echo off&lt;br /&gt;
&lt;br /&gt;
title Dwarf Fortress&lt;br /&gt;
&lt;br /&gt;
set localdir=%~1&lt;br /&gt;
set remotedir=%~2&lt;br /&gt;
&lt;br /&gt;
net use &amp;quot;%remotedir%&amp;quot;&lt;br /&gt;
&lt;br /&gt;
cls&lt;br /&gt;
&lt;br /&gt;
if not exist &amp;quot;%remotedir%&amp;quot; goto error&lt;br /&gt;
&lt;br /&gt;
:menu &lt;br /&gt;
&lt;br /&gt;
if &amp;quot;noremote&amp;quot;==&amp;quot;1&amp;quot; goto skipstatus&lt;br /&gt;
&lt;br /&gt;
echo Last recorded command to source:&lt;br /&gt;
setLocal EnableDelayedExpansion&lt;br /&gt;
for /f &amp;quot;tokens=* delims= &amp;quot; %%a in (%remotedir%\dfortress.log) do (&lt;br /&gt;
set var=%%a&lt;br /&gt;
)&lt;br /&gt;
echo !var!&lt;br /&gt;
endlocal&lt;br /&gt;
echo.&lt;br /&gt;
&lt;br /&gt;
:skipstatus&lt;br /&gt;
&lt;br /&gt;
echo 1) Pull, Launch, Push&lt;br /&gt;
echo 2) Launch&lt;br /&gt;
echo 3) Pull&lt;br /&gt;
echo 4) Push&lt;br /&gt;
echo 5) Exit&lt;br /&gt;
&lt;br /&gt;
choice /C:12345 /N ?:&lt;br /&gt;
&lt;br /&gt;
echo.&lt;br /&gt;
&lt;br /&gt;
if %errorlevel%==1 goto full&lt;br /&gt;
if %errorlevel%==2 goto launch&lt;br /&gt;
if %errorlevel%==3 goto pull&lt;br /&gt;
if %errorlevel%==4 goto push&lt;br /&gt;
if %errorlevel%==5 goto exit&lt;br /&gt;
&lt;br /&gt;
cls&lt;br /&gt;
echo Invalid Choice&lt;br /&gt;
echo.&lt;br /&gt;
goto menu&lt;br /&gt;
::&lt;br /&gt;
:: Full Cycle&lt;br /&gt;
::&lt;br /&gt;
:full&lt;br /&gt;
&lt;br /&gt;
if &amp;quot;noremote&amp;quot;==&amp;quot;1&amp;quot; goto error&lt;br /&gt;
&lt;br /&gt;
set full=1&lt;br /&gt;
&lt;br /&gt;
echo Running full cycle...&lt;br /&gt;
&lt;br /&gt;
call :pull&lt;br /&gt;
call :launch&lt;br /&gt;
call :push&lt;br /&gt;
&lt;br /&gt;
goto exit&lt;br /&gt;
&lt;br /&gt;
::&lt;br /&gt;
:: Pull&lt;br /&gt;
::&lt;br /&gt;
:pull&lt;br /&gt;
&lt;br /&gt;
if &amp;quot;noremote&amp;quot;==&amp;quot;1&amp;quot; goto error&lt;br /&gt;
&lt;br /&gt;
title Dwarf Fortress - Pulling&lt;br /&gt;
&lt;br /&gt;
echo Bringing up changes from server...&lt;br /&gt;
&lt;br /&gt;
call gettime&lt;br /&gt;
&lt;br /&gt;
echo %_time% : %computername% - Pull - Start &amp;gt;&amp;gt; &amp;quot;%remotedir%\dfortress.log&amp;quot;&lt;br /&gt;
&lt;br /&gt;
robocopy &amp;quot;%remotedir%&amp;quot; &amp;quot;%localdir%&amp;quot; * /Z /E /PURGE /XF gamelog.txt *.log /XD *-spr-* *-sum-* *-aut-* *-win-* &amp;gt; &amp;quot;%localdir%\dfortress-pull.log&amp;quot;&lt;br /&gt;
&lt;br /&gt;
call gettime&lt;br /&gt;
&lt;br /&gt;
echo %_time% : %computername% - Pull - End &amp;gt;&amp;gt; &amp;quot;%remotedir%\dfortress.log&amp;quot;&lt;br /&gt;
&lt;br /&gt;
echo Done.&lt;br /&gt;
&lt;br /&gt;
if &amp;quot;%full%&amp;quot;==&amp;quot;1&amp;quot; goto :eof&lt;br /&gt;
&lt;br /&gt;
choice /C:yn /N Do you want to play? [y/n]:&lt;br /&gt;
&lt;br /&gt;
if %errorlevel%==1 goto launch&lt;br /&gt;
if %errorlevel%==2 goto exit&lt;br /&gt;
&lt;br /&gt;
::&lt;br /&gt;
:: Launch&lt;br /&gt;
::&lt;br /&gt;
:launch&lt;br /&gt;
&lt;br /&gt;
title Dwarf Fortress - Running&lt;br /&gt;
&lt;br /&gt;
echo Launching Dwarf Fortress...&lt;br /&gt;
&lt;br /&gt;
cd /d &amp;quot;%localdir%&amp;quot;&lt;br /&gt;
&lt;br /&gt;
start /wait dwarfort.exe&lt;br /&gt;
&lt;br /&gt;
if &amp;quot;%full%&amp;quot;==&amp;quot;1&amp;quot; goto :eof&lt;br /&gt;
&lt;br /&gt;
choice /C:yn /N Do you want to push your changes? [y/n]:&lt;br /&gt;
&lt;br /&gt;
if %errorlevel%==1 goto push&lt;br /&gt;
if %errorlevel%==2 goto exit&lt;br /&gt;
&lt;br /&gt;
::&lt;br /&gt;
:: Push&lt;br /&gt;
::&lt;br /&gt;
:push&lt;br /&gt;
&lt;br /&gt;
if &amp;quot;noremote&amp;quot;==&amp;quot;1&amp;quot; goto error&lt;br /&gt;
&lt;br /&gt;
title Dwarf Fortress - Pushing&lt;br /&gt;
&lt;br /&gt;
echo Pushing changes back to server...&lt;br /&gt;
&lt;br /&gt;
call gettime&lt;br /&gt;
&lt;br /&gt;
echo %_time% : %computername% - Push - Start &amp;gt;&amp;gt; &amp;quot;%remotedir%\dfortress.log&amp;quot;&lt;br /&gt;
&lt;br /&gt;
robocopy &amp;quot;%localdir%&amp;quot; &amp;quot;%remotedir%&amp;quot; * /Z /E /PURGE /XF gamelog.txt *.log /XD *-spr-* *-sum-* *-aut-* *-win-* &amp;gt; &amp;quot;%localdir%\dfortress-push.log&amp;quot;&lt;br /&gt;
&lt;br /&gt;
call gettime&lt;br /&gt;
&lt;br /&gt;
echo %_time% : %computername% - Push - End &amp;gt;&amp;gt; &amp;quot;%remotedir%\dfortress.log&amp;quot;&lt;br /&gt;
&lt;br /&gt;
echo Done.&lt;br /&gt;
&lt;br /&gt;
if &amp;quot;%full%&amp;quot;==&amp;quot;1&amp;quot; goto :eof&lt;br /&gt;
&lt;br /&gt;
goto exit&lt;br /&gt;
&lt;br /&gt;
::&lt;br /&gt;
:: Exit&lt;br /&gt;
::&lt;br /&gt;
:exit&lt;br /&gt;
&lt;br /&gt;
echo Goodbye&lt;br /&gt;
&lt;br /&gt;
exit&lt;br /&gt;
&lt;br /&gt;
::&lt;br /&gt;
:error&lt;br /&gt;
::&lt;br /&gt;
&lt;br /&gt;
echo The following remote directory is not available, you will only be able to 'Launch'&lt;br /&gt;
echo %remote%&lt;br /&gt;
set noremote=1&lt;br /&gt;
&lt;br /&gt;
pause&lt;br /&gt;
&lt;br /&gt;
goto menu&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/span&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Kuroneko</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Kuroneko&amp;diff=97825</id>
		<title>User:Kuroneko</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Kuroneko&amp;diff=97825"/>
		<updated>2010-04-23T12:23:33Z</updated>

		<summary type="html">&lt;p&gt;Kuroneko: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{User:Andux/Dwarfile&lt;br /&gt;
 | name        = Kuroneko Sama&lt;br /&gt;
 | nametrans   = Mister Black Cat&lt;br /&gt;
 | profession  = Hunter&lt;br /&gt;
 | mood        = ecstatic&lt;br /&gt;
 | thoughts    = He has been quite content lately. He has had far too much time to play Dwarf Fortress at work lately. He admired a fine workshop recently. He was comforted by a pet recently. He had an excellent drink lately. His fortress was turned to rubble by a siege recently.&lt;br /&gt;
 | religion    = He is an ardent worshipper of Tarn.&lt;br /&gt;
 | age         = He is twenty-four years old.&lt;br /&gt;
 | appearance  = His slate gray eyes have very thin irises. His hair is brown. His skin is tan.&lt;br /&gt;
 | body-green  = He is very agile and strong, &lt;br /&gt;
 | body-red    = but is quick to tire.&lt;br /&gt;
 | prefs       = He likes computers, firearms, wood, long bows and magma. When possible he prefers to consume Blue Moon.&lt;br /&gt;
 | personality = He is relaxed. He likes to try new things. He is put off by authority and tradition. He likes working outdoors and enjoys inclimate weather. He needs alcohol to get through the working day.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==SubPages==&lt;br /&gt;
[[User:Kuroneko/Survival|Survival]] - Starting with nothing!&amp;lt;br /&amp;gt;&lt;br /&gt;
[[User:Kuroneko/Sync|Sync Scripts]] - Want to play DF on multiple machines without carrying around a memory stick?&lt;/div&gt;</summary>
		<author><name>Kuroneko</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Kuroneko&amp;diff=97824</id>
		<title>User:Kuroneko</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Kuroneko&amp;diff=97824"/>
		<updated>2010-04-23T12:23:13Z</updated>

		<summary type="html">&lt;p&gt;Kuroneko: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{User:Andux/Dwarfile&lt;br /&gt;
 | name        = Kuroneko Sama&lt;br /&gt;
 | nametrans   = Mister Black Cat&lt;br /&gt;
 | profession  = Hunter&lt;br /&gt;
 | mood        = ecstatic&lt;br /&gt;
 | thoughts    = He has been quite content lately. He has had far too much time to play Dwarf Fortress at work lately. He admired a fine workshop recently. He was comforted by a pet recently. He had an excellent drink lately. His fortress was turned to rubble by a siege recently.&lt;br /&gt;
 | religion    = He is an ardent worshipper of Tarn.&lt;br /&gt;
 | age         = He is twenty-four years old.&lt;br /&gt;
 | appearance  = His slate gray eyes have very thin irises. His hair is brown. His skin is tan.&lt;br /&gt;
 | body-green  = He is very agile and strong, &lt;br /&gt;
 | body-red    = but is quick to tire.&lt;br /&gt;
 | prefs       = He likes computers, firearms, wood, long bows and magma. When possible he prefers to consume Blue Moon.&lt;br /&gt;
 | personality = He is relaxed. He likes to try new things. He is put off by authority and tradition. He likes working outdoors and enjoys inclimate weather. He needs alcohol to get through the working day.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==SubPages==&lt;br /&gt;
[[User:Kuroneko/Survival|Survival]] - Starting with nothing!&lt;br /&gt;
[[User:Kuroneko/Sync|Sync Scripts]] - Want to play DF on multiple machines without carrying around a memory stick?&lt;/div&gt;</summary>
		<author><name>Kuroneko</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Cave_spider&amp;diff=97197</id>
		<title>v0.31 Talk:Cave spider</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Cave_spider&amp;diff=97197"/>
		<updated>2010-04-22T12:24:13Z</updated>

		<summary type="html">&lt;p&gt;Kuroneko: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Wouldn't separating your spider habitat from your cats via doors marked as impassable for pets do the trick , while leaving your cats free to clean up other vermin from your fort? [[User:Oddtwang of Dork|Oddtwang of Dork]] 09:08, 22 April 2010 (UTC)&lt;br /&gt;
:The problem with that is that eventually a dwarf will pass through the door and the cat that is desperately trying to get in will have a small window to do so.--[[User:Kuroneko|Kuroneko]] 12:24, 22 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Kuroneko</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Forgotten_beast&amp;diff=95787</id>
		<title>v0.31:Forgotten beast</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Forgotten_beast&amp;diff=95787"/>
		<updated>2010-04-19T22:23:35Z</updated>

		<summary type="html">&lt;p&gt;Kuroneko: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AV}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
'''Forgotten Beasts''' are subterranean [[Titans]]; Forgotten Beasts are, essentially, randomised creatures (or procedurally generated for you fancy big-city developer types) composed from a variety of material types, creature bodies / limbs and other additions. These other additions include everything from venomous stings to flame breath.&lt;br /&gt;
&lt;br /&gt;
The venom of a forgotten beast is randomly generated also, along with the symptoms, along with its [[Syndrome#Breath_attacks|breath attack]] if it has one.&lt;br /&gt;
&lt;br /&gt;
The number of forgotten beasts is a World-Gen Parameter; you can have any number you want.  They dwell most often in caverns. Some of them are building destroyers. As always this includes doors. Currently they appear to be immune to cage traps and stonefall traps.&lt;br /&gt;
&lt;br /&gt;
If you need to kill a Forgotten Beast, order your military to move to the location of the beast. Ordering your troops to attack a forgotten beast currently does not work. Also, some Forgotten Beasts are extremely tricky to kill due to some body compositions (for instance, the Fireball-throwing, fire-spitting blob of fire will quicky erradicate any dwarf attempting to kill it while happily absorbing and disintegrating even fireproof buildings/traps.). When confronted to such near-invulnerable creatures the only option is usually to use your brain and try to lock it away somehow.&lt;br /&gt;
&lt;br /&gt;
Forgotten Beasts can be butchered. Some are quite massive and may leave you with hundreds of meat units.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When a forgotten beast appears, the game pauses and you will get a message.&lt;br /&gt;
[[Image:DF2010ForgottenBeast1.png]]&lt;/div&gt;</summary>
		<author><name>Kuroneko</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Kuroneko&amp;diff=94673</id>
		<title>User:Kuroneko</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Kuroneko&amp;diff=94673"/>
		<updated>2010-04-17T23:25:32Z</updated>

		<summary type="html">&lt;p&gt;Kuroneko: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{User:Andux/Dwarfile&lt;br /&gt;
 | name        = Kuroneko Sama&lt;br /&gt;
 | nametrans   = Mister Black Cat&lt;br /&gt;
 | profession  = Hunter&lt;br /&gt;
 | mood        = ecstatic&lt;br /&gt;
 | thoughts    = He has been quite content lately. He has had far too much time to play Dwarf Fortress at work lately. He admired a fine workshop recently. He was comforted by a pet recently. He had an excellent drink lately. His fortress was turned to rubble by a siege recently.&lt;br /&gt;
 | religion    = He is an ardent worshipper of Tarn.&lt;br /&gt;
 | age         = He is twenty-four years old.&lt;br /&gt;
 | appearance  = His slate gray eyes have very thin irises. His hair is brown. His skin is tan.&lt;br /&gt;
 | body-green  = He is very agile and strong, &lt;br /&gt;
 | body-red    = but is quick to tire.&lt;br /&gt;
 | prefs       = He likes computers, firearms, wood, long bows and magma. When possible he prefers to consume Blue Moon.&lt;br /&gt;
 | personality = He is relaxed. He likes to try new things. He is put off by authority and tradition. He likes working outdoors and enjoys inclimate weather. He needs alcohol to get through the working day.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==SubPages==&lt;br /&gt;
[[User:Kuroneko/Survival|Survival]] - Starting with nothing!&lt;/div&gt;</summary>
		<author><name>Kuroneko</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Kuroneko&amp;diff=93517</id>
		<title>User:Kuroneko</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Kuroneko&amp;diff=93517"/>
		<updated>2010-04-16T02:05:45Z</updated>

		<summary type="html">&lt;p&gt;Kuroneko: Update for new thoughts screen&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;background: black; width: 50em;&amp;quot;&amp;gt;&amp;lt;font face=&amp;quot;FixedSys&amp;quot; color=&amp;quot;#C0C0C0&amp;quot;&amp;gt;&lt;br /&gt;
Kuroneko has been quite content lately. He has had far too much time to play Dwarf Fortress at work lately. He admired a fine workshop recently. He was comforted by a pet recently. He had an excellent drink lately. His fortress was turned to rubble by a siege recently.&amp;lt;/font&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;font face=&amp;quot;FixedSys&amp;quot; color=&amp;quot;#26EDFF&amp;quot;&amp;gt;He is an ardent worshipper of Tarn&amp;lt;/font&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;font face=&amp;quot;FixedSys&amp;quot; color=&amp;quot;#FFFC33&amp;quot;&amp;gt;He is twenty-four years old&amp;lt;/font&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;font face=&amp;quot;FixedSys&amp;quot; color=&amp;quot;#22AB00&amp;quot;&amp;gt;He is very agile and strong, &amp;lt;/font&amp;gt;&amp;lt;font face=&amp;quot;FixedSys&amp;quot; color=&amp;quot;#AB2B00&amp;quot;&amp;gt;but is quick to tire&amp;lt;/font&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;font face=&amp;quot;FixedSys&amp;quot; color=&amp;quot;#89FF2E&amp;quot;&amp;gt;Kuroneko likes computers, firearms, wood, long bows and magma. When possible he prefers to consume Blue Moon.&amp;lt;/font&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;font face=&amp;quot;FixedSys&amp;quot; color=&amp;quot;#C0C0C0&amp;quot;&amp;gt;He is relaxed. He likes to try new things. He is put off by authority and tradition. He likes working outdoors and enjoys inclimate weather. He needs alcohol to get through the working day.&amp;lt;/font&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==SubPages==&lt;br /&gt;
[[User:Kuroneko/Survival|Survival]]&lt;/div&gt;</summary>
		<author><name>Kuroneko</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Kuroneko&amp;diff=93516</id>
		<title>User:Kuroneko</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Kuroneko&amp;diff=93516"/>
		<updated>2010-04-16T01:54:50Z</updated>

		<summary type="html">&lt;p&gt;Kuroneko: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;background: black; width: 50em;&amp;quot;&amp;gt;&amp;lt;font face=&amp;quot;FixedSys&amp;quot; color=&amp;quot;#C0C0C0&amp;quot;&amp;gt;Kuroneko has been quite content lately. He has had far too much time to play Dwarf Fortress at work lately. He admired a fine workshop recently. He was comforted by a pet recently. He had an excellent drink lately. His fortress was turned to rubble by a siege recently. &lt;br /&gt;
Kuroneko likes computers, firearms, wood, long bows and magma. When possible he prefers to consume Blue Moon.&lt;br /&gt;
He is relaxed. He likes to try new things. He is put off by authority and tradition. He likes working outdoors and enjoys inclimate weather. He needs alcohol to get through the working day.&amp;lt;/font&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==SubPages==&lt;br /&gt;
[[User:Kuroneko/Survival|Survival]]&lt;/div&gt;</summary>
		<author><name>Kuroneko</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Kuroneko/Survival&amp;diff=93214</id>
		<title>User:Kuroneko/Survival</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Kuroneko/Survival&amp;diff=93214"/>
		<updated>2010-04-15T16:50:51Z</updated>

		<summary type="html">&lt;p&gt;Kuroneko: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;-- [[User:Kuroneko|Kuroneko]]&lt;br /&gt;
&lt;br /&gt;
== Squirreloid's Survival Challenge ==&lt;br /&gt;
&lt;br /&gt;
So, a Bay12er by the name of [[User:Squirrelloid|Squirrelloid]] offered a challenge to the Bay12 Forums. Using a no skill, no purchase embark, you are to survive with nothing and work from the ground up. After noticing [[User:Doomshifter|Doomshifter]]'s attempt, I decided to try my hand at this purely suicidal endeavor. STRIKE THE EARTH....with your bare hands.&lt;br /&gt;
&lt;br /&gt;
===Embarked===&lt;br /&gt;
&lt;br /&gt;
1st Granite, 135, Early Spring&amp;lt;br /&amp;gt;&lt;br /&gt;
We have been forced to stop our journey early. Besmar Nekutdodok, our wagon driver, fell asleep at the wheel and ended up running into the river. We lost everything aboard the wagon, and we only barely managed to save the horses. Clearly our groups name, The Bane of Luck, is all too appropriate. So here we are, in the middle of the swamp with nothing. Since the only resource we have at our disposal is wood, I decided to have a Carpenter's workshop build out of the wagon, and sent the rest of the men off to collect some shrubs so we at least have something to eat&lt;br /&gt;
&lt;br /&gt;
6th Granite&amp;lt;br /&amp;gt;&lt;br /&gt;
Asmel Uzollisid, the one I designate to be carpenter, made an astounding discovery. Apparently, he was able to fashion a usable axe out of wood. I've sent him off to bring back as much lumber as he can. We'll need it.&lt;br /&gt;
&lt;br /&gt;
17th Granite&amp;lt;br /&amp;gt;&lt;br /&gt;
We've collected enough food for our immediate need, so I've had a few small surface farms set up. Hopefully we can atleast survive until a caravan arrives. I've also had our carpenter put together some more of those wooden axes. There are some rather large wildlife in the area, and I would rather have these flimsy things to protect myself than my bare fists.&lt;br /&gt;
&lt;br /&gt;
22nd Granite&amp;lt;br /&amp;gt;&lt;br /&gt;
The men have already grown weary of the lack of alcohol. I've mandated the erection of a small still to try and satiate them for now.&lt;br /&gt;
&lt;br /&gt;
5th Slate&amp;lt;br /&amp;gt;&lt;br /&gt;
It seems that the river is full of carp, this will make things much more difficult.&lt;br /&gt;
&lt;br /&gt;
12th Slate&amp;lt;br /&amp;gt;&lt;br /&gt;
The first barrel of Strawberry wine has reached completion. It's no ale, but it'll have to do. I've also mandated the construction of a Trade Depot. This way we 'll be prepared when and if a caravan happens across us.&lt;br /&gt;
&lt;br /&gt;
24th Slate&amp;lt;br /&amp;gt;&lt;br /&gt;
The herbalists are barely able to collect more food than we eat. I've considered starting to catch fish, but the carp still have me on edge&lt;br /&gt;
&lt;br /&gt;
10th Felsite&amp;lt;br /&amp;gt;&lt;br /&gt;
The crops in the farms are finally starting to produce some food. Not sure if it will be enough. Many of the men are growing tired to sleeping on the ground, but at least we have our ... wine?&lt;br /&gt;
&lt;br /&gt;
26th Felsite&amp;lt;br /&amp;gt;&lt;br /&gt;
Our carpenter decided to set up a small wooden shelter on the side of the hill. It isn't much, but it's enough to sleep in out of the rain&lt;br /&gt;
&lt;br /&gt;
22nd Hematite&amp;lt;br /&amp;gt;&lt;br /&gt;
Praise the stone! A group of migrants have stumbled across us and we managed to convince them that this was the settlement they were looking for. They had with them several competent fisherman, so I've decided to send them out. Their group has doubled our size to 14. Hopefully with the added hands we can collect more food. We don't have much of any other choice.&lt;br /&gt;
&lt;br /&gt;
12th Malachite, 135, Mid-Summer&amp;lt;br /&amp;gt;&lt;br /&gt;
The fisherdwarves set up a small fishery near the lakes. This is the first time I've tasted meat since we left the fortresshome.&lt;br /&gt;
&lt;br /&gt;
1st Galena, 135, Late Summer&amp;lt;br /&amp;gt;&lt;br /&gt;
One of the immigrants, Shorast Athelavuz, has taken interest in keeping stockpile records. I've set up a small office for him to work from. Some of the other people are none too please with him occupying the only chair all the time.&lt;br /&gt;
&lt;br /&gt;
1st Timber, 135, Late Autumn&amp;lt;br /&amp;gt;&lt;br /&gt;
We've managed to stabilize our food supply. Things are actually starting to look good. I've had some people work on turning some of these inedible plants into thread and cloth. Also, I had someone work on turning all this wood into a useful trade good. Hopefully we'll be able to get enough supplies if a caravan ever arrives.&lt;br /&gt;
&lt;br /&gt;
12th Timber, 135, Late Autumn&amp;lt;br /&amp;gt;&lt;br /&gt;
ARMOK BE PRAISED! A scout noticed a group of people off in the distance. A CARAVAN! I sent several people over flag it down and have it come this way. It took everything we had, but I managed to procure the single steel pick they had. Now we can finally bite into the wall that we've been next to this whole time.&lt;br /&gt;
&lt;br /&gt;
19th Moonstone, 135, Early Winter&amp;lt;br /&amp;gt;&lt;br /&gt;
Winter is setting in, the temperature has dropped sharply since the summer. Hopefully we'll get inside before it's too cold.&lt;br /&gt;
&lt;br /&gt;
2nd Opal, Mid-Winter&lt;br /&gt;
I went to go check on how the mining was progressing when I found that noone had even started. Apparently, the men believe that the pick is cursed and refuse to use it. I guess I wasted everything for nothing.&lt;br /&gt;
&lt;br /&gt;
[[File:KuroSurvival.png|200px|thumb|left|After the first year]]&lt;br /&gt;
&lt;br /&gt;
==Outcome==&lt;br /&gt;
&lt;br /&gt;
Overall I'd say this was a success. The exploit with using wooden axes to cut down trees made this a very easy mission. While I didn't actually manage to mine anything, that was only a result of a bug in which noone wanted to actually use the pick.&lt;/div&gt;</summary>
		<author><name>Kuroneko</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Kuroneko/Survival&amp;diff=93213</id>
		<title>User:Kuroneko/Survival</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Kuroneko/Survival&amp;diff=93213"/>
		<updated>2010-04-15T16:50:20Z</updated>

		<summary type="html">&lt;p&gt;Kuroneko: /* Embarked */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Squirreloid's Survival Challenge ==&lt;br /&gt;
&lt;br /&gt;
So, a Bay12er by the name of [[User:Squirrelloid|Squirrelloid]] offered a challenge to the Bay12 Forums. Using a no skill, no purchase embark, you are to survive with nothing and work from the ground up. After noticing [[User:Doomshifter|Doomshifter]]'s attempt, I decided to try my hand at this purely suicidal endeavor. STRIKE THE EARTH....with your bare hands.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;-- [[User:Kuroneko|Kuroneko]]&lt;br /&gt;
&lt;br /&gt;
== [[User:Squirreloid|Squirreloid]]'s Survival Challenge ==&lt;br /&gt;
&lt;br /&gt;
So, a Bay12er by the name of [[User:Squirreloid|Squirreloid]] offered a challenge to the Bay12 Forums. Using a no skill, no purchase embark, you are to survive with nothing and work from the ground up. After learning about this from [[User:Doomshifter|Doomshifter]], I have embarked on this journey. So, STRIKE THE EARTH...with my bare hands...&lt;br /&gt;
&lt;br /&gt;
===Embarked===&lt;br /&gt;
&lt;br /&gt;
1st Granite, 135, Early Spring&amp;lt;br /&amp;gt;&lt;br /&gt;
We have been forced to stop our journey early. Besmar Nekutdodok, our wagon driver, fell asleep at the wheel and ended up running into the river. We lost everything aboard the wagon, and we only barely managed to save the horses. Clearly our groups name, The Bane of Luck, is all too appropriate. So here we are, in the middle of the swamp with nothing. Since the only resource we have at our disposal is wood, I decided to have a Carpenter's workshop build out of the wagon, and sent the rest of the men off to collect some shrubs so we at least have something to eat&lt;br /&gt;
&lt;br /&gt;
6th Granite&amp;lt;br /&amp;gt;&lt;br /&gt;
Asmel Uzollisid, the one I designate to be carpenter, made an astounding discovery. Apparently, he was able to fashion a usable axe out of wood. I've sent him off to bring back as much lumber as he can. We'll need it.&lt;br /&gt;
&lt;br /&gt;
17th Granite&amp;lt;br /&amp;gt;&lt;br /&gt;
We've collected enough food for our immediate need, so I've had a few small surface farms set up. Hopefully we can atleast survive until a caravan arrives. I've also had our carpenter put together some more of those wooden axes. There are some rather large wildlife in the area, and I would rather have these flimsy things to protect myself than my bare fists.&lt;br /&gt;
&lt;br /&gt;
22nd Granite&amp;lt;br /&amp;gt;&lt;br /&gt;
The men have already grown weary of the lack of alcohol. I've mandated the erection of a small still to try and satiate them for now.&lt;br /&gt;
&lt;br /&gt;
5th Slate&amp;lt;br /&amp;gt;&lt;br /&gt;
It seems that the river is full of carp, this will make things much more difficult.&lt;br /&gt;
&lt;br /&gt;
12th Slate&amp;lt;br /&amp;gt;&lt;br /&gt;
The first barrel of Strawberry wine has reached completion. It's no ale, but it'll have to do. I've also mandated the construction of a Trade Depot. This way we 'll be prepared when and if a caravan happens across us.&lt;br /&gt;
&lt;br /&gt;
24th Slate&amp;lt;br /&amp;gt;&lt;br /&gt;
The herbalists are barely able to collect more food than we eat. I've considered starting to catch fish, but the carp still have me on edge&lt;br /&gt;
&lt;br /&gt;
10th Felsite&amp;lt;br /&amp;gt;&lt;br /&gt;
The crops in the farms are finally starting to produce some food. Not sure if it will be enough. Many of the men are growing tired to sleeping on the ground, but at least we have our ... wine?&lt;br /&gt;
&lt;br /&gt;
26th Felsite&amp;lt;br /&amp;gt;&lt;br /&gt;
Our carpenter decided to set up a small wooden shelter on the side of the hill. It isn't much, but it's enough to sleep in out of the rain&lt;br /&gt;
&lt;br /&gt;
22nd Hematite&amp;lt;br /&amp;gt;&lt;br /&gt;
Praise the stone! A group of migrants have stumbled across us and we managed to convince them that this was the settlement they were looking for. They had with them several competent fisherman, so I've decided to send them out. Their group has doubled our size to 14. Hopefully with the added hands we can collect more food. We don't have much of any other choice.&lt;br /&gt;
&lt;br /&gt;
12th Malachite, 135, Mid-Summer&amp;lt;br /&amp;gt;&lt;br /&gt;
The fisherdwarves set up a small fishery near the lakes. This is the first time I've tasted meat since we left the fortresshome.&lt;br /&gt;
&lt;br /&gt;
1st Galena, 135, Late Summer&amp;lt;br /&amp;gt;&lt;br /&gt;
One of the immigrants, Shorast Athelavuz, has taken interest in keeping stockpile records. I've set up a small office for him to work from. Some of the other people are none too please with him occupying the only chair all the time.&lt;br /&gt;
&lt;br /&gt;
1st Timber, 135, Late Autumn&amp;lt;br /&amp;gt;&lt;br /&gt;
We've managed to stabilize our food supply. Things are actually starting to look good. I've had some people work on turning some of these inedible plants into thread and cloth. Also, I had someone work on turning all this wood into a useful trade good. Hopefully we'll be able to get enough supplies if a caravan ever arrives.&lt;br /&gt;
&lt;br /&gt;
12th Timber, 135, Late Autumn&amp;lt;br /&amp;gt;&lt;br /&gt;
ARMOK BE PRAISED! A scout noticed a group of people off in the distance. A CARAVAN! I sent several people over flag it down and have it come this way. It took everything we had, but I managed to procure the single steel pick they had. Now we can finally bite into the wall that we've been next to this whole time.&lt;br /&gt;
&lt;br /&gt;
19th Moonstone, 135, Early Winter&amp;lt;br /&amp;gt;&lt;br /&gt;
Winter is setting in, the temperature has dropped sharply since the summer. Hopefully we'll get inside before it's too cold.&lt;br /&gt;
&lt;br /&gt;
2nd Opal, Mid-Winter&lt;br /&gt;
I went to go check on how the mining was progressing when I found that noone had even started. Apparently, the men believe that the pick is cursed and refuse to use it. I guess I wasted everything for nothing.&lt;br /&gt;
&lt;br /&gt;
[[File:KuroSurvival.png|200px|thumb|left|After the first year]]&lt;br /&gt;
&lt;br /&gt;
==Outcome==&lt;br /&gt;
&lt;br /&gt;
Overall I'd say this was a success. The exploit with using wooden axes to cut down trees made this a very easy mission. While I didn't actually manage to mine anything, that was only a result of a bug in which noone wanted to actually use the pick.&lt;/div&gt;</summary>
		<author><name>Kuroneko</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:KuroSurvival.PNG&amp;diff=93211</id>
		<title>File:KuroSurvival.PNG</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:KuroSurvival.PNG&amp;diff=93211"/>
		<updated>2010-04-15T16:46:21Z</updated>

		<summary type="html">&lt;p&gt;Kuroneko: After the first year of the otherwise doomed settlement&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;After the first year of the otherwise doomed settlement&lt;/div&gt;</summary>
		<author><name>Kuroneko</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Reclaim_fortress_mode&amp;diff=93156</id>
		<title>v0.31 Talk:Reclaim fortress mode</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Reclaim_fortress_mode&amp;diff=93156"/>
		<updated>2010-04-15T14:53:49Z</updated>

		<summary type="html">&lt;p&gt;Kuroneko: /* Friendly Enemies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Friendly Enemies==&lt;br /&gt;
&lt;br /&gt;
When I attempted a reclaim, all the goblins that were there before were marked as friendly.  I organized a military squad and tried to kill one, all my dwarves had the task to kill him, but they just stood around him doing nothing.  The Goblins occasionally move, but besides that they do nothing. --[[User:Ralthor|Ralthor]] 05:33, 4 April 2010 (UTC)&lt;br /&gt;
:That's not new to this version; it's an old bug with enemies from civilizations (embarking on a goblin tower has the same effect). When you get your first goblin siege they should all become hostile once again. --[[User:Retro|Retro]] 06:22, 4 April 2010 (UTC)&lt;br /&gt;
:I tried to reclaim a fortress that was overun by Demons previously....Demons were ''not'' set to friendly --[[User:Kuroneko|Kuroneko]] 14:53, 15 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Kuroneko</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Kuroneko/Survival&amp;diff=93136</id>
		<title>User:Kuroneko/Survival</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Kuroneko/Survival&amp;diff=93136"/>
		<updated>2010-04-15T13:38:49Z</updated>

		<summary type="html">&lt;p&gt;Kuroneko: Created page with '== Squirreloid's Survival Challenge ==  So, a Bay12er by the name of Squirrelloid offered a challenge to the Bay12 Forums. Using a no skill, no purchase emb…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Squirreloid's Survival Challenge ==&lt;br /&gt;
&lt;br /&gt;
So, a Bay12er by the name of [[User:Squirrelloid|Squirrelloid]] offered a challenge to the Bay12 Forums. Using a no skill, no purchase embark, you are to survive with nothing and work from the ground up. After noticing [[User:Doomshifter|Doomshifter]]'s attempt, I decided to try my hand at this purely suicidal endeavor. STRIKE THE EARTH....with your bare hands.&lt;br /&gt;
&lt;br /&gt;
===Embarked===&lt;br /&gt;
&lt;br /&gt;
1st Granite, 135, Early Spring&lt;br /&gt;
We have been forced to stop our journey early. Besmar Nekutdodok, our wagon driver, fell asleep at the wheel and ended up running into the river. We lost everything aboard the wagon, and we only barely managed to save the horses. So here we are, in the middle of the swamp with nothing.&lt;/div&gt;</summary>
		<author><name>Kuroneko</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Doomshifter/Survival&amp;diff=93126</id>
		<title>User talk:Doomshifter/Survival</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Doomshifter/Survival&amp;diff=93126"/>
		<updated>2010-04-15T13:19:12Z</updated>

		<summary type="html">&lt;p&gt;Kuroneko: Created page with 'Your plan is insane. However, it sounds like it could be fun! I intend to try this aswell :D --~~~~'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your plan is insane. However, it sounds like it could be [[fun]]! I intend to try this aswell :D --[[User:Kuroneko|Kuroneko]] 13:19, 15 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Kuroneko</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:King&amp;diff=93125</id>
		<title>v0.31 Talk:King</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:King&amp;diff=93125"/>
		<updated>2010-04-15T13:17:26Z</updated>

		<summary type="html">&lt;p&gt;Kuroneko: /* Adamantine King */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Adamantine King==&lt;br /&gt;
Does this still occur in this version? I've not seen it happen yet. --[[User:Briess|Briess]] 08:20, 15 April 2010 (UTC)&lt;br /&gt;
:I've struck adamantine in several fortresses with many immigration waves afterwards. So far I have not seen a king yet. This is likely no longer available since adamantine is so much easier to find. --[[User:Kuroneko|Kuroneko]] 13:17, 15 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Kuroneko</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Well&amp;diff=92981</id>
		<title>v0.31:Well</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Well&amp;diff=92981"/>
		<updated>2010-04-15T02:50:22Z</updated>

		<summary type="html">&lt;p&gt;Kuroneko: Wells work through ramps&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{human}}&lt;br /&gt;
&lt;br /&gt;
'''Wells''' are structures that serve as water source for your dwarves. A well can be an important feature of a fortress, providing a clean and usually safe water supply compared to rivers, pools and cavern lakes.&lt;br /&gt;
&lt;br /&gt;
Wells provide an emergency drinking source in case the alcohol runs out (don't let that happen!). A well is a water source that (if constructed correctly) will not freeze in the coldest weather, and should last in hot. Because the water from a well is never seen as stagnant, the dwarfs won't wait until they're thirsty and miserable to drink from a well should they need to. &lt;br /&gt;
&lt;br /&gt;
Using a well provides that dwarf with a happy thought, especially if you make the well with high-quality chains and buckets, or the building designer produces a high quality result.{{verify}} The unhappy thought that a dwarf gets from murky or contaminated water will not occur if the dwarf drinks that very same water by way of a well. A well even allows dwarves to drink from salt water (though this may be a bug).{{verify}} &lt;br /&gt;
&lt;br /&gt;
Badly wounded dwarves will drink only water while recuperating, never booze{{verify}}, so you better have a well or water zone ready for when anyone gets injured, and certainly before the first goblins show up. &lt;br /&gt;
&lt;br /&gt;
Using the well (10 times) will take a small amount of water from the water tile below (1/7 from that one tile), so it will eventually dry up if not replenished. &lt;br /&gt;
&lt;br /&gt;
Also, dwarfs can (and will) fish from a well if that labor is designated.{{verify}} This does not harm the well. &lt;br /&gt;
&lt;br /&gt;
A well can be defined as a meeting area with the q key. Un-defining the meeting area will break up any party that is currently formed around a well, and it can immediately be re-defined if you wish.&lt;br /&gt;
&lt;br /&gt;
Dwarves will use the well to wash themselves.&lt;br /&gt;
&lt;br /&gt;
==Building a well==&lt;br /&gt;
When constructing a well, it is important to consider placement, safety, the source of the water, and any {{L|water pressure}} to avoid flooding your fortress by accident. For a wider discussion of adding a well to your fortress, see the (recommended) {{L|well guide}}.&lt;br /&gt;
&lt;br /&gt;
Wells must have a clear vertical pathway straight down to their water source.  That source can be an artificial channel, an [[aquifer]], a [[river]], a [[brook]], a [[lake]], or an artificial [[reservoir]], so long as it has water in it that's at least 3/7 deep.  The water can be any distance directly below the well.  If there is 7/7 deep water somewhere directly below the well, then the depth of the top tile of this water does not matter.[[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;
The more common well will be created underground and draw water from a source even lower, but above-ground sources can also be used; you just have to build constructions first (typically up-stairs, walls and floors) that provide support at least one z-level ''above'' the water's level where you can then place the well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To build a well you will need the following components:&lt;br /&gt;
:* a {{L|block}}&lt;br /&gt;
:* a {{L|bucket}} &lt;br /&gt;
:* a {{L|restraint|chain or rope}}&lt;br /&gt;
:* a {{L|mechanism}} &lt;br /&gt;
:* an 'open space' tile (usually channeled by you) to place the well on  &lt;br /&gt;
&lt;br /&gt;
To place a well, press the {{k|b}}, {{k|l}} keys.  That will take you through the various components, and you can choose specifically from among the parts you have available in each category. A well needs to be placed over an open space with adjacent floor tiles, there does not need to be water underneath a well for it to be built, only for it to be active.&lt;br /&gt;
&lt;br /&gt;
It requires a dwarf with the {{L|architecture}} {{L|labor}} designated to design, and then a {{L|mason}}/{{L|carpenter}}/{{L|metalsmith}} to finish the construction.  Because it's designed, high-value materials can be multiplied by a high-quality effort on the part of either or both the steps involved, and can result in an extremely valuable piece of architecture for your fortress.&lt;br /&gt;
&lt;br /&gt;
If a well is working properly, meaning it has direct access to water, it will display &amp;quot;active&amp;quot; when examined with {{k|q}}. If there is something obstructing the well, or there is not enough water, it will display &amp;quot;dry&amp;quot;. If the well is flooding, it will display &amp;quot;bucket is full of water&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
While in use by a dwarf, you can see the actual rope and bucket travel through the z-levels. Nifty!&lt;br /&gt;
&lt;br /&gt;
It is possible to build wells directly above one another, and they will still function if there is water below, they will not obstruct one another, as they are not impassible structures, as evidenced by dwarves falling in. Hatches, floor bars and floor grates will block well functionality, if they are between it and the water, but grates and bars will not stop water from flooding out. Grates, bars and hatches will allow functionality again if opened with a lever. It is perfectly reasonable to have multiple well openings drawing from a single water source, as a well only cares about the tile in a straight line below it. Wells cannot function through a stairwell. It is possible to have obstacles beneath a well, with the well continuing to function, if the surface of the water is above the obstacles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Kuroneko</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Well&amp;diff=92980</id>
		<title>v0.31 Talk:Well</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Well&amp;diff=92980"/>
		<updated>2010-04-15T02:49:51Z</updated>

		<summary type="html">&lt;p&gt;Kuroneko: /* Through a stairway or ramp */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Through a stairway or ramp==&lt;br /&gt;
&lt;br /&gt;
Is this confirmed? I've built a well over a downward ramp and it seems to be working fine. [[User:Haruspex Pariah|Haruspex Pariah]] 02:04, 15 April 2010 (UTC)&lt;br /&gt;
:Just confirmed that it works through a ramp, but not through a stairwell --[[User:Kuroneko|Kuroneko]] 02:49, 15 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Kuroneko</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Known_bugs_and_issues&amp;diff=92772</id>
		<title>v0.31:Known bugs and issues</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Known_bugs_and_issues&amp;diff=92772"/>
		<updated>2010-04-14T18:14:28Z</updated>

		<summary type="html">&lt;p&gt;Kuroneko: /* Trading and Depot */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AV}}&lt;br /&gt;
{{elven}}&lt;br /&gt;
'''PLEASE SUBMIT BUGS TO THE OFFICIAL BUG TRACKER - THEY WON'T GET FIXED IF THEY ARE ONLY LISTED HERE.'''&amp;lt;br /&amp;gt;&lt;br /&gt;
'''[http://bay12games.com/dwarves/mantisbt/ Dwarf Fortress Bug Tracker]'''&lt;br /&gt;
&lt;br /&gt;
As the version is new, and we're still discovering what bugs are, obviously a lot of unverifiable information is going to get added to this thread.  Recommend that new entries be added with &amp;quot;'''(confirmation needed)'''&amp;quot;, and that people can document each bug on the discussion page.  Once we have 2+ instances of a bug with some specific description of what's occurring, we can remove the parenthetical, or alternately, we can discuss removing unconfirmed bugs if there are issues in recreating them.  People can also link relevant posts and threads from the forums here to help document the bugs. --[[User:Squirrelloid|Squirrelloid]] 08:58, 3 April 2010 (UTC)&lt;br /&gt;
:Please also read the 'Not Actually Bugs' section before adding bug reports! --[[User:Squirrelloid|Squirrelloid]] 09:00, 3 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Not Actually Bugs==&lt;br /&gt;
*As megabeasts no longer die during world creation, the standard world creation will run until 1050 (Dwarf-Rapture) unless stopped. -- Andrei901, 2 April 2010, someone else check this please&lt;br /&gt;
::Not a bug.  World creation is *supposed* to run until 1050... --[[User:Squirrelloid|Squirrelloid]] 08:50, 3 April 2010 (UTC)&lt;br /&gt;
:::If you 'create world with parameters', one of the parameters which can be altered is the end year; you could lower the value to have world generation run more quickly, though the resulting world will potentially be less rich with history, legends and trappings of civilisation. [[User:Oddtwang of Dork|Oddtwang of Dork]] 16:10, 8 April 2010 (UTC)&lt;br /&gt;
*Tilesets in png format don't work?  Just a black display.&lt;br /&gt;
::Tilesets must be in .bmp format, as they always have had to be.  The .png format only works for the d# series. --[[User:Squirrelloid|Squirrelloid]] 08:50, 3 April 2010 (UTC)&lt;br /&gt;
:::A d## merge is in progress, .png will be supported soon.--[[User:Ar-Pharazon|Ar-Pharazon]] 01:32, 4 April 2010 (UTC)&lt;br /&gt;
*When choosing material for a squad item(cloak in this case) there are hundreds of &amp;quot;forgotten beast leather&amp;quot; to choose from.&lt;br /&gt;
::That's because there are lots of different forgotten beasts.  Somewhat annoying?  Yes.  Working exactly like every other source creature for leather?  Yes. --[[User:Squirrelloid|Squirrelloid]] 08:50, 3 April 2010 (UTC)&lt;br /&gt;
*Making a adamantine cloak -sometimes- results in &amp;quot;Urist McArmorer, Armorer cancels Forge adamantine cloak: Needs 10000 adamantine cloth.&amp;quot; Also needed 15000 strands to make wafers.  Update: this happens if you don't have enough cloths, I had 4 adamantine cloths in this case. If you have enough it works nicely. (The actual required number is much less than 15,000.  It's closer to something like 10 adamantine strands.  This is probably due to the fact that cloth can be consumed &amp;quot;in pieces&amp;quot; now for medical purposes).&lt;br /&gt;
*&amp;quot;Clothier canceled construct silk bag: needs 1000 cloth&amp;quot;: http://www.bay12games.com/forum/index.php?topic=51953.msg1123552#msg1123552&lt;br /&gt;
::This is working as intended.  Cloth is now measured in smaller units than individual pieces.  If anything, the bug is that the game isn't telling you how much cloth each cloth item represents. --[[User:Squirrelloid|Squirrelloid]] 08:52, 3 April 2010 (UTC)&lt;br /&gt;
*Cats and Dogs - Including kittens, puppies, and War/Hunting variants - are similarly listed twice.&lt;br /&gt;
::They're listed twice because they separately list males and females.  WAD. --[[User:Squirrelloid|Squirrelloid]] 09:05, 3 April 2010 (UTC)&lt;br /&gt;
*Weird red C in top left corner - &amp;quot;&amp;lt;span style=&amp;quot;color:#FF0000; background:#B22222&amp;quot;&amp;gt;''' C '''&amp;lt;/span&amp;gt;&amp;quot; means new combat report, &amp;quot;&amp;lt;span style=&amp;quot;color:#00FF00; background:#008000&amp;quot;&amp;gt;''' H '''&amp;lt;/span&amp;gt;&amp;quot; means new hunting message, &amp;quot;&amp;lt;span style=&amp;quot;color:#48D1CC; background:#008080&amp;quot;&amp;gt;''' S '''&amp;lt;/span&amp;gt;&amp;quot; means new sparring message. Feature, not bug: http://www.bay12games.com/forum/index.php?topic=52514.0&lt;br /&gt;
*No option for magma in the finder, this is because [[magma]] is guaranteed everywhere now.&lt;br /&gt;
*Corpses sitting in refuse piles turn into skeletons rather than piles of bones, in fact in the 2+ years I started my fort I haven't seen a single bone or shell in my refuse stockpile and yes, we've been eating fish too.  I think bones are gone or something.  Haven't tried butchering animals yet, though, so confirmation please...&lt;br /&gt;
::Arena Mode allows skeletons to be butchered into bones and a skull. Fortress Mode should be the same&lt;br /&gt;
::Dwarves automatically take skeletons, partial skeletons and limbs from the refuse stockpile and butcher them to produce only bones and skulls. (confirmation needed)&lt;br /&gt;
::They don't, while a few dwarfs have nothing but butchery enabled.&lt;br /&gt;
&lt;br /&gt;
== Embarking ==&lt;br /&gt;
&lt;br /&gt;
*You can embark with some rather unrealistic prepared foods (such as the aforementioned fly brains, which in real life go at about 900 thousand brains to the pound). This may be related to further issues involving vermin's organs.&lt;br /&gt;
*All fish are mentioned 2x.  See http://www.bay12games.com/forum/index.php?topic=51953.msg1123220#msg1123220&lt;br /&gt;
*I find that I am unable to add items or skill points to my dwarves on the embarking screen.  I'm using Mayday's graphics pack.  I'm not sure what the cause of this is or if I'm just missing something obvious. (Explanation/Confirmation needed) ((signing your posts helps, and it just means you need to free up expedition points (cancel an item)))[[User:Kenji 03|Kenji 03]] 11:32, 5 April 2010 (UTC).&lt;br /&gt;
::I thought it might be that I needed to free up points too, but the counter shows that I have points-a-plenty.  I'm also unable to subtract items from my embarkation list.--[[Special:Contributions/67.166.145.39|67.166.145.39]] 02:51, 6 April 2010 (UTC)&lt;br /&gt;
::I can confirm this. It happens in vanilla too apparently.  Hit &amp;quot;esc&amp;quot; and go to you custom binds and rest your + and - keys.  Do the same for the */ keys.&lt;br /&gt;
:::I use an external NumPad with my laptop, and toggling NumLock on it can change the behaviour of keys like these. [[User:Oddtwang of Dork|Oddtwang of Dork]] 16:14, 8 April 2010 (UTC)&lt;br /&gt;
:::: What are you guys talking about? I've had no problems, nor have I seen any complaints about this on the bug tracker which I have been watching actively. [[User:Doctorzuber|Doctorzuber]] 16:29, 11 April 2010 (UTC)&lt;br /&gt;
*After embarking with items that was listed two times in list game crashes.{{verify}}&lt;br /&gt;
:Unconfirmed, though people on [[DF2010 Talk:Embark]] say that this is false. [[User:Garanis|Garanis]] 23:30, 9 April 2010 (UTC)&lt;br /&gt;
:I believe this one to be false, they are probably crashing for a different reason. [[User:Doctorzuber|Doctorzuber]] 16:25, 11 April 2010 (UTC)&lt;br /&gt;
*Cannot seem to quit from embark screen.  Esc. does nothing, is this a bug?  Also, had to hunt down process to quit.  [[Special:Contributions/72.152.246.212|72.152.246.212]] 14:48, 7 April 2010 (UTC)&lt;br /&gt;
:Possibly the menu key has become bound to something other than Esc? [[User:Oddtwang of Dork|Oddtwang of Dork]] 16:14, 8 April 2010 (UTC)&lt;br /&gt;
:Confirmed, You cannot quit once you press &amp;quot;Dwarf forteress&amp;quot; until you've actually embarked. [[Guest]] 8 April 2010&lt;br /&gt;
:This is accurate. Much as I hate this one, it could be argued that this is a design choice. [[User:Doctorzuber|Doctorzuber]] 16:27, 11 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Sites ==&lt;br /&gt;
&lt;br /&gt;
*Magma pipes in volcanoes extend to the top of the map, past the mountain itself.&lt;br /&gt;
*Magma tubes remain the same shape and size the whole way down and may be square. See http://www.bay12games.com/forum/index.php?topic=52412.0 (for the above as well)&lt;br /&gt;
&lt;br /&gt;
== Buildings and Zones ==&lt;br /&gt;
&lt;br /&gt;
*Can't farm on dry soil. See http://www.bay12games.com/forum/index.php?topic=51951.msg1123336#msg1123336&lt;br /&gt;
*Construction and/or deconstruction can occasionally force some dwarves to idle.  See: http://www.bay12games.com/forum/index.php?topic=51953.msg1123250#msg1123250&lt;br /&gt;
*Dwarves raid elf (all?) caravans for cloth (maybe thread as well) for the hospital zone. (confirmed. Won't happen if your hospital zone has no room in it's containers for the items, though).&lt;br /&gt;
** They also try to eat elf food at the Depot, but realize their mistake halfway and stop... then try again... you can see where this is going.&lt;br /&gt;
*Emptied murky ponds refill much faster than they used to. A decent sized pond that's been mined into can now flood your fortress if it starts raining (confirmation required)&lt;br /&gt;
**I believe that this is because rain will now fall at different rates, or so I've observed. Meaning you'll either get a downpour or a light sprinkle, or somewhere in between, and It will fill pools accordingly.&lt;br /&gt;
*There are currently no (or occasionally very few) fish. This includes brooks, rivers, oceans, ponds, lakes (underground and otherwise). You may get a few turtles sometimes. No known workaround: http://www.bay12games.com/forum/index.php?topic=52217.0&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
&lt;br /&gt;
*Some combat maneuvers have no effect.  See: http://www.bay12games.com/forum/index.php?topic=51953.msg1123104#msg1123104&lt;br /&gt;
**Attempting to grab a bodypart with a weapon leads to &amp;quot;you grab *** by *** with your *weapon* but nothing is grabbed&lt;br /&gt;
**Attempting to &amp;quot;pinch&amp;quot; various body parts shows &amp;quot;you adjust you grip on***&amp;quot; and nothing else.&lt;br /&gt;
*Alligators can wear armor (same post as above)&lt;br /&gt;
*Non-alive creatures (like bronze colossuses, zombies and blizzard men) cannot be destroyed (possibly because they can't bleed to death nor have their brain destroyed).  However arena testing has revealed that [[dragonfire]] can melt bronze colossuses.  See http://www.bay12games.com/forum/index.php?topic=51953.msg1123220#msg1123220&lt;br /&gt;
:: I had the same problem with skeletal animals. Even a skeletal groundhog fought on without nearly every limb or organ. But they can be killed: A 16 z-level drop does do the trick. --[[User:Doub|Doub]] 11:13, 6 April 2010 (UTC)&lt;br /&gt;
*Shield-bashing has no effect with a wooden shield: http://www.bay12games.com/forum/index.php?topic=51953.msg1123499#msg1123499&lt;br /&gt;
*The default settings are such that your military dwarfs will train, train, train, and possibly starve in the process. See {{L|Military/Guide}}, &amp;quot;Getting your squad to do something&amp;quot;, for details.&lt;br /&gt;
*Dwarves will continue to train in barracks even after being removed from a squad. (Because they are completing the task they started before they will move on to something else, changing your alert helps here as well).&lt;br /&gt;
*{{L|Wrestling}} will take much longer than combat using any kind of Weapon (unlike in 40d), this is due to the fact that a wrestler will have a very hard time making an opponent either bleed to death or have their brain destroyed.  A single wrestler, completely untrained, can take on a pack of 5 Crawls in about 20 minute (at 50fps) if Urist McWrestler goes into a martial state.  But a Dwarf with an Adamantine battle axe, even if completely untrained, can cut through 5 Crawls in about 5 minutes (at 50fps).&lt;br /&gt;
*[[Thirsty]] and [[Hungry]] tags are guaranteed to appear for any soldier (as they are when a dwarf does anything else in this release) because Dwarves will now try to complete a task before they eat/drink.  (While I have yet to have a wrestler pass out due to not eating/drinking, they will be wrestling in combat until they kill their target)[[User:Kenji 03|Kenji 03]] 11:44, 5 April 2010 (UTC).&lt;br /&gt;
&lt;br /&gt;
== Labors ==&lt;br /&gt;
&lt;br /&gt;
*Hunting Issues.  See: http://www.bay12games.com/forum/index.php?topic=51953.msg1123228#msg1123228&lt;br /&gt;
*Miners now cancel mining designations when they can't reach them: http://www.bay12games.com/forum/index.php?topic=51953.msg1123272#msg1123272&lt;br /&gt;
*Metal goblets are always iron, regardless of input: http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533 (Not true; I've made tons of copper goblets using copper bars)&lt;br /&gt;
*Manager screen doesn't show you materials for traction benches: http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533&lt;br /&gt;
*Workers are too dedicated, dehydrate themselves: http://www.bay12games.com/forum/index.php?topic=51953.msg1123599#msg1123599&lt;br /&gt;
*Cooking with alcohol is buggy: http://www.bay12games.com/forum/index.php?topic=51953.msg1123702#msg1123702&lt;br /&gt;
*When crafting shell crafts, craftsdwarves never actually produce a shell craft, but instead sit forever with the same shell, with their skills increasing. (confirmation required)&lt;br /&gt;
*Dwarves take orders to prepare meals with liquid ingredients like dwarven syrup, wine, and rum, but almost never do it and instead dump the liquid inside the kitchen where it sits cluttering it up and can't be moved...  Because it's liquid.&lt;br /&gt;
::Using dwarven syrup works just fine for me, but my cook always grabs at least one solid ingredient.  Ie, 3 stacks of syrup + one stack of cheese -&amp;gt; finished and edible meal. --[[User:Squirrelloid|Squirrelloid]] 17:54, 5 April 2010 (UTC)&lt;br /&gt;
*Making Rock Short Sword results in a wooden short sword. Especially annoying when making an adamantine sword! (multiple reports)&lt;br /&gt;
::Is this before or after setting the rock to be allowed for non-economic use in the 'z' screen?&lt;br /&gt;
*Wood cutter.  Tried to upgrade his axe to a steel one, never cut another tree in his life after being forced to dump his copper battle axe.  It's like wood cutting had a seperate profile and he was the only one excluded;  Sure enough, turned one of my jewelers into wood cutter and it worked fine for him.&lt;br /&gt;
*Woodcutters can chop down trees with (wooden) training axes.&lt;br /&gt;
*Immigrants arrive with only peasant labors enabled, even if they are legendary jewelers or whatever. They may sometimes have weird labors enabled. (Stonecrafting master lye makers) No known workaround, manually check each immigrants labors.&lt;br /&gt;
*In the {{k|o}}rders menu, there are options (in {{k|W}}orkshops) for auto {{k|b}}utcher, auto {{k|k}}itchen and auto {{k|f}}ishery. All three of these respond to {{k|b}} only, {{k|k}} and {{k|f}} do nothing.&lt;br /&gt;
*Parties never end, sometimes eating up half the labor force.&lt;br /&gt;
::You ever waited for parties to actually end in .40d?  Just undesignate the statue garden or whatever and the party ends =)&lt;br /&gt;
::That's the workaround I took, except I had to get rid of the dining room.  In any case, it's still a bug.&lt;br /&gt;
* Soap-making seems to be broken big time. You can build a soap-maker's shop, but you can't assign tasks to it. Issuing work order through the manager does work, &amp;lt;s&amp;gt;but the soap is never taken to any stockpiles or hospitals and stays forever in the workshop&amp;lt;/s&amp;gt; (soap is/might be taken if there is storage.)&lt;br /&gt;
* Making waterskin in leather works results in a weird item called &amp;quot;flask&amp;quot; (simply that, no mention of leather or whatever) that is never used and stays forever in the workshop. Those don't seem to cause clutter in the workshop either.  (A metal variant (Ex. Iron) is now capable of being created at a metal smith, probably causing this bug.  Soldiers will carry an Metal Flask).&lt;br /&gt;
Miners will sometimes dig into underground seas with no &amp;quot;Damp Stone&amp;quot; notification prior to that.&lt;br /&gt;
*Dwarves will occasionally go exceptionally out of their way to get a material while a giant stockpile is sitting beside them (I saw my carpenter travel half the map to get a log while there was a stockpile of 20 logs beside him)&lt;br /&gt;
:This will happen if the stockpiled items are already reserved for another task (sometimes happens en masse if you're designating constructions from the material). If this still functions as it did in 40d, dwarves will count the number of tiles to an item 'as the crow flies' rather than checking the actual pathfinding distance, meaning that they regard items above or below their workshop as being very nearby even if the travel distance to reach them is substantial. [[User:Oddtwang of Dork|Oddtwang of Dork]] 16:20, 8 April 2010 (UTC)&lt;br /&gt;
:True, but I wasn't using wood for anything, only had 2 carpenters active and the wood was on the same Z plane as my workshops. The usual explanation doesn't fly for the one event I saw.&lt;br /&gt;
*Cancelling a job at the metalsmith can jam the shop if the item was being actively produced at that time (cancelled job to stop untrained armorer from working on an adamantium plate armor, shop jammed and no other orders ever went through. Ordered deconstruction and then halted deconstruction to clear this up).&lt;br /&gt;
*Adamantne plate armor takes only a single waifer to make and is worth considerably less than an adamantine battle axe at par crafting value. This is despite claiming to need 3 material to produce 1 plate armor.&lt;br /&gt;
&lt;br /&gt;
== Moods ==&lt;br /&gt;
&lt;br /&gt;
*Fey moods can request body parts (!!!): http://www.bay12games.com/forum/index.php?topic=51953.msg1123573#msg1123573&lt;br /&gt;
**Animal bones satisfies the body parts request. &lt;br /&gt;
**Animal parts (Remains, &amp;quot;body parts&amp;quot;, &amp;amp; corpses) that appear in the stock menu will NOT satisfy this request.  Skulls &amp;amp; &amp;quot;Bones&amp;quot; found via the {{k|k}} menu will also NOT satisfy this request. (See save file on [[User:Kenji_03|my userpage]] page)&lt;br /&gt;
**This can mean bones OR shells, possibly more.&lt;br /&gt;
*Fey moods can request &amp;quot;rock bars.&amp;quot;  Upon further review, this means &amp;quot;metal bars&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Creature Data ==&lt;br /&gt;
&lt;br /&gt;
*Descriptions sometimes take strange objects ('She likes to consume she'): http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533&lt;br /&gt;
*When iron men and Bronze Colossuses die, the statues that make up their corpses adopt images of creatures (I.e: Statue of a dwarf 1) and events. - feature; the molten metal falling from them will make statues out of any corpses below where they died (tested and confirmed)&lt;br /&gt;
** In addition, the statues are quite tiny compared to the colossus itself - about the size of their noses.&lt;br /&gt;
*Giants and giantesses are mapped to the wrong gender.&lt;br /&gt;
*Unicorns give birth to elk fawns.&lt;br /&gt;
*Mountain goat fawns are called &amp;quot;Stray Horse foal&amp;quot;, although having all the features of a mountain goat.&lt;br /&gt;
** Confirmed, this is due to what is assumed to be a copy/paste error in the raws - The raws list &amp;quot;Mountain goat kid&amp;quot; as well as &amp;lt;b&amp;gt;&amp;quot;Horse foal&amp;quot;&amp;lt;/b&amp;gt; as possible child names, so it randomly picks one.&lt;br /&gt;
*in BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS both eye lids are around the right eye and clean the left eye&lt;br /&gt;
*not so much a bug as a quibble. Prepared monarch butterfly brains were being sold by a local human caravan to me. Does this strike anyone else as... a tad unfulfilling?&lt;br /&gt;
&lt;br /&gt;
== Stockpiles ==&lt;br /&gt;
*Problems with categorization.  See http://www.bay12games.com/forum/index.php?topic=51953.msg1123178#msg1123178&lt;br /&gt;
*Custom stockpile options don't seem to always work: http://www.bay12games.com/forum/index.php?topic=51953.msg1123474#msg1123474&lt;br /&gt;
*Dead vermin never seem to rot: http://www.bay12games.com/forum/index.php?topic=51953.msg1123731#msg1123731&lt;br /&gt;
**Dead anything for that matter...&lt;br /&gt;
*&amp;quot;Take from stockpile&amp;quot; is broken: http://www.bay12games.com/forum/index.php?topic=52126.0&lt;br /&gt;
&lt;br /&gt;
== Arena ==&lt;br /&gt;
*Graphics mode does not work with arena.&lt;br /&gt;
&lt;br /&gt;
== Military ==&lt;br /&gt;
*Copying an empty order causes an immediate crash. See http://www.bay12games.com/dwarves/mantisbt/view.php?id=83 -- '''Fixed''' {{version|0.31.03}}&lt;br /&gt;
*Going to the schedule grid of the inactive group causes an immediate crash. See http://www.bay12games.com/dwarves/mantisbt/view.php?id=156 -- '''Fixed''' {{version|0.31.03}}&lt;br /&gt;
*Dwarves who are assigned to squads seem to be permanently affixed to the soldier life - changing schedules, training options, switching out dwarves, disbanding the squad: nothing works. All they do is eat, drink, sleep, Individual Combat Drill and take Kill orders. (multiple reports, bug incidence somewhat inconsistent, deconstructing assigned barracks sometimes helps)&lt;br /&gt;
*Similarly to the issue above, squads can also get into a &amp;quot;permanent civilian life&amp;quot; and will never go into &amp;quot;recruit mode&amp;quot; unless ordered to &amp;quot;station&amp;quot; or &amp;quot;Kill a target&amp;quot;, upon canceling this order they will go back to civilian mode.  (Although they will perform individual combat drills, but in civilian garbs unless you replaced their equipment)((Confirmation needed))[[User:Kenji 03|Kenji 03]] 11:54, 5 April 2010 (UTC).&lt;br /&gt;
:I've had this happen aswell. --[[User:DUMBELLS|dUMBELLS]] 22:13, 8 April 2010 (UTC)&lt;br /&gt;
:You mean they're supposed to not be civilians while training? Oh... yeah maybe that is a bug, never seen anything else personally - foarl 10:19, 09 April, 2010&lt;br /&gt;
*Bolts assign to a squad that is then disbanded do not free up for use by other squads automatically.&lt;br /&gt;
&lt;br /&gt;
== Injuries ==&lt;br /&gt;
*Dwarf with compound fracture and mangling on his toe's nail and skin never recovered, surgeons performed &amp;quot;surgery&amp;quot; on said dwarf for years but nothing ever healed. (confirmation required)&lt;br /&gt;
**Confirmed. Red-coloured third finger of the left hand was operated on several times, up to about a month. After that, the surgeon wandered off to see to his needs, or the patient was given sustenance, thus breaking the operation.&lt;br /&gt;
*Surgeon provided constant &amp;quot;suturing,&amp;quot; each time using up thread.  May be related to above problem.&lt;br /&gt;
*blood that never seems to dry. I have a small spattering of blood from combat that happened in my first year that has turned the entrance of my fortress into a nearly constantly spreading wave of blood (high traffic area, keeps getting smeared). Also, killed a giant scorpion in year 2, as of year 4 I got unlazy and told my dwarves to dump it down my trash shoot leading 155z levels down into a lava pit. Even after 2 years of not being touched, I found scorpion ichor on the walls of my trash shoot.&lt;br /&gt;
**Confirmed. My hunters were chasing some aligators the first season I've embarked, now it's year 5 and there's blood all over the map. Same goes for goblins/trolls/whatever. On one tile in front of my fort, I have over 80 blood spatterings ;D [[User:Fuco|Fuco]] 15:32, 11 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
*Eating a masterwork meal will cause the cook to suffer art defacement.&lt;br /&gt;
&lt;br /&gt;
*Quarry bush leaves do not appear in the kitchen menu and the Dwarves will not cook them, rendering them useless except for trading. (Resolved as of 0.31.02)&lt;br /&gt;
&lt;br /&gt;
*Obsidian does not appear in the accounting stone menu&lt;br /&gt;
&lt;br /&gt;
==Nobles==&lt;br /&gt;
*My dwarves had a bit too much [[fun]], dying down to the last 4 dwarves, my nobles were killed and so on. This resulted in the Nobles-list to be emptied of noble-slots except for military nobles.. only happened once, but I had to abandon the fortress since the list stayed empty after the population growing to 30+ without a possibilty to appoint brokers or managers.&lt;br /&gt;
&lt;br /&gt;
::Confirmed. With my starting party, the expedition leader became stark raving mad, from this point the leaders noble positions disappeared from the noble screen (bookkeeping, manager, leader, etc), only military and health-related stuff remained. After he died from starvation/dehydratation, nothing changed. [[User:Jj|Jj]] 16:47, 4 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Second that. Mayor/broker died, and the positions became unavailable along with still vacant sheriff slot. Manager, bookkeeper and medical/military positions remained as they were, though. --[[User:Ashmore|Ashmore]] 02:26, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Thirded. I've had this happen too. --[[User:Talkir|Talkir]] 11:20, 11 April 2010 (GMT)&lt;br /&gt;
&lt;br /&gt;
::Don't be too quick to abandon.  Once your Dwarfs elect a new mayor, the ability to appoint the other Nobles will reappear, even if every Noble position had previously disappeared. --[[User:TeDDD|TeDDD]] 11:20, 12 April 2010 (GMT&lt;br /&gt;
&lt;br /&gt;
*My old Mayors (who have been voted out and replaced) are continuing to demand accomodations befitting a mayor and making mandates.  I can check their mandates by going to that specific dwarf's thoughts, but is this intended?&lt;br /&gt;
:I've also noticed mayors not getting demoted. My new mayor wanted his bedroom and such, but when I went to reassign the rooms I noticed that the old mayor was still referred to as a mayor in the room assignment screen.&lt;br /&gt;
&lt;br /&gt;
== Graphics ==&lt;br /&gt;
*Arena does not work for graphics mode.&lt;br /&gt;
*After generating a world and embarking, you may notice missing tiles. Restart DF to fix.&lt;br /&gt;
*In the 'z'-status menu, there is no image for my nobles/administrators. Instead, there is an empty space where the purple dwarf should be.&lt;br /&gt;
&lt;br /&gt;
-------&lt;br /&gt;
Currently updated through post 77 of the .31.01 bug thread, except for Arena bugs&lt;br /&gt;
&lt;br /&gt;
== Saves ==&lt;br /&gt;
*Renaming a save (ex. &amp;quot;Region2-spr-1050&amp;quot; to &amp;quot;Region2&amp;quot;) will invalidate the save, even if you give the save it's original name back.  If you must back-up a save manually, putting it into a zip/rar file seems to preserve it's ability to be reloaded. ((Confirmation needed))[[User:Kenji 03|Kenji 03]] 11:56, 5 April 2010 (UTC)&lt;br /&gt;
:I've been renaming saves at will, both manual saves ({{k|Exc}}, &amp;quot;Save&amp;quot;) and auto-seasonal saves -  never a problem. Because the files are larger and the game more &amp;quot;cumbersome&amp;quot;, the process of saving is taking longer - betcha a dwarfbuck it's the equiv of the old Nemesis Unit crash, as described here: [http://www.bay12games.com/forum/index.php?topic=34936.0]. When saving, do NOT rename or move or delete any file involved in the save (the source or target) ''until you are sure the save is 100% complete'' - then, knock yourself out. However,iirc, there was also a problem if the file that was ''opened'' for a game is then deleted or renamed - the game doesn't re-save the entire thing, but will &amp;quot;recreate&amp;quot; the same folder name as it opened, giving ''the appearance'' of a proper save. Migtht have changed since 40d, but might not. (Read forum discussion for complete explanation). --[[User:Albedo|Albedo]] 00:07, 9 April 2010 (UTC)&lt;br /&gt;
:+1 Copying and renaming of save folders should only be done when you are out of the game. Nowadays (though already in 40d too) the game somewhat continuously reads and writes from the folder. I have copied and renamed save folders with no prob. Because I am paranoid i also move them out of the [save] folder, but I doubt its really necessary. The zip/rar part is nonsense. --[[Special:Contributions/92.202.121.225|92.202.121.225]] 21:23, 9 April 2010 (UTC)&lt;br /&gt;
:Never had a problem and I rename saves all the time. I always completely close the game before renaming a save. [[User:Doctorzuber|Doctorzuber]] 18:30, 11 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==forging Breastplate &amp;amp; Chainmail==&lt;br /&gt;
A metal breastplate currently only requires 1 bar of a metal to forge; however, when out of bars, the [[announcement]] seen reads &lt;br /&gt;
:''&amp;quot;Urist McArmorsmith cancels forge &amp;lt;x-metal&amp;gt; breastplate: needs 3 &amp;lt;x-metal&amp;gt; bars.&amp;quot;'' &lt;br /&gt;
A similar situation exists with chainmail ([[40d:chain armor]]), but with an announcement re &amp;quot;2 bars&amp;quot;.  Since in 40d a breastplate ([[40d:plate armor]]) required 3 bars and chain required 2, it's a good bet that this can be viewed as a bug. Tried mulitple times with copper, bronze and bis-bronze (not w/ steel or adamantine). (Conf needed, I suppose)--[[User:Albedo|Albedo]] 00:07, 9 April 2010 (UTC)&lt;br /&gt;
: I can confirm this. And it appears to apply to all metals, and all metal items. An iron breastplate only needed 1 bar (I checked, there was only 1 bar in the workshop when he started working) and the job was only cancelled when (checking the stocks screen) there were no bars left, but I still got the &amp;quot;needs 3 bars&amp;quot; message. Same with greaves, except it said &amp;quot;needs 2 bars&amp;quot;. It also seems to need only one adamantine wafer to produce anything, which is particularly jarring. I'm currently drowning in metal crap. Definitely a bug. --[[User:Mr Frog|Mr Frog]] 20:25, 9 April 2010 (UTC)&lt;br /&gt;
: Can confirm this happens with metal bins as well, needing only one bar but mentioning 3 when you don't have any.  It's possible that this does *not* happen for metal barrels.  Possibly connected to some jobs being titled &amp;quot;forge&amp;quot; and some &amp;quot;construct&amp;quot;? -- Narmio&lt;br /&gt;
:Just an interesting note on mechanics I noticed because of this bug. It bases the value of an item off the number of bars in it, so my adamantium breast plates are worth less than an adamantium axe (multipliers involved I'm sure) for any level of crafting. -Foarl&lt;br /&gt;
&lt;br /&gt;
==Trading and Depot==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;Traders stay a long time. So long that an elven caravan didn't move and another human caravan already came before they had a chance to do anything like LEAVE (stupid hippies with their vast number of useless items on warthogs, seems to slow them down a lot). Never saw this in the first version.&amp;lt;/s&amp;gt; -foarl&lt;br /&gt;
: Turns out the elves are just bugged. The human caravan came and went but the elves are still just sitting there a full season later. I'm contemplating killing them with my military to see how the adamantium platemail holds up with the new combat system.&lt;br /&gt;
: (Probably reproducible, but I have not done thorough testing) If a depot is assigned for dismantling while caravan arrives, a diplomat leaves unhappy. While this might be pretty normal, the diplomat will continue leaving unhappy every year regardless of the depot.&lt;br /&gt;
:: This behavior is believed to be caused by a bug in the wealth calculation. In some cases it will &amp;quot;find&amp;quot; a large amount of stuff down in the underground areas adding a very large number to your wealth which results in traders coming with truly absurd amounts of trade goods. [[User:Doctorzuber|Doctorzuber]] 18:32, 11 April 2010 (UTC)&lt;br /&gt;
:Forbid your depot ({{k|t}} - {{k|f}}) and they'll begone! -Manslay&lt;br /&gt;
:: Personally, I think this may not be a bug, but rather an odd way the pack-up-time is calculated.  If you trade an enormous number of individual objects, they seem to stick around longer.  This is common with the elves because people tend to use wooden bins.&lt;br /&gt;
:::I've seen this happen quite a bit as well. However, I don't think that is the case. I always trade individual items (why get rid of perfectly good bins?) and the human/dwarven caravans don't linger as long as the elves do.--[[User:Kuroneko|Kuroneko]] 18:14, 14 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Kuroneko</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Diplomat&amp;diff=92769</id>
		<title>v0.31 Talk:Diplomat</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Diplomat&amp;diff=92769"/>
		<updated>2010-04-14T17:48:12Z</updated>

		<summary type="html">&lt;p&gt;Kuroneko: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Tortisediplomat.PNG|200px|thumb|left|Tortise Diplomat]]&lt;br /&gt;
&lt;br /&gt;
This just happened to me today, not sure what is going on. It arrived, chased some groundhogs, &amp;quot;left unhappy&amp;quot;, destroyed my trade depot, and just started sitting in a hallway. --[[User:Kuroneko|Kuroneko]]&lt;br /&gt;
:Your nearby Human civilization's Diplomat was a forgotten beast. They seem to be a bit buggy. --[[User:Quietust|Quietust]] 15:43, 14 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Kuroneko</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Diplomat&amp;diff=92688</id>
		<title>v0.31 Talk:Diplomat</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Diplomat&amp;diff=92688"/>
		<updated>2010-04-14T15:29:02Z</updated>

		<summary type="html">&lt;p&gt;Kuroneko: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Tortisediplomat.PNG|200px|thumb|left|Tortise Diplomat]]&lt;br /&gt;
&lt;br /&gt;
This just happened to me today, not sure what is going on. It arrived, chased some groundhogs, &amp;quot;left unhappy&amp;quot;, destroyed my trade depot, and just started sitting in a hallway.&lt;/div&gt;</summary>
		<author><name>Kuroneko</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Diplomat&amp;diff=92687</id>
		<title>v0.31 Talk:Diplomat</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Diplomat&amp;diff=92687"/>
		<updated>2010-04-14T15:28:39Z</updated>

		<summary type="html">&lt;p&gt;Kuroneko: Created page with 'Tortise Diplomat  This just happened to me today, not sure what is going on. It arrived, chased some groundhogs, &amp;quot;left unhappy&amp;quot;, destroy…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Tortisediplomat|200px|thumb|left|Tortise Diplomat]]&lt;br /&gt;
&lt;br /&gt;
This just happened to me today, not sure what is going on. It arrived, chased some groundhogs, &amp;quot;left unhappy&amp;quot;, destroyed my trade depot, and just started sitting in a hallway.&lt;/div&gt;</summary>
		<author><name>Kuroneko</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Tortisediplomat.PNG&amp;diff=92684</id>
		<title>File:Tortisediplomat.PNG</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Tortisediplomat.PNG&amp;diff=92684"/>
		<updated>2010-04-14T15:26:43Z</updated>

		<summary type="html">&lt;p&gt;Kuroneko: It started to approach my fortress, got distracted by some groundhogs and then &amp;quot;left unhappy&amp;quot;. It started to mill around and destroyed my Trade Depot and sat is a hallway where is now remains.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It started to approach my fortress, got distracted by some groundhogs and then &amp;quot;left unhappy&amp;quot;. It started to mill around and destroyed my Trade Depot and sat is a hallway where is now remains.&lt;/div&gt;</summary>
		<author><name>Kuroneko</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Smoothing&amp;diff=90462</id>
		<title>v0.31:Smoothing</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Smoothing&amp;diff=90462"/>
		<updated>2010-04-12T14:29:05Z</updated>

		<summary type="html">&lt;p&gt;Kuroneko: Prettier hotkeys&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{elven}}&lt;br /&gt;
&lt;br /&gt;
Smoothing rough stone is a simple way to increase the value of a room.&lt;br /&gt;
&lt;br /&gt;
==How to Smooth==&lt;br /&gt;
First of all, in order to smooth stone, there needs to be a dwarf with the Stone Detailing labor active. Secondly, the stone to be smoothed needs to be designated ({{k|d}}-&amp;gt;{{k|s}}).  Note that constructions cannot be smoothed.&lt;br /&gt;
&lt;br /&gt;
==Follow Up==&lt;br /&gt;
After a stone surface has been smoothed, it may be improved further by {{L|engraving|engraving}}. This increases the room value even more, but has quality levels and thus should be performed only by skilled {{L|Engraver|engravers}}. Smoothed walls can also be carved into {{L|fortification|fortifications}}, allowing ranged soldiers (and enemies) to fire through them.&lt;/div&gt;</summary>
		<author><name>Kuroneko</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Demon&amp;diff=90070</id>
		<title>v0.31 Talk:Demon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Demon&amp;diff=90070"/>
		<updated>2010-04-12T00:59:57Z</updated>

		<summary type="html">&lt;p&gt;Kuroneko: /* My first demon encounter */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== My first demon encounter==&lt;br /&gt;
&lt;br /&gt;
Surprisingly, my first demon in the new version was a three eyed slavering humanoid pig. Apparently it couldn't fly - as it ran off a cliff and died. Soon thereafter I met a three eyed female humanoid lizard demon lawgiver (and though I was decked out in full steel and a legendary fighter/swordsdwarf with a good weapon and over 100 notable kills, it punched me in the foot and killed me). I am going to update the page to reflect that some demons cannot fly.&lt;br /&gt;
&lt;br /&gt;
[[User:TheTrueMikeBrown|TheTrueMikeBrown]] 14:04, 8 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I just pierced the cavern today. Didn't really intend to, it appears that the adamantine vein had a hollow pillar going through it. So, that spawned all of the flying demons in mid air right below the opening. Tried desperately to knock a hole in a wall that led into a cavern hoping to drown the SOBs. Sadly, my entire fortress was slaughtered in minutes.--[[User:Kuroneko|Kuroneko]] 14:17, 9 April 2010 (UTC)&lt;br /&gt;
:Went back and pierced that cavern again, this time with a plan. I set up a flood gate that was infront of a higher level cavern's water supply. I pierced into the adamantine tunnel, and pulled the lever. It would seem that while demons are rather hot (caused steam on a regular basis) they have no problems with water. Several of them were swimming around in 7/7 blocks with no issues.--[[User:Kuroneko|Kuroneko]] 00:59, 12 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I haven't actually encountered any demons yet, but my sites and pops lists &amp;quot;Unnumbered ass demons.&amp;quot; I'm afraid to look.&lt;br /&gt;
Edit: Used reveal2 to find one in fortress mode - yep. [http://greenmoth2.com/demon1.png] [[User:Shotgunmaniac|Shotgunmaniac]] 21:21, 11 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Kuroneko</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Demon&amp;diff=88090</id>
		<title>v0.31 Talk:Demon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Demon&amp;diff=88090"/>
		<updated>2010-04-09T14:17:50Z</updated>

		<summary type="html">&lt;p&gt;Kuroneko: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== My first demon encounter==&lt;br /&gt;
&lt;br /&gt;
Surprisingly, my first demon in the new version was a three eyed slavering humanoid pig. Apparently it couldn't fly - as it ran off a cliff and died. Soon thereafter I met a three eyed female humanoid lizard demon lawgiver (and though I was decked out in full steel and a legendary fighter/swordsdwarf with a good weapon and over 100 notable kills, it punched me in the foot and killed me). I am going to update the page to reflect that some demons cannot fly.&lt;br /&gt;
&lt;br /&gt;
[[User:TheTrueMikeBrown|TheTrueMikeBrown]] 14:04, 8 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I just pierced the cavern today. Didn't really intend to, it appears that the adamantine vein had a hollow pillar going through it. So, that spawned all of the flying demons in mid air right below the opening. Tried desperately to knock a hole in a wall that led into a cavern hoping to drown the SOBs. Sadly, my entire fortress was slaughtered in minutes.--[[User:Kuroneko|Kuroneko]] 14:17, 9 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Kuroneko</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:System_requirements&amp;diff=86485</id>
		<title>v0.31 Talk:System requirements</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:System_requirements&amp;diff=86485"/>
		<updated>2010-04-07T23:46:02Z</updated>

		<summary type="html">&lt;p&gt;Kuroneko: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I couldn't find the Mac OSX version of DF2010. Is there one? --[[User:Calculator|Calculator]] 17:29, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Not yet. After a few bugfix versions, (and obtaining some new RAM for his computer), Toady One will of course release versions for other OSes, but for the initial wave of bugfixes, he wants to limit it to one OS, for simplicity. I'd say between two weeks and a month before we see OSX and Linux versions. --[[User:Zombiejustice|Zombiejustice]] 18:09, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I am trying to run the new version, but the game is painfully slow (especially compared to 40d).  My computer isn't that out of date, so I was wondering what specs are recomended?  --[[User:Frewfrux|Frewfrux]] 22:43, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Can't really give any solid recommendations, but I can share my findings between my machines. A 3.0Ghz P4 w/ 1GB of RAM ran the new version a little slower than the old. Another machine with a dualcore 2.0Ghz processor and 2GB of RAM ran it even slower. And my main machine, a quadcore @2.3Ghz with 3.25 GB of RAM ran significantly faster than the old version. These very simplistic tests were done with the same world --[[User:Kuroneko|Kuroneko]] 23:45, 7 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Kuroneko</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:System_requirements&amp;diff=86483</id>
		<title>v0.31 Talk:System requirements</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:System_requirements&amp;diff=86483"/>
		<updated>2010-04-07T23:45:33Z</updated>

		<summary type="html">&lt;p&gt;Kuroneko: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I couldn't find the Mac OSX version of DF2010. Is there one? --[[User:Calculator|Calculator]] 17:29, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Not yet. After a few bugfix versions, (and obtaining some new RAM for his computer), Toady One will of course release versions for other OSes, but for the initial wave of bugfixes, he wants to limit it to one OS, for simplicity. I'd say between two weeks and a month before we see OSX and Linux versions. --[[User:Zombiejustice|Zombiejustice]] 18:09, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I am trying to run the new version, but the game is painfully slow (especially compared to 40d).  My computer isn't that out of date, so I was wondering what specs are recomended?  --[[User:Frewfrux|Frewfrux]] 22:43, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Can't really give any solid recommendations, but I can share my findings between my machines. A 3.0Ghz P4 w/ 1GB of RAM ran the new version a little slower than the old. Another machine with a dualcore 2.0Ghz processor and 2GB of RAM ran it even slower. And my main machine, a quadcore @2.3Ghz with 3.25 GB of RAM ran significantly faster than the old version.--[[User:Kuroneko|Kuroneko]] 23:45, 7 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Kuroneko</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Forgotten_beast&amp;diff=86141</id>
		<title>v0.31 Talk:Forgotten beast</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Forgotten_beast&amp;diff=86141"/>
		<updated>2010-04-07T17:00:02Z</updated>

		<summary type="html">&lt;p&gt;Kuroneko: &lt;/p&gt;
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&lt;div&gt;When I looked at the materials section of the ammunition screen, there were 171 different types of forgotten beast bones listed. Is this number constant across all worlds? Does everyone have the same 171 beasts? [[User:BoilingSpecter|BoilingSpecter]] 00:58, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
The number of Forgotten beasts is a world-gen parameter, if you wanted you could make a world with no forgotten beasts or hundreds of them, And they are randomly generated so it's pretty unlikely anyone will have the same beast. But man these things are WEIRD I saw a humanoid green haired panther that SECRETED FROZEN POISON, And it was in charge of a goblin civ, there was also A MONSTER MADE OF STEAM IT'S WAS AWESOME. [[Special:Contributions/24.255.86.193|24.255.86.193]]&lt;br /&gt;
&lt;br /&gt;
Thanks for adding the info to the main article. I had to fight a few demons made of steam (Boiling Specters). My dwarves couldn't kill them, and they couldn't hurt my dwarves, so they attacked each other until my dwarves died of thirst. [[User:BoilingSpecter|BoilingSpecter]] 04:47, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
That certainly lowers the awesome, should I add that to the known bugs and issues page? [[Special:Contributions/24.255.86.193|24.255.86.193]]&lt;br /&gt;
&lt;br /&gt;
Encountered my first forgotten beast today. Wandered near the stairs that went through a cavern. Soon afterward, I sealed that staircase so it couldn't get close. I'm somewhat afraid of getting near it. It appears to be nothing but a shell rolling around in the water. --[[User:Kuroneko|Kuroneko]] 13:25, 7 April 2010 (UTC) Update: Oh shi-- Apparently it's a !!Forgotten Beast!!. It took a swim through the cavern and turned the entire water supply to steam in a few minutes --[[User:Kuroneko|Kuroneko]] 17:00, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
You did well, I heard of this guy who had a four legged vomit monster, and his dwarfs cut of it's legs, but it managed to BUMP them to death, along with a caravan. [[Special:Contributions/24.255.86.193|24.255.86.193]]&lt;/div&gt;</summary>
		<author><name>Kuroneko</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Forgotten_beast&amp;diff=86034</id>
		<title>v0.31 Talk:Forgotten beast</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Forgotten_beast&amp;diff=86034"/>
		<updated>2010-04-07T13:25:52Z</updated>

		<summary type="html">&lt;p&gt;Kuroneko: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When I looked at the materials section of the ammunition screen, there were 171 different types of forgotten beast bones listed. Is this number constant across all worlds? Does everyone have the same 171 beasts? [[User:BoilingSpecter|BoilingSpecter]] 00:58, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
The number of Forgotten beasts is a world-gen parameter, if you wanted you could make a world with no forgotten beasts or hundreds of them, And they are randomly generated so it's pretty unlikely anyone will have the same beast. But man these things are WEIRD I saw a humanoid green haired panther that SECRETED FROZEN POISON, And it was in charge of a goblin civ, there was also A MONSTER MADE OF STEAM IT'S WAS AWESOME. [[Special:Contributions/24.255.86.193|24.255.86.193]]&lt;br /&gt;
&lt;br /&gt;
Thanks for adding the info to the main article. I had to fight a few demons made of steam (Boiling Specters). My dwarves couldn't kill them, and they couldn't hurt my dwarves, so they attacked each other until my dwarves died of thirst. [[User:BoilingSpecter|BoilingSpecter]] 04:47, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
That certainly lowers the awesome, should I add that to the known bugs and issues page? [[Special:Contributions/24.255.86.193|24.255.86.193]]&lt;br /&gt;
&lt;br /&gt;
Encountered my first forgotten beast today. Wandered near the stairs that went through a cavern. Soon afterward, I sealed that staircase so it couldn't get close. I'm somewhat afraid of getting near it. It appears to be nothing but a shell rolling around in the water. --[[User:Kuroneko|Kuroneko]] 13:25, 7 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Kuroneko</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Kuroneko&amp;diff=50008</id>
		<title>User:Kuroneko</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Kuroneko&amp;diff=50008"/>
		<updated>2009-07-15T14:11:13Z</updated>

		<summary type="html">&lt;p&gt;Kuroneko: DF-style profile&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;background: black; width: 50em;&amp;quot;&amp;gt;&amp;lt;font face=&amp;quot;FixedSys&amp;quot; color=&amp;quot;#C0C0C0&amp;quot;&amp;gt;Kuroneko has been quite content lately. He has had far too much time to play Dwarf Fortress at work lately. He admired a fine workshop recently. He was comforted by a pet recently. He had an excellent drink lately. His fortress was turned to rubble by a siege recently. &lt;br /&gt;
Kuroneko likes computers, firearms, wood, long bows and magma. When possible he prefers to consume Blue Moon.&lt;br /&gt;
He is relaxed. He likes to try new things. He is put off by authority and tradition. He likes working outdoors and enjoys inclimate weather. He needs alcohol to get through the working day.&amp;lt;/font&amp;gt;&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Kuroneko</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Building_list&amp;diff=50006</id>
		<title>40d Talk:Building list</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Building_list&amp;diff=50006"/>
		<updated>2009-07-15T13:51:10Z</updated>

		<summary type="html">&lt;p&gt;Kuroneko: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; &amp;quot;some in red, some in white.&lt;br /&gt;
&lt;br /&gt;
 I have no idea why, I actually came here to find out, but got nothing. Great...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:When writing &amp;quot;white&amp;quot; you probably mean grey? All my rooms are in grey..maybe your red and white ones are not accessible, like, flooded or behind forbidden doors? Or you have forbidden the stone or w/e they are build off? (checked this, seems not) Or they are outside? --[[User:Koltom|Koltom]] 09:46, 15 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I believe they turn red if they are sharing a space with another room --[[User:Kuroneko|Kuroneko]] 13:51, 15 July 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Kuroneko</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Siege&amp;diff=24208</id>
		<title>40d Talk:Siege</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Siege&amp;diff=24208"/>
		<updated>2009-05-18T16:41:26Z</updated>

		<summary type="html">&lt;p&gt;Kuroneko: /* I Said Stay Inside! */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Trigger?===&lt;br /&gt;
Just noticed that I got my first (Goblin) siege at 100000 wealth. Anyone else confirm that this is the trigger? [[User:Runspotrun|Runspotrun]] 00:06, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I had my first goblin siege at about 600k wealth. They sieged me at 15 levels above ground level, where I had a stairway to my fortress. They loitered around for a season and left. [[User:Kaivosukeltaja|Kaivosukeltaja]] 07:31, 9 November 2007 (EST)&lt;br /&gt;
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::Thanks. I removed my addition from the article. [[User:Runspotrun|Runspotrun]] 09:35, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I think part of the trigger is killing a Goblin. I'd captured several Goblin thieves, but it was only after I'd dispatched them that I was besieged. So, (wealth &amp;gt; certain amount) and (has killed Goblins) maybe? [[User:Runspotrun|Runspotrun]] 23:09, 12 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Actually, according to Toady (http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=10&amp;amp;t=000033), Goblins will start sieging now roughly around 80 dwarves and/or some odd amount of wealth.&lt;br /&gt;
&lt;br /&gt;
:I had 3 goblin snatchers show up at a population of 40 dwarves and created wealth of 63,793 (v0.27.169.33g). --[[User:Frond|Frond]] 22:17, 16 January 2008 (EST)&lt;br /&gt;
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I think that the trigger amount is off by a bit- I just received my first siege, by goblins, at 57 population and about 411,000 wealth. --[[User:Linktoreality|Linktoreality]] 04:58, 18 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
I'm playing at 50 pop cap (performance reasons) and in 6 game-years of play + 2mil wealth I haven't had any sieges yet. --[[User:Alpha|Alpha]] 17:14, 3 March 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Troll squads ==&lt;br /&gt;
&lt;br /&gt;
I had 3 troll squads of exactly 8 trolls in each during a siege. Had a goblin king that time but no beak dogs. Can it be that no beak dogs in goblin civ=better chance for trolls?&lt;br /&gt;
:I been sieged at least half a dozain time in my current fortress, and I've never encountered trolls or anything bigger than skilled goblins. In my latest siege, all the goblins are specialised in something but I have no trolls or wolves or whatever to show for. Any idea on this behavior? --[[User:Eagle of Fire|Eagle of Fire]] 14:16, 26 November 2007 (EST)&lt;br /&gt;
::Apperently they haven't access to any chasm biome for trolls and to whatever biome for beak dogs.--[[User:Another|Another]] 15:42, 26 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Mounts ==&lt;br /&gt;
&lt;br /&gt;
Woe betide those who anger humans.  I added a second human race with [BABYSNATCHER] instead of [SIEGER]  for barbarian raiding action.  When they sieged, every last one of them was riding a horse.  When I approached the buggers kept running away and going all Parthian shot on me, too.  It was pretty bad ass.  -[[User:EarthquakeDamage|EarthquakeDamage]] 02:23, 10 November 2007 (EST)&lt;br /&gt;
:Oh snap, it's the Mongols. --[[User:Zchris13|Zchris13]] 14:48, 7 March 2009 (EST)&lt;br /&gt;
::More like the Iranians(or Persians if you like)[http://en.wikipedia.org/wiki/Parthian_shot] [[User:Shoez|Shoez]] 02:27, 3 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Still bugged? ==&lt;br /&gt;
&lt;br /&gt;
Are sieges still bugged in 33b? If someone knows for certain, could they add the version number to the statement in the article? Ta. [[User:Runspotrun|Runspotrun]] 19:52, 18 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
i just got siege and i think the bug is still there cause just redownloaded it for erroring reasons...the goblins just sit there and wait for something...&lt;br /&gt;
im wondering if (thanks to the bug) the goblins well just die of thirst or something?? or well just o away?&lt;br /&gt;
&lt;br /&gt;
:Yup, still bugged. Toady needs to rewrite the siege AI, 'tis not a simple bug. Goblins will go away on their own after a while, but that beats all the fun. [[User:Noctis|Noctis]] 15:04, 21 November 2007 (EST)&lt;br /&gt;
::Some people suggested on the forum building siege engines near the golin groups and fire to them to death. I'm trying to do just that in my current game. Alternatively, I think there is a flag in the init file where you can disable sieges. --[[User:Eagle of Fire|Eagle of Fire]] 16:33, 21 November 2007 (EST)&lt;br /&gt;
:Has anyone looked into changing the raws for the goblins to have them a similar behavior to werewolves and other predatory creatures? They roam around the map looking for something to kill, and while they might not stay together in a squad, or move toward your base directly, at least they would do *something*... if it works.  Any thoughts? --Gotthard 12:24, 30 November 2007 (EST)&lt;br /&gt;
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:As of 33g I think they're still somewhat bugged. They will charge but if they find something to attack, it seems like their AI turns off and they stop on the spot. So I guess as long as you don't give them anything to attack on the way to your front gate, they will work fine. [[User:Lightning4|Lightning4]] 22:45, 30 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Siege as a blockade == &lt;br /&gt;
&lt;br /&gt;
&amp;quot;A siege is a military blockade of a city or fortress with the intent of conquering by force or attrition, often accompanied by an assault. The term derives from the Latin word for &amp;quot;seat&amp;quot; or &amp;quot;sitting.&amp;quot;[1] A siege occurs when an attacker encounters a city or fortress that refuses to surrender and cannot be easily taken by a frontal assault.&amp;quot; --wikipedia &lt;br /&gt;
&lt;br /&gt;
A siege isn't just a blind charge into your cage traps, either.  &lt;br /&gt;
[[User:Moller|Moller]] 14:38, 3 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
My last few goblin seiges, have been actual seiges, instead of running around into my traps. The first of 3 squads ran in, about half fell victim to my traps, then ran, then the other 2 squads have been just waiting outside my fort, for 3 months and counting. [[User:OmegaX]] 15-September-2008&lt;br /&gt;
:Just to check, you didn't do anything that would break their pathfinding like triggering cave-ins, locking doors, or raising bridges? -[[User:Fuzzy|Fuzzy]] 14:41, 15 September 2008 (EDT)&lt;br /&gt;
They left after a season, but there were no pathfinding issues, the fort was open, just waiting for them. --[[User:OmegaX|OmegaX]] 21:10, 15 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Best way to counter sieges?==&lt;br /&gt;
So far, the best way I've found to counter sieges is to create a line of traps all around the map. You can't build them just next to the border of the map, only 5 or 6 squares away from it... However, goblins still walks around a little and often hit the traps. It's hard to create enough casualties in this way to stop them, but they hardly ever leave without giving me free stuff and free kills. :) &lt;br /&gt;
Alternatively, setting up balistas or catapults in front of them and firing away is also very rewarding. Too bad it's almost impossible to do without forbidding your dwarves from fetching everything outside, which usually mean that they'll get in the way even if you manage to forbid everything in time. I wish there was a way to allow military dwarves to operate siege engines...--[[User:Eagle of Fire|Eagle of Fire]] 14:47, 3 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: I agree.  Traps are a great thing.  I also save VERY often, and when a siege occurs, I will 'force quit' and revert to a previously saved game.         Then I make all my dwarves soldiers and give them time to pick up their equipment. This has proven very successful.--[[User:Keesto|Keesto]] 23:46, 5 September 2008 (EDT) Later...I have found that traps are the best/only defense.  I have set up about 200 cage traps around the map, and also 20 stone fall traps around the entrances. Soldiers are only useful to me now when I release the goblins from their cages- in confined spaces -for a mass slaughter.  Very satisfying.&lt;br /&gt;
&lt;br /&gt;
== Human Leader / Mercenary? ==&lt;br /&gt;
&lt;br /&gt;
I got my third or fourth goblin siege in the current game, and they arrived with a Human Spearmaster in one of their squads. Anyone else got this? Is it worth mentioning in this page?&lt;br /&gt;
:Confirmed: third siege. One of invaders is Human Macelord. He is a best attraction at my zoo right now :). Think, i'll add this. Whoops... someone already has :)--[[User:Dorten|Dorten]] 23:33, 16 January 2008 (EST)&lt;br /&gt;
::My roommate had one in a group of ambushers.  He was wearing a human leather earring, so that's lovely ;) --[[User:FloodSpectre|FloodSpectre]] 20:04, 6 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Nifty defense plan ==&lt;br /&gt;
&lt;br /&gt;
On an unrelated note, I figured a pretty nifty way to kill a lot (or all) of a siege by making an outdoors gatehouse with marksdwarves on the battlements... except instead of making it face OUT, I make it face IN, so I let the enemy inside and they get totally annihilated, as they are shot as soon as they appear :)&lt;br /&gt;
&lt;br /&gt;
Something like this:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
########&lt;br /&gt;
=bolts=#&lt;br /&gt;
######@#&lt;br /&gt;
     +@#   g&lt;br /&gt;
     +@# g&lt;br /&gt;
   g +@#   &amp;lt;- goblins on ground floor come this way&lt;br /&gt;
     +@#  g&lt;br /&gt;
     +@#    g&lt;br /&gt;
######@# g&lt;br /&gt;
=bolts=#&lt;br /&gt;
########&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This work specially well again enemy shooters, they don't even get a chance to shoot back (and it seems it's nearly impossible to hit my dwarves on higher ground AND behind fortifications).&lt;br /&gt;
&lt;br /&gt;
--[[User:Sergius|Sergius]] 23:23, 11 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Yeah, I recently tried a system like that, where the entrance hall is two floors tall, and I have a marksdwarf barracks on the floor above. They shoot plenty of goblins, and of course I have about 60 stonefall traps there too. I watched laughing as 66% of the goblins thought &amp;quot;AAAH RUN AWAY&amp;quot; and they retreated like sissies :D --[[User:AlexFili|AlexFili]] 11:25, 4 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Stealth Sieges ==&lt;br /&gt;
&lt;br /&gt;
It seems that in the new version that sieges don't give announcements anymore. I was still getting my fortress together when one of my woodcutters was ambushed by 10 or so goblins. They proceeded to charge my fort and get killed by the merchants and dogs. Then like 30 seconds later the second wave appeared unannouced at my door. The merchants were in no shape to stand against them and the dogs were all dead. --[[User:Ikkonoishi|Ikkonoishi]] 15:31, 8 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:This sounds more like an [[Ambush|ambush]] than a siege. I've had four seemingly seperate goblin ambush squads all assault my fortress at the same time (four seperate &amp;quot;An ambush! Curse them!&amp;quot;s), each of which was a lot more dangerous than my first siege! -- [[User:Raumkraut|Raumkraut]] 13:00, 2 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== quote from toady, december 27 ==&lt;br /&gt;
(so maybe parts of it changed)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Humans and elves will come some time after they are angry enough at you.&lt;br /&gt;
&lt;br /&gt;
Kobolds will start sending thieves once your pop hits 20 or you've traded a bit (value 500) or you've produced a bit more (value 5000). If they successfully steal objects, they'll come back with more thieves, and if they continue to be successful, they'll bring (buggy) archers. The power of the next attack is based only on how many objects were stolen during the last raid. They'll start sending archers if three or more objects are stolen.[]..they can send as many as 17 thieves and 36 archers, but this is incredibly unlikely. If the stolen object number is five or more, they'll start sending important historical figures.&lt;br /&gt;
&lt;br /&gt;
Goblins start sending kidnappers when your population has hit 50 or you have traded a bit or produced a bit more (5x the kobold numbers). Once your population hits 80, they'll start to send more serious attacks instead of kidnappers on occasion. The numbers sent during the serious attacks depend only on how many attacks you've been through. If they have mounts or monsters(trolls?), they'll start using them on the second attack, with multiple monster packs on the third. Important historical figures also come with the third attack, but master weapon users can come on the second. Important kidnappers come on the second kidnapping attempt.&lt;br /&gt;
&lt;br /&gt;
All of this will be obsolete once I get the armies working properly on the world map, though there will still have to be some artificial mechanism in place to stop early forts from being wiped out.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:Good, then I shall start war with the elves because there are no goblins.--[[User:CrazyMcfobo|CrazyMcfobo]] 18:22, 12 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Human Sieges ==&lt;br /&gt;
&lt;br /&gt;
I am, right now in v0.28.181.39b, being besieged by about 14 humans, one of which is on a horse carrying a bow. &amp;quot;An enemy is laying siege&amp;quot; or some such came up instead of the usual &amp;quot;A vile force of darkness has arrived&amp;quot;. Even stranger is that they built ''A Campfire'' and are just milling about around it. There is a clear path straight into the heart of my fortress. There is no sign of war on the civ screen. -[[User:Namako|Namako]] 09:21, 22 July 2008 (EDT)&lt;br /&gt;
&amp;lt;br/&amp;gt;It's even worse than that! They're actually doing siege tactics - they sit in their camp until someone goes outside, at which point they all set off to kill that poor sot. Then they return to camp. If it's not outside, they don't care. They also don't seem to be affected by any of my traps. -[[User:Namako|Namako]] 11:52, 22 July 2008 (EDT)&lt;br /&gt;
:just wait until the campfire has burned down and then they will move to the fortress as the goblins do. It might take a while, so no need for hurry. I only had two human sieges in my current fortress until now, but they seem to increase in numbers as the goblins do.&lt;br /&gt;
:*first year: ~10 humans, not mounted, campfire&lt;br /&gt;
:*second year: ~20 humans, 2 squads, mounted. 1 squad with campfire, the second one just waited and had no campfire. After a while, they moved to the fortress, but not both squads at once.&lt;br /&gt;
&lt;br /&gt;
:In my case (v0.28.181.39c), they were affected by my 2 weapon traps. At least at the second siege when they were mounted, during the first one when they had no horses, I had no traps, so I don't know if this has an effect.&lt;br /&gt;
&lt;br /&gt;
:The text of the human siege is &amp;quot;The enemy have come and are laying siege to the fortress&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: In my fort the human guild representative died and once a caravan was slaughtered by an ambush. &lt;br /&gt;
:[[User:Imajia|Imajia]] 18:24, 22 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::now in the 3rd year, a human diplomat arrived instead of the next siege and he offers the following options:&lt;br /&gt;
::''Peace is calling out to us. How do you respond?''&lt;br /&gt;
::Enter: ''I hear her voice. Let us stop this war.''&lt;br /&gt;
::Space: ''We will drown her out with the screams of your dying. Begone.''&lt;br /&gt;
&lt;br /&gt;
::As I'm a beginner, as far as wikis are concerned, it would be nice if someone could update the article. &lt;br /&gt;
::[[User:Imajia|Imajia]] 12:34, 24 July 2008 (EDT)&lt;br /&gt;
:::I've added it in, although I'm also a n00b at this wiki stuff, and kept forgetting important stuff. -[[User:Namako|Namako]] 14:22, 25 July 2008 (EDT)&lt;br /&gt;
::::thanks. As there aren't many reports about human sieges right now, it is a good start. -[[User:Imajia|Imajia]] 03:09, 28 July 2008 (EDT)&lt;br /&gt;
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: I have also received a human siege (v0.28.181.39e). Accidentally had the merchant diplomat locked in my fort - he 'left unhappy' (but he and the caravan were otherwise unscathed.) First summer - 10 unmounted humans; second summer - 50 humans, all mounted. Their campfire died down in Fall - it is now mid-Winter and they still haven't entered my fort. Instead they ride their horses in circles outside my gate. I have tried to bait them with expendable dwarfs but they just take them out with crossbows. Dwarven caravan did not even attempt to come in the Fall; also, no goblins or kobolds have dared to raid during the siege. All in all, a pretty effective siege as I do not have yet a military capable of attacking. (3rd year of fort). By the way, when the first siege force arrived I had fewer than 80 dwarves.&lt;br /&gt;
:[[User:Pavlov|Pavlov]] 21:27, 28 July 2008 (EDT)&lt;br /&gt;
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My guild rep died somehow, not really sure what caused it, though my relations before that were fairly good with the humans, aside from a caravan seize once, and when they came back I gave them gifts and large profit margins. Anyways, now theres a seige, I dont see a campfire, but they're definately waiting, eventually they marched into my fort, AVOIDING all the non-cage TRAPS. Cage traps got a few, but they evaded my corridor with 20 weapon traps, and 40+ Stone-fall traps, all loaded and ready. Without a single injury. --[[User:OmegaX|OmegaX]] 02:13, 22 September 2008 (EDT)&lt;br /&gt;
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:: I remember something about the human merchants and/or guild representatives looking at traps when visiting the fortress, and making them useless against the human siegers. Great ! Now we have Human spies and diplomats, Goblins blitzkrieg, Kobold snipers and Elven commando. Can't wait for Elephant paratroopers and Giant cave spider artillery. [[User:Timst|Timst]] 16:21, 25 October 2008 (EDT)&lt;br /&gt;
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:::Operation Dumbo Drop and Starship Troopers?--[[User:Maximus|Maximus]] 17:27, 25 October 2008 (EDT)&lt;br /&gt;
::::[http://www.schlockmercenary.com/d/20081211.html Rule 11: Everything is air-droppable at least once] --[[User:Juckto|Juckto]] 08:21, 13 December 2008 (EST)&lt;br /&gt;
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== Avoidable? ==&lt;br /&gt;
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I just had my first siege in my current fortress, and happened to save right before it started, like 1 or 2 steps before. The goblins killed all of the dwarven caravan that they arrived with, so I reloaded and there was no siege. I haven't been very long in this no-siege alternative univers, so I want to know if it will happen slightly later, or if I have avoided it completely. [[User:Destor|Destor]] 21:39, 19 October 2008 (EDT)&lt;br /&gt;
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I just got ambushed, with an elite bowman along with the group, nut definitely not as many goblins as the siege.this is kinda weird. [[User:Destor|Destor]] 21:48, 19 October 2008 (EDT)&lt;br /&gt;
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== What about constructed walls? ==&lt;br /&gt;
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The page says trolls will smash all buildings. But what about constructed walls? The Construction page says constructed walls/floors act as inert terrain objects. --[[User:Xonara|Xonara]] 05:10, 24 October 2008 (EDT)&lt;br /&gt;
:[Building Destroyer]s like trolls ignore constructs like walls and floors, they only smash things like doors and bridges. [[User:HeWhoIsPale|HeWhoIsPale]] 09:22, 24 October 2008 (EDT)&lt;br /&gt;
::Ok, thanks. That was causing me some confusion. --[[User:Xonara|Xonara]] 17:34, 24 October 2008 (EDT)&lt;br /&gt;
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== Megabeasts ==&lt;br /&gt;
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Could someone update my add-on about megabeasts? It was lacking info about them but it's pretty general right now. --[[User:Squeegy|Squeegy]] 16:30, 1 November 2008 (EDT)&lt;br /&gt;
:Could use an update, indeed!  It's verified in the advanced world gen parameters that world generation stop is based on percentage of surviving megabeasts (default 80%), and that number can be modified when creating a world with advanced parameters (I myself typically lower it to 60%, in hopes of more roving hydras for my fortress to face).  I would also write a few words about cage traps and the dangers they present to a fortress, as I once had a caged titan break out of his cage and lay waste to the inner sanctum of a fortress.  --[[User:Eddie|Eddie]] 17:55, 1 November 2008 (EDT)&lt;br /&gt;
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===Megabeast Trigger ===&lt;br /&gt;
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So, I'm in my 9th year with a population of 79 and haven't seen a megabeast yet, despite over 5 million in fortress wealth.  I'd say the trigger has to be population and not wealth.  --[[User:Squirrelloid|Squirrelloid]] 02:50, 5 December 2008 (EST)&lt;br /&gt;
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== Mining ==&lt;br /&gt;
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Is it possible for a human siege to mine into your base? I've played around in adventure mode and seen (and killed) a few human miners, so I was wondering if the humans were ever smart enough to bring one along and tunnel into your base. [[User:Milskidasith|Milskidasith]] 10:42, 9 November 2008 (EST)&lt;br /&gt;
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Not yet, unfortunately. Rock walls and constructions of any type remain impervious. They can't fill in dry moats yet, either. Fortunately for the humans, a dwarf fortress can't survive indefinitely without imports, migrants, or fresh lumber, and human besiegers tend to be more cautious than goblins, so they can still endanger your survival indirectly. --[[User:Navian|Navian]] 12:36, 9 November 2008 (EST)&lt;br /&gt;
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:Currently my fortress is pretty well self sustaining, though due to pathfinding errors my dwarves refuse to take the inside stairs to my exploratory mining chamber. I'm at my population cap (130) and my food and drinks are fairly stable at 200 seeds, 500 alcohol, 600~700 prepared meals, and 300 plants. At the very least, I'm (very lucky to be) prepared for the next human siege (the first one was a group of pansies who managed to get killed without me noticing (long story short, I assigned my squads to a mountain near the humans for the high ground, and some crossbowdwarves went around the long way and shot their way through the humans (who didn't have any crossbowmen, at least not after the first volley of dwarven bolts) and left only a few for cleanup.&lt;br /&gt;
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:Oh, did I mention my ''War [[Giant eagle]]?'' The thing kicks MAJOR ass. [[User:Milskidasith|Milskidasith]] 16:53, 9 November 2008 (EST)&lt;br /&gt;
::You can't have a war giant eagle.  Dogs are the only thing that can be trained to war animals.  Brag if you like, we all do it, but don't lie. --[[User:ThunderClaw|ThunderClaw]] 17:16, 9 November 2008 (EST)&lt;br /&gt;
::: I edited the raws to make it trainable. And don't say that can't be done, they tell you how to do it (for elephants, but still) on this very Wiki.[[User:Milskidasith|Milskidasith]] 17:19, 9 November 2008 (EST)&lt;br /&gt;
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::::War eagles do sound pretty cool.  Do their heads always face left, by the way?[http://www.snopes.com/history/american/turnhead.asp]--[[User:Maximus|Maximus]] 17:42, 9 November 2008 (EST)&lt;br /&gt;
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:::::Actually, I thought more along the lines of the SCREAMIN EAGLES! reference from Valve (it's what you get if you have feedback rank 10 on Steam, and the soldier shouts it in TF2, but I can't remember where it came from). You want to know the eagle's name, by the way? Tribeflags. Yeah, it's kind of a lame name, bu&lt;br /&gt;
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''The above poster was found with this edit partially made, brutally mauled by a large bird like creature. If you wish to contact this person, consult the nearest dwarven shaman or bonespeaker. Thank you. '''Dwarven office of half finished notes cut short by death.''    [[User:Milskidasith|Milskidasith]] 21:56, 9 November 2008 (EST)&lt;br /&gt;
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==Goblin Morale==&lt;br /&gt;
Does anyone else find that the goblins have really bad moral? I just had 4 squads run away, because 3 goblins died. That wasn't even half a squad, and I really wanted the iron. Any thoughts on why they are so cowardly? [[User:Dangerous Beans|Dangerous Beans]] 21:02, 4 December 2008 (EST)&lt;br /&gt;
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:It might be dependent on whether the squad leader gets killed.  Hard to tell, though -- most battles are pretty chaotic.--[[User:Maximus|Maximus]] 22:11, 4 December 2008 (EST)&lt;br /&gt;
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::That might be it, the squad leader was the first to be cut in half by a trap :D [[User:Dangerous Beans|Dangerous Beans]] 00:42, 5 December 2008 (EST)&lt;br /&gt;
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:::ah, i was wondering why half of 'em ran off. 3 squads of goblins, two of about 10 and a main one of 15. after the first two had been anhialated (literally. not a scratch on any of my 20-strong crew), the larger squad started running away (or, diverted their path off to one side of the map, away from my fort), and the 'SIEGE' in the corner disappeared. but.. you'd have thought the leader would be in the main squad, right? it was a squad of 4 lashers (whip-users) and 11 wrestlers, with a single 'goblin spearmaster'.&amp;lt;br&amp;gt;how can you tell who's the leader? and is it useful to chase them off? (apart from the obvious iron and such) perhaps stopping them coming back next time as part of a larger squad? --[[User:DJ Devil|DJ Devil]] 11:44, 7 March 2009 (EST)&lt;br /&gt;
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== Siegers Listen to Orders ==&lt;br /&gt;
I can make my human siegers wait or not by changing orders;  if dwarves are allowed to go outside, they will approach any usable entrances, but if I tell them to bunker down, they bugger off back to their campfires.  &amp;quot;Pet Doors&amp;quot;(forbidden, pet-passable) are useful for this, since they allow siegers to approach but don't let dwarves outside to die.&lt;br /&gt;
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==I Said Stay Inside!==&lt;br /&gt;
So I've taken the ramps off of a pair of hills, making them into circular towers of natural stone. Then I connected them with a wall. I put a door with a bridge over it to let me get through, and set it up so I could retract the bridge and isolate the second hill if necessary. I built a food stockpile and a meeting hall under the second hill. Then some goblins laid siege. I told the dwarves to stay inside. A squad of bowgoblins walked over to my wall. I didn't think this was a problem, until i started getting messages about dwarves bleeding to death. They were running across the wall to get to my backup food stockpile and meeting hall. Apparently they thought &amp;quot;I can't go outside, but the meeting hall isn't outside, so I should be ok to walk across this narrow walkway, completely exposing my silhouette to enemy fire. Y'know what, I'll take my baby with me.&amp;quot; The only good thing was that the goblins were so busy shooting at my helpless dwarves and their pets that my pair of champion melee fighters were able to tear their flank a new one. Something should probably be updated to reflect that this can happen, but I don't know what and how. For now, I'll be widening the walls and lining them with fortifications. That should make them able to make the trip without dying, at least.--[[User:Pyrite|Pyrite]] 07:49, 13 December 2008 (EST)&lt;br /&gt;
:I've also noticed this behavior with my Dwarves. It seems that they will always try and go to the meeting hall areas regardless of what the orders are. I have a meeting hall zone defined on some of my battlements in my current fortress and wondered why they would continue to mill about outside when I told them to go inside. After a while I just defined a new meeting hall underground and they started going inside. --[[User:Kuroneko|Kuroneko]] 16:41, 18 May 2009 (UTC)&lt;br /&gt;
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== Hungry, Hungry &amp;lt;s&amp;gt;Hippos&amp;lt;/s&amp;gt; Goblins ==&lt;br /&gt;
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So I have been collecting goblins from previous sieges and forcing them into an inescapable room with nothing restraining them, does anyone here know if they do eventually die uncaged? I want to set up a mega doomsday lever that lets 100+ goblins into my fortress.--[[User:Heliman|Heliman]] 23:32, 17 May 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Kuroneko</name></author>
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