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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=MagicGuigz</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-05-10T14:14:46Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Pregenerated_worlds/0.27.176.38a&amp;diff=74754</id>
		<title>40d:Pregenerated worlds/0.27.176.38a</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Pregenerated_worlds/0.27.176.38a&amp;diff=74754"/>
		<updated>2010-03-25T00:20:11Z</updated>

		<summary type="html">&lt;p&gt;MagicGuigz: Typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= For  v0.27.176.38a =&lt;br /&gt;
==Seed 2482151243==&lt;br /&gt;
&lt;br /&gt;
Not bad. Has lava, sand, chalk (for flux and iron ore), adamantium, and plenty of trees in the south, lots of Z-levels in the north. No obsidian, unfortunately, and the only water is in the underground lake.&lt;br /&gt;
&lt;br /&gt;
Kinda large area, unfortunately.&lt;br /&gt;
&lt;br /&gt;
[[Image:TNDP_start2.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Seed 3052540962==&lt;br /&gt;
As found by Tragedian: Region 59, 217 on Latitudes | Seed: 3052540962&amp;lt;br /&amp;gt;&lt;br /&gt;
3x3 Area, magma, sand, limestone, soil, an aquifier in the middle, stream to the west, all four kinds of rock.&amp;lt;br /&amp;gt;&lt;br /&gt;
Temperate/Cold Untamed Wilds.&amp;lt;br /&amp;gt;&lt;br /&gt;
Could you ask for anything more? (Besides HFS or a chasm?)&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Image:Ste.png|700px|Picture taken by Trukkle]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Seed 1381742286==&lt;br /&gt;
Terrifying 3x3 Glacier: Sand, magma pool and volcano.&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Image:1381742286-1.PNG]]&lt;br /&gt;
&lt;br /&gt;
[[Category:version 0.27.176.38a]]&lt;/div&gt;</summary>
		<author><name>MagicGuigz</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Item_quality&amp;diff=32289</id>
		<title>40d:Item quality</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Item_quality&amp;diff=32289"/>
		<updated>2009-05-22T21:42:36Z</updated>

		<summary type="html">&lt;p&gt;MagicGuigz: /* Quality grades */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;All items in the game have a [[item value|base value]], which is multiplied by what [[material value|material]] the item is made of and by the item's '''quality'''.  [[Decoration]]s (such as bone, gems, and studding) further increase the value.&lt;br /&gt;
&lt;br /&gt;
Item quality can have an effect on an item's properties, especially [[armor]] and [[weapons]].&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
== Quality grades ==&lt;br /&gt;
&lt;br /&gt;
All crafted items ([[furniture]], [[armor]], [[bolts]], etc.) &amp;amp;ndash; but not intermediate materials ([[bars]], [[blocks]], etc. except [[cloth]], which does have quality levels) &amp;amp;ndash; are bracketed by characters that show the quality of their craftsdwarfship. Dyeing also has a quality level, as does Decorating/Encrusting (with gems, leathers, cloth, etc). Prepared foods have quality levels. Alcohol has a hidden quality rating that controls the amount of happiness a dwarf gets from drinking it. It is not yet known whether the damage or destruction of masterful alcohol can cause tantrums.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! style=&amp;quot;padding-right: 35px;&amp;quot; | '''Designation''' || style=&amp;quot;text-align: left;&amp;quot; | '''Description''' || style=&amp;quot;padding-right: 20px; padding-left: 15px; text-align: center;&amp;quot; | '''Value &amp;lt;br&amp;gt;Modifier''' || style=&amp;quot;text-align: center;&amp;quot; | '''&amp;amp;nbsp;Damage / To-Hit /&amp;lt;br&amp;gt;Armor Modifier'''&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Item Name || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;mdash;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;1&amp;amp;nbsp; || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;1.0&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| -Item Name- || Well-crafted || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;2&amp;amp;nbsp; || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;1.2&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| +Item Name+ || Finely-crafted || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;3&amp;amp;nbsp; || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;1.4&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| *Item Name* || Superior quality || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;4&amp;amp;nbsp; || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;1.6&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| ≡Item Name≡ || Exceptional || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;5&amp;amp;nbsp; || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;1.8&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| ☼Item Name☼ || Masterful || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;12&amp;amp;nbsp; || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;2.0&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| ''Unique name'' || Artifact || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;120&amp;amp;nbsp; || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;2.0?*&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:''(* An analysis of game memory indicates a base multiplier of 2.0, however observational reports (and some other elements of the game code) imply that the multiplier might be (significantly?) higher.  As it stands, it's not perfectly clear - more research is needed.)''&lt;br /&gt;
&lt;br /&gt;
When a masterful quality item is created, the game will announce, &amp;quot;&amp;lt;dwarf&amp;gt; has created a masterpiece!&amp;quot; The destruction or theft of such a masterpiece will cause the dwarf that created it an unhappy thought. [[Trading]] a masterpiece item to merchants is always safe. Masterpiece meals can be eaten safely, although allowing the food to rot will provoke the same response as theft or destruction. Using masterpiece bolts will not cause a tantrum, even if the bolts break. However, if a kobold or wild animal steals a used masterpiece bolt which was lying around, then the maker's mood will decrease. If a bolt misses its target and falls into the [[chasm]] or is melted by &amp;quot;the impertinent [[magma]]&amp;quot;, this also counts as defacement.&lt;br /&gt;
&lt;br /&gt;
The magnitude of the unhappy thought is equal to 1000 divided by the number of masterworks the dwarf has created{{verify}}. So a engraver with hundreds of masterwork images on the walls of the fortress will be merely irked by the destruction of one of their many masterworks, while a dwarf who has only made a single masterwork item would be deeply and significantly affected.&lt;br /&gt;
&lt;br /&gt;
Note that using masterful [[ammunition]], either for practice or for real combat, does '''not''' generate unhappy thoughts.&lt;br /&gt;
&lt;br /&gt;
Since legendary dwarves are most likely to be the ones creating masterpieces, keeping these creations safe should be high priority; tantruming legendary dwarves can be very difficult to subdue.&lt;br /&gt;
&lt;br /&gt;
[[Artifact]] items have a unique name instead of bracketing symbols and are worth 120x base value. Artifacts, like masterpiece items, will cause a significant mood drop in the creator when destroyed or stolen.  According to inspections of the memory values, it seems that artifacts have the same quality value as masterpiece items, with presumably the same armor/weapon modifiers (&amp;amp;times;2.0){{verify}}.&lt;br /&gt;
&lt;br /&gt;
== Skill and quality levels ==&lt;br /&gt;
&lt;br /&gt;
Tradesdwarves of different [[skill]] levels will produce items of differing quality. &amp;quot;Dabbling&amp;quot; dwarves never (without applicable preference) produce anything above a basic quality item, [[legendary]] dwarves usually produce Exceptional items, and the best legendary dwarves produce Masterful items approximately 27% of the time.&lt;br /&gt;
&lt;br /&gt;
Preferences for particular materials and objects make a considerable difference. Although the exact adjustment is unknown, preliminary testing indicates that they can boost effective skill (not quality) by one to three levels (if the craftdwarf likes the item type, subtype and material).&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; valign=&amp;quot;bottom&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Chance for  !!No quality!!Well-crafted!!Finely-crafted!!Superior quality!!Exceptional!!Masterful!!Average [[Value]] Multiplier!!Jump in Average Value&lt;br /&gt;
|-&lt;br /&gt;
|Dabbling|| 100.0%      || || || || || ||1.000||&lt;br /&gt;
|-&lt;br /&gt;
|Novice|| 63.0% || 31.4%        || 5.2% || 0.38%    || 0.01%    || 0.000089%    ||1.430||0.430&lt;br /&gt;
|-&lt;br /&gt;
|No|| 36.4%     || 44.1%        || 16.7%        || 2.6% || 0.16%    || 0.0028%    ||1.860||0.430&lt;br /&gt;
|-&lt;br /&gt;
|Competent|| 18.3%      || 43.8%        || 29.4%        || 7.7% || 0.79%    || 0.022%    ||2.291||0.431&lt;br /&gt;
|-&lt;br /&gt;
|Skilled|| 6.7% || 35.6%        || 39.4%        || 15.8%        || 2.4% || 0.091%    ||2.725||0.434&lt;br /&gt;
|-&lt;br /&gt;
|Proficient|| || 23.3%  || 44.4%        || 26.4%        || 5.6% || 0.28%    ||3.167||0.441&lt;br /&gt;
|-&lt;br /&gt;
|Talented|| || 15.5%    || 41.5%        || 33.3%        || 9.2% || 0.58%    ||3.415||0.248&lt;br /&gt;
|-&lt;br /&gt;
|Adept|| || 9.4%        || 36.3%        || 39.2%        || 14.0%        || 1.1% ||3.674||0.259&lt;br /&gt;
|-&lt;br /&gt;
|Expert|| || 5.0%       || 29.7%        || 43.5%        || 20.0%        || 1.8% ||3.949||0.275&lt;br /&gt;
|-&lt;br /&gt;
|Professional|| || 1.9% || 22.2%        || 45.8%        || 27.2%        || 2.9% ||4.245||0.296&lt;br /&gt;
|-&lt;br /&gt;
|Accomplished|| || || 14.4%     || 45.6%        || 35.6%        || 4.4% ||4.567||0.322&lt;br /&gt;
|-&lt;br /&gt;
|Great|| || || 10.2%    || 42.4%        || 41.4%        || 5.9% ||4.785||0.218&lt;br /&gt;
|-&lt;br /&gt;
|Master|| || || 6.7%    || 38.2%        || 47.4%        || 7.7% ||5.021||0.236&lt;br /&gt;
|-&lt;br /&gt;
|High Master|| || || 3.9%      || 33.0%        || 53.3%        || 9.8% ||5.276||0.255&lt;br /&gt;
|-&lt;br /&gt;
|Grand Master|| || || 1.6%     || 26.9%        || 59.2%        || 12.2%        ||5.552||0.276&lt;br /&gt;
|-&lt;br /&gt;
|Legendary|| || || || 20.0%     || 65.0%        || 15.0%        ||5.850||0.298&lt;br /&gt;
|-&lt;br /&gt;
|Legendary+1|| || || || 15.7%   || 67.2%        || 17.1%        ||6.037||0.187&lt;br /&gt;
|-&lt;br /&gt;
|Legendary+2|| || || || 11.6%   || 69.1%        || 19.3%        ||6.233||0.195&lt;br /&gt;
|-&lt;br /&gt;
|Legendary+3|| || || || 7.6%    || 70.8%        || 21.6%        ||6.436||0.203&lt;br /&gt;
|-&lt;br /&gt;
|Legendary+4|| || || || 3.7%    || 72.2%        || 24.1%        ||6.647||0.211&lt;br /&gt;
|-&lt;br /&gt;
|Legendary+5|| || || || || 73.3%        || 26.7%        ||6.867||0.219&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The above table is based on the formula discovered by [[User:0x517A5D|0x517A5D]]:&lt;br /&gt;
&lt;br /&gt;
First, a skill level is computed, directly related to the dabbling...legendary indicators and likes of the particular crafter. No skill or dabbling is 0, legendary is 15. It is capped at 20.&lt;br /&gt;
&lt;br /&gt;
Item quality is set to 0.&lt;br /&gt;
&lt;br /&gt;
Then dice are rolled. Each roll is independent; all rolls are made even if a previous roll fails.&lt;br /&gt;
&lt;br /&gt;
* If d5 &amp;lt; skill level, quality is bumped.&lt;br /&gt;
* If d10 &amp;lt; skill level, quality is bumped.&lt;br /&gt;
* If d15 &amp;lt; skill level, quality is bumped.&lt;br /&gt;
* If d20 &amp;lt; skill level, quality is bumped.&lt;br /&gt;
* If d25 &amp;lt; skill level and d3 == 1, quality is bumped.&lt;br /&gt;
This gives the 6 quality levels (0 to 5).&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Here is 0x517A5D's disassembly and analysis, up-to-date as of version .40d9:&lt;br /&gt;
&lt;br /&gt;
; ---------------------------------------------------------------------------&lt;br /&gt;
&lt;br /&gt;
loc_6FCB92:&lt;br /&gt;
                push    eax&lt;br /&gt;
                call    get_dorf_level_in_a_skill&lt;br /&gt;
                mov     ebx, eax&lt;br /&gt;
&lt;br /&gt;
loc_6FCB9A:&lt;br /&gt;
                cmp     ebx, 20&lt;br /&gt;
                mov     [edi+7Ah], bx   ; Save the creator's true skill level.&lt;br /&gt;
                                        ; EDI points to the item being created.&lt;br /&gt;
&lt;br /&gt;
                jle     short loc_6FCBA8&lt;br /&gt;
                mov     ebx, 20         ; EBX is a value in the range of [0..20],&lt;br /&gt;
                                        ; and is the (capped) skill level of the&lt;br /&gt;
                                        ; creator, possibly adjusted for material&lt;br /&gt;
                                        ; preferences, I didn't check.&lt;br /&gt;
&lt;br /&gt;
; We roll a d5 and compare the result with the creator's skill level.&lt;br /&gt;
; (Technically, we compare d5 - 1 against skill_level - 1.)&lt;br /&gt;
&lt;br /&gt;
loc_6FCBA8:                             ; field 78h is quality.&lt;br /&gt;
                xor     eax, eax&lt;br /&gt;
&lt;br /&gt;
                mov     [edi+78h], ax   ; Init item quality to 0&lt;br /&gt;
&lt;br /&gt;
                call    mt_engine       ; Get a random number (returned in EAX).&lt;br /&gt;
&lt;br /&gt;
                mov     ecx, eax        ; This mess is a division by 5,&lt;br /&gt;
                mov     eax, 3          ; retaining the modulus.&lt;br /&gt;
                mul     ecx             ; It's done this way in the hope&lt;br /&gt;
                mov     eax, ecx        ; that three multiplies is less&lt;br /&gt;
                sub     eax, edx        ; expensive than a single divide.&lt;br /&gt;
                shr     eax, 1          ; This technique is called&lt;br /&gt;
                add     eax, edx        ; &amp;quot;multiplying by the reciprocal.&amp;quot;&lt;br /&gt;
                shr     eax, 1Eh&lt;br /&gt;
                imul    eax, 80000001h&lt;br /&gt;
                add     ecx, eax&lt;br /&gt;
                mov     eax, 4FFFFFFFh&lt;br /&gt;
                mul     ecx&lt;br /&gt;
                shr     edx, 1Bh        ; now EDX is in the range [0..4]&lt;br /&gt;
                                        ; i.e. d5 - 1&lt;br /&gt;
&lt;br /&gt;
                cmp     edx, ebx        ; Compare the &amp;quot;die roll&amp;quot; against the&lt;br /&gt;
                                        ; 0-based skill level (still in EBX).&lt;br /&gt;
                jge     short loc_6FCBE1&lt;br /&gt;
                add     [edi+78h], bp   ; If the random number was less than&lt;br /&gt;
                                        ; the skill level,&lt;br /&gt;
                                        ; add 1 to the quality level.&lt;br /&gt;
                                        ; (BP is known to be 1, and&lt;br /&gt;
                                        ; item quality is known to be 0.)&lt;br /&gt;
&lt;br /&gt;
; Now we roll a d10 and compare.  It's important to note that the roll&lt;br /&gt;
; of the d10 is independent, not conditional, of the roll of the d5.&lt;br /&gt;
&lt;br /&gt;
loc_6FCBE1:                             ; Random number&lt;br /&gt;
                call    mt_engine&lt;br /&gt;
                mov     ecx, eax        ; Modulus&lt;br /&gt;
                mov     eax, 3&lt;br /&gt;
                mul     ecx&lt;br /&gt;
                mov     eax, ecx&lt;br /&gt;
                sub     eax, edx&lt;br /&gt;
                shr     eax, 1&lt;br /&gt;
                add     eax, edx&lt;br /&gt;
                shr     eax, 1Eh&lt;br /&gt;
                imul    eax, 80000001h&lt;br /&gt;
                add     ecx, eax&lt;br /&gt;
                mov     eax, 4FFFFFFFh&lt;br /&gt;
                mul     ecx&lt;br /&gt;
                shr     edx, 1Ah        ; now EDX is in the range [0..9]&lt;br /&gt;
                                        ; i.e. d10 - 1&lt;br /&gt;
                cmp     edx, ebx        ; Compare&lt;br /&gt;
                jge     short loc_6FCC14&lt;br /&gt;
                add     [edi+78h], bp   ; If d10 &amp;lt; skill, bump quality.&lt;br /&gt;
&lt;br /&gt;
loc_6FCC14:                             ; Same thing for a d15.&lt;br /&gt;
                call    mt_engine&lt;br /&gt;
                mov     ecx, eax&lt;br /&gt;
                mov     eax, 3&lt;br /&gt;
                mul     ecx&lt;br /&gt;
                mov     eax, ecx&lt;br /&gt;
                sub     eax, edx&lt;br /&gt;
                shr     eax, 1&lt;br /&gt;
                add     eax, edx&lt;br /&gt;
                shr     eax, 1Eh&lt;br /&gt;
                imul    eax, 80000001h&lt;br /&gt;
                add     ecx, eax&lt;br /&gt;
                mov     eax, 0EFFFFFF3h&lt;br /&gt;
                mul     ecx&lt;br /&gt;
                shr     edx, 1Bh&lt;br /&gt;
                cmp     edx, ebx&lt;br /&gt;
                jge     short loc_6FCC47&lt;br /&gt;
                add     [edi+78h], bp   ; If d15 &amp;lt; skill, bump quality.&lt;br /&gt;
&lt;br /&gt;
loc_6FCC47:                             ; Same thing for a d20.&lt;br /&gt;
                call    mt_engine&lt;br /&gt;
                mov     ecx, eax&lt;br /&gt;
                mov     eax, 3&lt;br /&gt;
                mul     ecx&lt;br /&gt;
                mov     eax, ecx&lt;br /&gt;
                sub     eax, edx&lt;br /&gt;
                shr     eax, 1&lt;br /&gt;
                add     eax, edx&lt;br /&gt;
                shr     eax, 1Eh&lt;br /&gt;
                imul    eax, 80000001h&lt;br /&gt;
                add     ecx, eax&lt;br /&gt;
                mov     eax, 3FFFFFE3h&lt;br /&gt;
                mul     ecx&lt;br /&gt;
                sub     ecx, edx&lt;br /&gt;
                shr     ecx, 1&lt;br /&gt;
                add     ecx, edx&lt;br /&gt;
                shr     ecx, 1Ah&lt;br /&gt;
                cmp     ecx, ebx&lt;br /&gt;
                jge     short loc_6FCC80&lt;br /&gt;
                add     [edi+78h], bp   ; If d20 &amp;lt; skill. bump quality.&lt;br /&gt;
&lt;br /&gt;
loc_6FCC80:                             ; Now we roll a d25&lt;br /&gt;
                call    mt_engine&lt;br /&gt;
                mov     ecx, eax&lt;br /&gt;
                mov     eax, 3&lt;br /&gt;
                mul     ecx&lt;br /&gt;
                mov     eax, ecx&lt;br /&gt;
                sub     eax, edx&lt;br /&gt;
                shr     eax, 1&lt;br /&gt;
                add     eax, edx&lt;br /&gt;
                shr     eax, 1Eh&lt;br /&gt;
                imul    eax, 80000001h&lt;br /&gt;
                add     ecx, eax&lt;br /&gt;
                mov     eax, 0C7FFFFFDh&lt;br /&gt;
                mul     ecx&lt;br /&gt;
                shr     edx, 1Ah&lt;br /&gt;
                cmp     edx, ebx        ; Compare against skill,&lt;br /&gt;
                jge     short loc_6FCCE2&lt;br /&gt;
                call    mt_engine       ; AND roll a d3&lt;br /&gt;
                mov     ecx, eax&lt;br /&gt;
                mov     eax, 3&lt;br /&gt;
                mul     ecx&lt;br /&gt;
                mov     eax, ecx&lt;br /&gt;
                sub     eax, edx&lt;br /&gt;
                shr     eax, 1&lt;br /&gt;
                add     eax, edx&lt;br /&gt;
                shr     eax, 1Eh&lt;br /&gt;
                imul    eax, 80000001h&lt;br /&gt;
                add     ecx, eax&lt;br /&gt;
                mov     eax, 0BFFFFFFFh&lt;br /&gt;
                mul     ecx&lt;br /&gt;
                shr     edx, 1Dh&lt;br /&gt;
                test    edx, edx        ; The d3 result must be 1.&lt;br /&gt;
                                        ; (Technically, d3-1 is tested against 0.)&lt;br /&gt;
                jnz     short loc_6FCCE2&lt;br /&gt;
                add     [edi+78h], bp   ; If d25 &amp;lt; skill AND d3 = 1, bump&lt;br /&gt;
&lt;br /&gt;
loc_6FCCE2:&lt;br /&gt;
                cmp     word ptr [edi+78h], 5&lt;br /&gt;
                jnz     loc_6FCE28&lt;br /&gt;
                lea     ecx, [esp+40h+var_2C]&lt;br /&gt;
                call    ds:??0?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@QAE@XZ&lt;br /&gt;
                lea     ecx, [esp-14h+arg_24]&lt;br /&gt;
                push    ecx&lt;br /&gt;
                mov     ecx, esi&lt;br /&gt;
                mov     [esp-10h+arg_4C], 0&lt;br /&gt;
                call    get_dorf_name&lt;br /&gt;
                add     esp, 4&lt;br /&gt;
                push    offset aHasCreatedAMasterpiece ; &amp;quot; has created a masterpiece!&amp;quot;&lt;br /&gt;
                lea     ecx, [esp-10h+arg_24]&lt;br /&gt;
                call    ds:??Y?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@QAEAAV01@PBD@Z&lt;br /&gt;
                cmp     [esp-18h+arg_40], 10h&lt;br /&gt;
                mov     ecx, [esp-18h+arg_2C]&lt;br /&gt;
                jnb     short loc_6FCD2C&lt;br /&gt;
                lea     ecx, [esp-18h+arg_2C]&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
According to inspections of the memory values, it seems that artifacts have a quality of 5.&lt;br /&gt;
&lt;br /&gt;
== Effect of quality on weapon skill {{ver|0.23.130.23a}} ==&lt;br /&gt;
&lt;br /&gt;
To quote Toady:&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 50em; padding: 0.5em; margin-bottom: 1em; border: 1px solid #ccc; background: #eee;&amp;quot;&amp;gt;&lt;br /&gt;
The quality of any weapon, including crossbows used as launchers, affects the skill of the shooter. I think this even leads to obscene things like master crossbows + master bolts causing recruits to shoot like legends. In general, if the quality Q is from 0 to 5, the skill is modified according to&lt;br /&gt;
&lt;br /&gt;
Skill&amp;lt;sub&amp;gt;new&amp;lt;/sub&amp;gt; = Skill&amp;lt;sub&amp;gt;original&amp;lt;/sub&amp;gt; &amp;amp;times; (1.0 + 0.2 &amp;amp;times; Q) + Q&lt;br /&gt;
&lt;br /&gt;
This is pretty extreme and will probably be reduced for all weapons.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
while equipped with a single masterpiece weapon, dwarves have skill increase to Accomplished, not Legendary. Still, the bonus is way too high. See this chart for the exact levels:&lt;br /&gt;
&lt;br /&gt;
Note: This chart is out of date/wrong due to the facts that the integer that represents a specific skill level is not known, how the formula rounds is not known, and the fact that higher legendaries exist is known.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; valign=&amp;quot;bottom&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Result for  !!Well-crafted!!Finely-crafted!!Superior quality!!Exceptional!!Masterful&lt;br /&gt;
|-&lt;br /&gt;
|Dabbling    ||No label    ||Skilled       ||Talented        ||Expert     ||Accomplished&lt;br /&gt;
|-&lt;br /&gt;
|Novice      ||Competent   ||Proficient    ||Expert          ||Accomplished||Master&lt;br /&gt;
|-&lt;br /&gt;
|No label    ||Skilled     ||Adept         ||Professional    ||Master     ||Grand Master&lt;br /&gt;
|-&lt;br /&gt;
|Competent   ||Talented    ||Expert        ||Great           ||High Master||Legendary&lt;br /&gt;
|-&lt;br /&gt;
|Skilled     ||Adept       ||Accomplished  ||Master          ||Legendary  ||Legendary&lt;br /&gt;
|-&lt;br /&gt;
|Proficient  ||Expert      ||Great         ||Grand Master    ||Legendary  ||Legendary&lt;br /&gt;
|-&lt;br /&gt;
|Talented    ||Professional||Master        ||Legendary       ||Legendary  ||Legendary&lt;br /&gt;
|-&lt;br /&gt;
|Adept       ||Accomplished||Grand Master  ||Legendary       ||Legendary  ||Legendary&lt;br /&gt;
|-&lt;br /&gt;
|Expert      ||Master      ||Legendary     ||Legendary       ||Legendary  ||Legendary&lt;br /&gt;
|-&lt;br /&gt;
|Professional||High Master ||Legendary     ||Legendary       ||Legendary  ||Legendary&lt;br /&gt;
|-&lt;br /&gt;
|Accomplished||Grand Master||Legendary     ||Legendary       ||Legendary  ||Legendary&lt;br /&gt;
|-&lt;br /&gt;
|Great and better||Legendary||Legendary    ||Legendary       ||Legendary  ||Legendary&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If this is true, then it would be possible to:&lt;br /&gt;
&lt;br /&gt;
# Train a couple dozen skilled miners&lt;br /&gt;
# Give them exceptional picks&lt;br /&gt;
# Draft them and give them decent armor&lt;br /&gt;
# Kill a goblin siege with a couple dozen legendary speardwarves (picks = 70% damage spears) as long as there are no enemy champions to destroy your armour/shield/wrestling inept speardwarves&lt;br /&gt;
&lt;br /&gt;
[[Category:Items|*Quality]]&lt;/div&gt;</summary>
		<author><name>MagicGuigz</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Category_talk:Lore&amp;diff=45480</id>
		<title>Category talk:Lore</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Category_talk:Lore&amp;diff=45480"/>
		<updated>2008-10-30T01:11:12Z</updated>

		<summary type="html">&lt;p&gt;MagicGuigz: /* Weird Category Items */  Sucks to be Lore&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Weird Category Items ==&lt;br /&gt;
&lt;br /&gt;
May I be the first to say, what the heck do those have to do with &amp;quot;Lore&amp;quot;!?!? --[[User:Rickola|Rickola]] 20:54, 29 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Someone seems to have mistaken in-game lore (Armok, Philosopher) and out of game lore (vomit and elephants are specials things that one would like to know about).  That really sucks and if someone has a better idea I hope they change it now.  Otherwise we should just delete it. --[[User:MagicGuigz|MagicGuigz]] 21:11, 29 October 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>MagicGuigz</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Windmill&amp;diff=2509</id>
		<title>40d:Windmill</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Windmill&amp;diff=2509"/>
		<updated>2008-10-26T15:13:23Z</updated>

		<summary type="html">&lt;p&gt;MagicGuigz: /* Windmill tower */  Windmill power goes through floors.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Machine_component|name=Windmill|key=m&lt;br /&gt;
|construction=&lt;br /&gt;
* 4 [[Wood]]&lt;br /&gt;
|construction_job=&lt;br /&gt;
# [[Architecture]]&lt;br /&gt;
# [[Carpentry]]&lt;br /&gt;
|power=Generates 40, 20, or 0 power, depending on wind level&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A '''windmill''' is a [[machine component]] that provides [[power]] via wind on the surface of a fortress map.  The power produced by each windmill depends on your fortress location.&lt;br /&gt;
&lt;br /&gt;
== When it works ==&lt;br /&gt;
&lt;br /&gt;
A windmill generates power under the following conditions:&lt;br /&gt;
# Its center tile is outside.&lt;br /&gt;
# The map has wind.&lt;br /&gt;
#* Some maps have strong wind (40 power per windmill), some have weak wind (20 power), and some have no wind at all.&lt;br /&gt;
# It is not connected to frozen machinery, such as a screw pump or water wheel in ice.&lt;br /&gt;
&lt;br /&gt;
When all of these conditions are met, the windmill will produce power at its center square and transmit it downwards.&lt;br /&gt;
&lt;br /&gt;
== Construction ==&lt;br /&gt;
&lt;br /&gt;
To place a windmill, it must either be supported by machinery from below or on a stable foundation (floor). In either case, the build site must be reachable, either from one of the tiles the windmill is being built on or from adjacent surrounding tiles.&lt;br /&gt;
&lt;br /&gt;
=== Variants ===&lt;br /&gt;
&lt;br /&gt;
==== Standard windmill ====&lt;br /&gt;
# Build the windmill.&lt;br /&gt;
# Excavate a path under it to the center of its base, 1 [[z-level]] down.&lt;br /&gt;
# Add a vertical [[axle]], [[gear assembly]] or machine there, which will have power. A floor between the windmill and this is fine.&lt;br /&gt;
&lt;br /&gt;
==== Windmill tower ====&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;windmill tower&amp;quot; option is useful if you can't dig below your windmill (if, for example, there is a room or underground river there).&lt;br /&gt;
&lt;br /&gt;
# Build a 3&amp;amp;times;3 platform (or 8-tile ring) out of floors one level above the ground floor.&lt;br /&gt;
# Leave the center tile as ''open space'' (this is optionnal, as power will somehow go through the floor).&lt;br /&gt;
# Directly beneath the center of the future windmill, on the ground floor, build a gear assembly.&lt;br /&gt;
# Build the windmill on top of the platform.&lt;br /&gt;
# Connect this assembly to horizontal axles, and power your machines.&lt;br /&gt;
# If desired, remove excess floors/stairs.&lt;br /&gt;
&lt;br /&gt;
'''NOTE:''' The game will not let you build over an open space unless there's a machine or gear assembly underneath it on the floor below.&lt;br /&gt;
&lt;br /&gt;
==== Sunken windmill ====&lt;br /&gt;
&lt;br /&gt;
You can build windmills underground if the central square in the windmill is &amp;quot;outside&amp;quot; (channel the roof away above it).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Windmill farm ====&lt;br /&gt;
Several windmills can be linked together via gear assemblies and axles.  The first windmill needs a gear assembly beneath it.  After that, each windmill will require one gear assembly beneath it and two axles to connect to the next windmill.  All windmills produce normal power for the map, but remember that gears and axles will use power produced by the windmills, meaning you'll lose moderate amounts of power connecting your farm together.&lt;br /&gt;
&lt;br /&gt;
==== Hanging windmill ====&lt;br /&gt;
# Build building you want powered and up stairs with one tile between them.&lt;br /&gt;
# Build down stairs above the up stairs.&lt;br /&gt;
# Build windmill directly over building that needs or transfers power.&lt;br /&gt;
# (optional) remove the stairs.&lt;br /&gt;
This option has one main weakness: It can't be used to power gear assemblies that are linked to levers/pressure plates, because as soon as the assembly turns off it stops supporting the windmill which falls down.&lt;br /&gt;
&lt;br /&gt;
== Using the power ==&lt;br /&gt;
&lt;br /&gt;
Getting power out of a hanging windmill is straightforward. As long as the machinery it's hanging on is a vertical axle, gear assembly, or screw pump, it will be powered.&lt;br /&gt;
&lt;br /&gt;
Windmills with stable foundations are harder. A vertical axle or gear assembly beneath the center tile should always be powered, but the actual behavior seems buggy or non-intuitive; if it doesn't work, try re-building the machinery below the windmill.&lt;br /&gt;
&lt;br /&gt;
== Construction Examples ==&lt;br /&gt;
&lt;br /&gt;
See [[Machinery/Examples]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Machine components]]&lt;/div&gt;</summary>
		<author><name>MagicGuigz</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Standing_orders&amp;diff=29533</id>
		<title>40d:Standing orders</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Standing_orders&amp;diff=29533"/>
		<updated>2008-10-26T02:46:38Z</updated>

		<summary type="html">&lt;p&gt;MagicGuigz: Verified&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Standing orders that apply to the whole fortress can be accessed with {{K|o}}&lt;br /&gt;
&lt;br /&gt;
* {{K|i}} Civilians or all dwarves can be ordered to stay indoors, which can save lives in a [[siege]]. Note that &amp;quot;indoors&amp;quot; actually means [[Tile attributes|subterranean]]: any &amp;quot;Inside Above Ground&amp;quot; areas will be forbidden just like &amp;quot;Outside&amp;quot; areas.&lt;br /&gt;
* {{K|x}} adjusts the level of job cancellation announcements that are shown&lt;br /&gt;
* {{K|a}} toggles whether dwarves will move caged animals to a stockpile&lt;br /&gt;
* {{K|f}} toggles whether dwarves will move food to a stockpile&lt;br /&gt;
* {{K|u}} toggles whether dwarves will move furniture to a stockpile&lt;br /&gt;
* {{K|g}} toggles whether dwarves will move dead dwarves to a stockpile&lt;br /&gt;
* {{K|r}} sets [[#Refuse orders|refuse orders]]&lt;br /&gt;
* {{K|s}} toggles whether dwarves will move stone to a stockpile&lt;br /&gt;
* {{K|w}} toggles whether dwarves will move wood to a stockpile&lt;br /&gt;
* {{K|m}} toggles whether different types of food can be put in one barrel at a stockpile&lt;br /&gt;
* {{K|W}} sets [[#Workshop orders|workshop orders]]&lt;br /&gt;
* {{K|z}} sets [[#Activity zone orders|activity zone orders]]&lt;br /&gt;
* {{K|F}} sets [[forbid]] orders&lt;br /&gt;
&lt;br /&gt;
===Refuse orders===&lt;br /&gt;
Dwarves can do different things with different types of [[refuse]].&lt;br /&gt;
You can tell them to ignore refuse altogether {{K|r}} for a smelly fort, or to gather refuse even from outside {{K|o}} which is mainly useful for collecting animals killed by military dwarves (only [[ambusher|hunters]] will return animals they kill, and even then will not return animals which were not the target of a hunt when they died).&lt;br /&gt;
Each type of refuse can be toggled between &amp;quot;save&amp;quot; (bring to a stockpile) and &amp;quot;dump&amp;quot; (throw in a garbage dump [[activity zone]])&lt;br /&gt;
&lt;br /&gt;
===Workshop orders===&lt;br /&gt;
Many workshops will generate tasks automatically, from this menu you can turn that off for selected workshops.&lt;br /&gt;
The [[loom]] and [[clothier's shop]] can be further configured to use only dyed thread/cloth or any type.&lt;br /&gt;
Since finished clothing cannot be dyed, this is one way to make sure the clothing is of best quality possible.&lt;br /&gt;
&lt;br /&gt;
===Activity zone orders===&lt;br /&gt;
Fishing and drinking (water source) zones can be set to mandatory here, which can be useful if you need to keep [[fisherdwarf|fisherdwarves]] away from a [[carp]] infested river.&lt;/div&gt;</summary>
		<author><name>MagicGuigz</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Fire_imp&amp;diff=38216</id>
		<title>40d Talk:Fire imp</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Fire_imp&amp;diff=38216"/>
		<updated>2008-10-24T15:28:58Z</updated>

		<summary type="html">&lt;p&gt;MagicGuigz: /* crush? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Wrestling? ==&lt;br /&gt;
&lt;br /&gt;
I just had a mechanic get attacked by one. He moved into its tile (I assume to wrestle) and instantly died of heat. Should this be noted?--[[User:Shadow archmagi|Shadow archmagi]] 19:59, 28 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:That is the imp using his fireball attack on a stupid dwarf, so I guess it's already in the article --[[User:MagicGuigz|MagicGuigz]] 20:27, 3 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Just to verify, its very possible to wrestle imps and magmamen to death. I had to do this after embarking, I didn't realize the lava tube would be right next to my wagon and immediately fire imps attacked. I drafted all of my dwarves and wrestled all 3 of them to death, as well as the magma man who came out later. The only dwarf I lost (my woodcutter) was due to a stray fireball. [[User:Forsaken1111|Forsaken1111]] 22:43, 16 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Defensive Uses ==&lt;br /&gt;
&lt;br /&gt;
I'm currently exploring the defensive uses of fire imps after bagging a few in cage traps. They don't seem too keen on fireballing goblin attackers, which was my original plan (had them confined behind some fortifications, but they wouldn't fire on the goblins). Further experiments required, or can someone confirm that they won't attack anyone but my dwarves? --[[User:TangoThree|TangoThree]] 16:35, 31 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::is it possible to tame fire imps with the dungeon master? [[User:Hoborobo|Hoborobo]] 14:12, 12 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::There is no PET_EXOTIC tag, so no.[[User:StrawberryBunny|StrawberryBunny]] 09:35, 8 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Is there a safe way to move fire imp fat? If so, you could put it above your fortress entrance and drop it on invaders since it always burns. I really wish armor made from fire imp hide would protect from burning. [[User:Forsaken1111|Forsaken1111]] 22:45, 16 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== A vast understatement! ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Fire imps are nasty little creatures that live in magma vents.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Nasty little creatures doesn't cut it.  Every time I settle on top of a volcano, an imp will surface, get pissed at anything, be it an immigrating dwarf or a muskox, and cause a wildfire!  The worst part is that there is no message for &amp;quot;The world is burning!&amp;quot; so I end up losing a dwarf or two before I notice it!&lt;br /&gt;
&lt;br /&gt;
I think the worst was I lost both of my initial miners because they decided to take a break in the path of the fire.  They got the hint when I gave the order &amp;quot;everyone inside&amp;quot; but it was too late, they burned up before they could make it back inside.&lt;br /&gt;
&lt;br /&gt;
That being said, I find some vertical nickel bars do wonders in securing my magma forges from imp tampering.  They're a definite &amp;quot;must bring&amp;quot; on any volcanic expedition.--[[User:Alkyon|Alkyon]] 23:02, 23 October 2008 (EDT)&lt;br /&gt;
(I didn't know to sign my posts when I wrote this, sorry.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Actually I thought that the world burning problem (glitch?) is pretty awesome, except when it burns up your entire booze stock in one go--[[User:Jackrabbit|Jackrabbit]] 22:21, 23 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I do think the forest fires are cool too, but it would be nice if it had a warning, perhaps triggered by maybe an external growing past a certain size.  It's just the imps cause them every time I've turned my back on them.  Also, hunters and imps don't mix.--[[User:Alkyon|Alkyon]] 23:02, 23 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== crush? ==&lt;br /&gt;
''WARNING: Fire imp fat never stops burning. It's also immune to fire damage. Therefore you must crush fire imp fat to stop it from burning.'' - How do you crush it? [[User:Random832|Random832]] 09:31, 24 October 2008 (EDT)&lt;br /&gt;
:Probably with a [[cave-in]].  You can manufacture these by building an up ramp and a support, with some floor constructions above it.  Link the support to a lever and throw the lever to cause the floor constructions to collapse.  You'll definitely want to set a restricted area in the 3x3 zone around the imp fat, plus maybe suspended wall sections (which keep dwarves from standing there when they try to build) to keep some idiot from accidentally setting himself ablaze, though. --[[User:ThunderClaw|ThunderClaw]] 10:53, 24 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Why not simply build a bridge? --[[User:MagicGuigz|MagicGuigz]] 11:28, 24 October 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>MagicGuigz</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Iron_man&amp;diff=19485</id>
		<title>40d:Iron man</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Iron_man&amp;diff=19485"/>
		<updated>2008-10-22T16:25:00Z</updated>

		<summary type="html">&lt;p&gt;MagicGuigz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Iron man|symbol=M|color={{COLOR:0:0:1}}|butcher=no|bones=N/A|fat=1|skin=Yes|skulls=N/A|chunks=4|meat=4|biome= * [[Chasm]]|wiki=no}}&lt;br /&gt;
&lt;br /&gt;
'''The iron man''' can be found dwelling on maps with [[chasm]]s or [[cave|cave complexes]]. Like [[undead]], iron men will ignore missing limbs, never &amp;quot;give in to pain&amp;quot; the way normal [[creatures]] do, and never bleed to death. Also [[weapons]] and [[ammo]] don't get stuck in their bodies, which can be helpful when fighting them with [[spear]]s or [[sword]]s. When you kill an iron man, it leaves behind a [[item_value|masterpiece]] [[iron]] [[statue]] (worth 3000☼). Has he lost his mind? can he see or is he blind? (no , he's not blind, you can't blind iron men...)&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:ELEMENTMAN_IRON]&lt;br /&gt;
	[NAME:iron man:iron men:iron man]&lt;br /&gt;
	[TILE:'M'][COLOR:0:0:1]&lt;br /&gt;
	[LARGE_ROAMING][BIOME:SUBTERRANEAN_CHASM][FREQUENCY:1][DIFFICULTY:2]&lt;br /&gt;
	[MODVALUE:5]&lt;br /&gt;
	[LIKES_FIGHTING]&lt;br /&gt;
	[GENPOWER:5]&lt;br /&gt;
	[CANOPENDOORS]&lt;br /&gt;
	[NOT_BUTCHERABLE]&lt;br /&gt;
	[NOPAIN][EXTRAVISION][NOBREATHE][NOBLEED][NOSTUN][NONAUSEA][NOEMOTION][RECKLESS]&lt;br /&gt;
		[NOSTUCKINS][SEVERONBREAKS][NOSKULL][NOSKIN][NOBONES][NOMEAT][NOTHOUGHT][NOEXERT]&lt;br /&gt;
	[BUILDINGDESTROYER:2]&lt;br /&gt;
	[NOFEAR][NOEXERT]&lt;br /&gt;
	[PREFSTRING:stern appearance]&lt;br /&gt;
	[ITEMCORPSE:STATUE:NO_SUBTYPE:METAL:IRON]&lt;br /&gt;
	[ITEMCORPSE_QUALITY:5]&lt;br /&gt;
	[NOSMELLYROT]&lt;br /&gt;
	[BODY:HUMANOID_SIMPLE]&lt;br /&gt;
	[SIZE:7]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:4:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
	[DAMBLOCK:12]&lt;br /&gt;
	[NO_DRINK][NO_EAT][NO_SLEEP]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[NO_GENDER]&lt;br /&gt;
	[MATERIAL:METAL:IRON]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
	[POPULATION_NUMBER:15:30]&lt;br /&gt;
	[LARGE_PREDATOR]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Humanoids]]&lt;/div&gt;</summary>
		<author><name>MagicGuigz</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:MagicGuigz&amp;diff=45322</id>
		<title>User:MagicGuigz</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:MagicGuigz&amp;diff=45322"/>
		<updated>2008-10-21T02:13:48Z</updated>

		<summary type="html">&lt;p&gt;MagicGuigz: Most ridiculous game quote ever&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''''I''''' am the shadow that walks.&lt;/div&gt;</summary>
		<author><name>MagicGuigz</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Dragon&amp;diff=20576</id>
		<title>40d:Dragon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Dragon&amp;diff=20576"/>
		<updated>2008-10-21T00:14:15Z</updated>

		<summary type="html">&lt;p&gt;MagicGuigz: /* Dealing with Dragons */  Rephrase&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Dragon|symbol=D|color=rgb(0, 128, 0)|&lt;br /&gt;
bones=20|chunks=20|meat=20|fat=10|skulls=1|skin=Yes|&lt;br /&gt;
biome=&lt;br /&gt;
* Any land&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Dragons''' are ferocious predatory [[:Category:Megabeasts|megabeasts]] which are extremely hostile, larger than elephants, and quite resistant to damage. In addition to bite and claw attacks, they can breathe [[fire]] over a considerable area, which can cause things such as grass, equipment and people to ignite. This fire is apparently magical in nature, and can hurt many creatures who are otherwise comfortable in the fire.&lt;br /&gt;
&lt;br /&gt;
When a dragon enters your area, the game will announce its presence and its name.  It will then attempt to eat you.  Quickly.&lt;br /&gt;
&lt;br /&gt;
==Dealing with Dragons==&lt;br /&gt;
&lt;br /&gt;
Despite all its advantages, it is possible for relatively small groups of [[dwarves]] (even as few as 8) to take down dragons, especially if there are high proportions of relatively well trained [[marksdwarf|marksdwarves]] available.&lt;br /&gt;
&lt;br /&gt;
Additionally, dragons can be caught in [[traps]] and then tamed or sold to traders. This is probably the safest way to manage this creature.  (Note: When transferring a Dragon cage to a trade depot the dragon, like all [[captured creatures]], may escape, wreaking havoc on all your dwarves who are bringing other trade items.)&lt;br /&gt;
&lt;br /&gt;
While the dragon itself is usually fairly easy to deal with, if you are not quick in doing so, it will likely set a large number of objects (and dwarves) on fire.  Given that dwarven AI doesn't understand being on fire very well, this can quickly lead to dwarves inadvertantly spreading the fire throughout your fortress.  Be sure to quickly forbid burning objects that dwarves might want to pick up, and also draft burning dwarves so you can order them to take a bath before spreading the burning horror around.&lt;br /&gt;
&lt;br /&gt;
==Dragon Irregularities, Bugs, and Planned Features==&lt;br /&gt;
&lt;br /&gt;
Note that, as of the current version, Dragons cannot actually fly, which contributes towards the ease of killing them.  Certain dev_notes indicate that in eventual future releases, dragons will not only be able to fly, but will use their flight to a terrifying level of efficiency, strafing your troops with fire from above, as well as picking them up and dropping them from a great height.  Unfortunately (fortunately?) these enhancements may not show up in the game for many months.&lt;br /&gt;
&lt;br /&gt;
Dragons are apparently immune to dragonfire, but not immune to any other kind of fire.  Unfortunately, the dragon AI (like the dwarf AI) seems to believe that it is in fact immune to all fire, and so they will gleefully go swimming in lava-- and hence get burned to a crisp.  Their dragonfire can also ignite many objects on the ground, and if the dragon then walks over these objects, they will sometimes ignite themselves in the process.  These factors are all likely bugs, and are liable to be fixed at some time in the future.&lt;br /&gt;
&lt;br /&gt;
==Taming dragons with a dungeon master==&lt;br /&gt;
Dragons which have tasted dwarven blood can not be tamed, otherwise, beware that dragonfire does not discriminate between dwarves and goblins&lt;br /&gt;
{{Game_Data|[CREATURE:DRAGON]&lt;br /&gt;
	[NAME:dragon:dragons:draconic]&lt;br /&gt;
	[TILE:'D'][COLOR:2:0:0]&lt;br /&gt;
	[MODVALUE:50]&lt;br /&gt;
	[DRAGONFIREBREATH][FIREIMMUNE_SUPER]&lt;br /&gt;
	[FANCIFUL]&lt;br /&gt;
	[MEGABEAST]&lt;br /&gt;
	[GENPOWER:5]&lt;br /&gt;
	[FREQUENCY:5]&lt;br /&gt;
	[PETVALUE:10000]&lt;br /&gt;
	[GRASSTRAMPLE:50]&lt;br /&gt;
	[BONECARN][PET_EXOTIC]&lt;br /&gt;
	[BUILDINGDESTROYER:2]&lt;br /&gt;
	[NOFEAR]&lt;br /&gt;
	[LIKES_FIGHTING]&lt;br /&gt;
	[PREFSTRING:terrible majesty]&lt;br /&gt;
	[BODY:QUADRUPED:TAIL:2EYES:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH]&lt;br /&gt;
	[BODYGLOSS:CLAW_FOOT]&lt;br /&gt;
	[SIZE:20]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
	[FAT:10]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[BIOME_ANY_LAND]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
	[HOMEOTHERM:10040]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Megabeasts]]&lt;/div&gt;</summary>
		<author><name>MagicGuigz</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Captured_creatures&amp;diff=34538</id>
		<title>40d:Captured creatures</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Captured_creatures&amp;diff=34538"/>
		<updated>2008-10-20T01:52:43Z</updated>

		<summary type="html">&lt;p&gt;MagicGuigz: Caged dwarves will starve :D + How to get a caged dwarf&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You can capture creatures in a variety of ways, including [[animal trap]]s for [[vermin]], [[Traps#Cage_Trap|cage traps]] for wild [[animal]]s and hostiles (like goblins), forcibly caging tame animals (see below), and you can also buy caged animals from traders. Caged animals do not require food or nourishment{{v|0.27.176.38c}}, but this is only because animals not normally requiring food.  Caged dwarves (except those in [[jail]]) will quickly starve, for they are never fed.  The only case when a caged creature is fed is during its taming.&lt;br /&gt;
&lt;br /&gt;
Below is a collection of some things you can do with creatures in [[cage]]s or other holding devices.&lt;br /&gt;
&lt;br /&gt;
===Training and taming===&lt;br /&gt;
A dwarf with the [[animal training]] labor enabled can tame wild animals (including [[vermin]]) at a [[kennel]]. A tame animal has the tag '''(Tame)''' after its name and is safe to be released into the fortress. They will not attack your dwarves, and do not set off your traps. &lt;br /&gt;
&lt;br /&gt;
Beware, creatures that have killed dwarves (or other friendly creatures {{verify}}) before being tamed are &amp;quot;un-tamable&amp;quot;. Despite appearing tame, such a creature will go dwarf-killing as soon as it is released, with the added bonus of being immune to traps.&lt;br /&gt;
&lt;br /&gt;
Elven merchants often sell caged animals, even some that can't normally be trained. According to a forum post, a tamed tiger purchased from the elves will act as a guard, attacking hostile creatures. This is supposedly also true for other animals.&lt;br /&gt;
&lt;br /&gt;
Dragons and other [[megabeast]]s may also be tamed, but this requires a [[Dungeon master]].  Specifically, any vermin or creature with the [PET_EXOTIC] flag requires a dungeon master. &lt;br /&gt;
&lt;br /&gt;
Tamed vermin and animals may be adopted as [[pet]]s by the dwarves, and animals may also be [[Butchery|slaughter]]ed for food. A colony of Muskoxen or some other peaceful animal can be used as a food source, by allowing them to breed, waiting for them to grow and then cutting down some of them in a [[Butchery]].&lt;br /&gt;
&lt;br /&gt;
===Holding===&lt;br /&gt;
You can restrain creatures by fitting them in [[chain]]s or [[rope]]s, putting them in cages, or throwing them in [[pit]]s or ponds to reduce [[lag]] or prevent adoption as pets (so they remain slaughterable without tantruming owners).&lt;br /&gt;
&lt;br /&gt;
* '''Cages''': An indefinite number of animals might be locked into one single cage. If you wish to fit your own tame animals into cages, you can do this by building a cage, and assigning some animals to it via the Building properties window (accessible by {{k|q}}). &amp;quot;Large animal caging&amp;quot; jobs will then be created, and dwarves will lock the hapless animals into the cage. Any offspring they give birth to is also born in the cage (But is not ''assigned'' to the cage, so your dwarves will free it if you don't stop them.). There is some doubt whether animals do breed in cages, but an already pregnant animal will definitly give birth while in a cage.&lt;br /&gt;
&lt;br /&gt;
:Caveat &amp;amp;mdash; When an animal is captured via a [[Traps#Cage trap|cage trap]] and then assigned to an existing cage, the dwarf moving the animal will tend to let it go. This can be avoided by building the cage the animal is in.{{v|0.27.176.38c}}&lt;br /&gt;
&lt;br /&gt;
* '''Chains/ropes''': Build chains as buildings and assign animals to them. They'll be able to move one tile in any direction (including up/down) but will not be able to leave.&lt;br /&gt;
&lt;br /&gt;
* '''Pits/ponds''': You can designate an area as pit or pond by creating an activity zone, designating it as pit/pond and setting its properties by pressing {{k|P}}. The pit or pond area has to have some level tiles, and some tiles that are one or more Z-levels below. Ponds will be filled with water by your dwarves, using buckets. Beware that land animals generally do not like to remain in a dark pit instead of your magnificent fortress, so they'll break free at the earliest opportunity.&lt;br /&gt;
&lt;br /&gt;
===How to capture your own Dwarves===&lt;br /&gt;
The easiest and safest way to obtain a Dwarf cage is to build [[prison]]s with only metal cages, and get as many prisonners as you can (ignoring [[mandate]]s is usually efficient).  When you have someone installed in a cage, remove the building ({{k|q}} {{k|x}}).  You now have your very own Dwarf cage, ready for lots of interesting things (e.g. starvation).&lt;br /&gt;
&lt;br /&gt;
Note that the dwarf '''cannot''' be released after its sentence is over and will never be fed. {{v|0.27.176.40d}}&lt;br /&gt;
&lt;br /&gt;
===Zoo===&lt;br /&gt;
[[Zoo]] areas may be defined from cages via the {{k|q}} menu for the enjoyment of your dwarves. Be aware that dwarves will receive unhappy thoughts from seeing an animal they dislike in a zoo, but will also gain happy thoughts if they can go to view a loved animal. Owning the cage containing a loved animal is even better.&lt;br /&gt;
&lt;br /&gt;
===Execution===&lt;br /&gt;
Imaginative methods have been discovered for the abuse of caged creatures. &lt;br /&gt;
&lt;br /&gt;
* '''Execution tower''': One method is the execution tower; the caged critter is brought on top of a very tall (~10 Z-levels) tower or to the edge of a chasm; the the edge of the tower (some of the tower and some of the abyss) is designated as a Pit/Pond; the animal in the cage is assigned to be in the pit/pond and unassigned from the cage. A dwarf will run up to the tower, pull the creature out of its cage and throw it down into the depth.&lt;br /&gt;
&lt;br /&gt;
* '''Death chambers''': A cage can be opened remotely by attaching a [[lever]] to it. This allows for some horrible traps, such as the drowning chamber or magma death chamber. A room is set up next to a water or magma pool, separated from it by a [[floodgate]]; a cage is put into the room, and a lever is attached to it; doors leading into the chamber are locked down; the cage and the floodgate are opened remotely. The creatures will then drown or burn. (Magma will melt/burn non-magma-resistant cages along with whatever is inside it. However magma-resistant cages, and any underwater cage, must be opened for this to work because animals in cages do not drown.)&lt;br /&gt;
&lt;br /&gt;
* '''Arenas''': Remote cage opening can also be used to set up arenas; a tame animal such as a tiger or dogs is locked into the arena; a cage containing a hostile animal, such as a goblin (presumably stripped of its weapons and armor) is also brought in the arena; doors are locked down and the cage is opened. The animals will shred the goblin (or in a worse case, the creatures will kill off your animals - therefore it is wise to assign some guards to the doorways to put down any breakout attempts).&lt;br /&gt;
&lt;br /&gt;
* '''&amp;quot;Gangplank&amp;quot;''': Goblins and other non-flying creatures do not like heights or magma. You can combine both by creating a hanging platform. When you want to execute the goblins on the platform, simply release them from their cages and disconnect the platform. Watch as the helpless little buggers fly down several Z levels and are incinerated in your magma pool. One way of doing so is by using a retractable bridge to support the platform, and simply retract the bridge to dump the prisoners. This is also a good way to use all ten thousand units of your [[stone]] for something useful.&lt;br /&gt;
&lt;br /&gt;
===Other uses===&lt;br /&gt;
* '''Confiscating prisoner items''': You can strip a captured critter of its equipment by accessing the [[Stocks]] screen, finding its possessions, and ordering them {{k|d}}umped from there. Items on goblins are easily identifiable by looking for currently worn narrow/small clothing and weaponry. If you're in doubt whether an item you chose is indeed on your prisoners, {{k|z}}oom on it and you should be pointed to the cage. After you ordered the items dumped, dwarves will come and force the items off your captives.&lt;br /&gt;
&lt;br /&gt;
* '''Usage as an execution device''': Instead of executing the trapped creature, one could execute a noble by placing a caged megabeast in its quarters and then releasing the beast. Remember to also install a cage trap to recapture the beast afterward.&lt;br /&gt;
&lt;br /&gt;
[[Category:Creatures]]&lt;/div&gt;</summary>
		<author><name>MagicGuigz</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Captured_creatures&amp;diff=34619</id>
		<title>40d Talk:Captured creatures</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Captured_creatures&amp;diff=34619"/>
		<updated>2008-10-19T15:02:45Z</updated>

		<summary type="html">&lt;p&gt;MagicGuigz: /* Slavery? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Taming ==&lt;br /&gt;
It looks like animals that killed any &amp;quot;good&amp;quot; creatures (such as elves or humans) can't be tamed (will go rampart as soon as they are released from cages).&lt;br /&gt;
I've got my whole fortress sealed off, a dragon came, after being hit by few stone traps and killing whole elven caravan, it fell into a cage trap. I tamed him (I do have a Dungeon Master) but when I tried to chain him before the entrance he started to kill dwarfs as soon as he was released from cage. I'm 100% sure it didn't kill any dwarfs (only a war dog) before falling in to a trap, and I'm certain it killed at least one elf. I'm using 27.176.38c, not modded in any way. --[[User:Tomato|Tomato]] 02:58, 3 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Just to clarify a little here, it doesnt seem that killing tame animals will trigger untamability, but if Tomato's experiences are anything to go by, watch out if other civilized entities have been slain. (I am reasonably sure that tame animals are ok, by an experimental process of de-stealthing a GCS by throwing a dog into its cave, taming it, and letting it wander around in my base for a month or so waiting for the death messages) --[[User:Kaypy|Kaypy]] 10:30, 21 May 2008 (EDT)&lt;br /&gt;
== magma ==&lt;br /&gt;
Initial questions: will cages melt and its inhabitants be killed if magma is released onto it and the cage is non-magma-resistant?&lt;br /&gt;
:Yes, I burnt a bunch of useless donkeys and kittens this way. [[User:Dangerous Beans|Dangerous Beans]] 12:32, 1 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== breed in cages?==&lt;br /&gt;
I've done the cages to massive herds idea, but it doesn't work. They'll give birth just fine while in the cage (and the babies *won't* be locked in the cage, btw) but I've gone three years without a birth until a couple seasons after I released them all to presumably breed again. If you ask me, the ideal herd would be contained in a pit that's had access walled off, since (I believe) pathfinding lag isn't a factor when it's a wall, not a locked door.&lt;br /&gt;
&lt;br /&gt;
Yea, I'm feeling a bit lazy right now, or I'd have edited this stuff into the article myself. Feel free to add it in and remove this, assuming I haven't just ended up in some weird situation where they just happen to have been pregnant for 3 years... --[[User:N9103|Edward]] 22:56, 10 January 2008 (EST)&lt;br /&gt;
: I am not exactly sure, but i think both a cow and a dog have given birth inside a cage after being in there for more than a year. So i toned down the statement in the article.--[[User:Koltom|Koltom]] 10:02, 27 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Actually, the babies born in cages thing is true, but it works this way: the baby is born in the cage but is not ''assigned'' in the cage. So when it's born, a dwarf will immediately rush to free it. (Tried this by building a cage behind forbidden doors and the baby remained in the cage.)&lt;br /&gt;
&lt;br /&gt;
By the way, how do you put a timestamp behind your edit? This timestamp below I have manually typed in. --[[User:ShunterAlhena]] 09:12, 11 January 2008 (EST)&lt;br /&gt;
 &lt;br /&gt;
:use &amp;lt;nowiki&amp;gt;--~~~~&amp;lt;/nowiki&amp;gt; or the button that looks like a signature ;) --[[User:N9103|Edward]] 08:04, 11 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== STOP HIM!!! ==&lt;br /&gt;
&lt;br /&gt;
How am I supposed to put a captured goblin in an arena without letting the little bastard go? [[User:Patarak|Patarak]] 00:05, 25 January 2008 (EST)&lt;br /&gt;
:A lever based enter/exit door for the arena so you can lock it, His combatent will probably have to be the one to let him go in that case. Or use a pit of some kind. --[[User:Shades|Shades]] 04:01, 25 January 2008 (EST)&lt;br /&gt;
My problem more lies with transporting the goblins from an animal stockpile to my arena/pit, which simply had the goblin released from his cage. [[User:Patarak|Patarak]] 04:32, 25 January 2008 (EST)&lt;br /&gt;
:Is there a problem with building a cage using the cage the gobbo's in? As for releasing... you do know levers work on cages too, right? --[[User:N9103|Edward]] 05:37, 25 January 2008 (EST)&lt;br /&gt;
Just to clarify, I have a problem transporting the goblin, not releasing him. When I attempted to move him, the goblin was released in the animal stockpile. I'm not sure how to specify build the cage that the goblin is using, but that would probably work, yes. [[User:Patarak|Patarak]] 05:52, 25 January 2008 (EST)&lt;br /&gt;
::You would {{k|b}}uild ca{{k|j}}e (yes its j to build a cage) [[User:Jikor|Jikor]] 06:51, 25 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
IIRC, in order to assign a creature to an existing cage, it first has to be taken out of the cage it's in and carried over to the new cage. However, the dwarf moving it in this way may suddenly realise they are carrying a dangerous 'thing' and drop it. This can be avoided by building the cage directly, which does not require taking the creature out. [[User:VengefulDonut|VengefulDonut]] 07:59, 25 January 2008 (EST)&lt;br /&gt;
:With the current (.38c) version I have noticed that transporting goblin soldiers is fine, the poor goblin just trails along and gets moved while goblin thieves will escape when tried to be moved. Perhaps it has something to do with sneaking vs not-sneaking. [[User:Yvain|Yvain]] 00:06, 10 April 2008 (EDT)&lt;br /&gt;
:I know for certian this behavior held in 0.23.130.23a. I imagine it probably hasn't changed since 0.27.169.33g. I tagged the article with 0.23.130.23a, so if someone knows better, please change it. [[User:VengefulDonut|VengefulDonut]] 08:09, 25 January 2008 (EST)&lt;br /&gt;
Whenever I build the cage, the dwarves just bring an empty one. I still haven't figured out a way to build exactly the cage the goblins are in. [[User:Patarak|Patarak]] 14:11, 25 January 2008 (EST)&lt;br /&gt;
:{{k|b}}uild menu -&amp;gt; ca{{k|j}}e [sic], then press e{{k|x}}pand list to see the indivudial cages with quality levels instead of a broader category list. Pick the one that's called &amp;quot;Goblin Cage(''materialname'')&amp;quot; and the dwarves will construct the cage with the gobbo still inside. Then link it up to a lever, station your executioner in a locked room with it, and yank the lever to start your pitfight. --[[User:TangoThree|TangoThree]] 10:23, 26 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== RE: Arenas section ==&lt;br /&gt;
&lt;br /&gt;
Is it actually possible to strip the weapons and armour off a captured creature as suggested here? --[[User:TangoThree|TangoThree]] 11:15, 26 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
: Yep, Check out the talk page for cages, under &amp;quot;Captured thieves&amp;quot; someone should probably integrate that info this article. --[[User:The Flying Febe|The Flying Febe]] 23:20, 3 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Sentry Animals? ==&lt;br /&gt;
&lt;br /&gt;
Can tamed creatures be used as sentries? Or would I have to have a dwarf?&amp;lt;br /&amp;gt;&lt;br /&gt;
--[[User:Lordmick134|Lordmick134]] 22:43, 30 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Yes. Build a chain or rope and attach a tame creature to it, and it will have a good chance of spotting any nearby thieves or other sneaking creatures. I usually set up 2-3 chained critters in alcoves along my entry halls for that purpose. --[[User:Janus|Janus]] 02:55, 31 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Can caged animals see ambushers farther away than the 8 tiles adjacent to them?  I figure they probably don't (in which case they're still plenty useful anyways), but it'd make it a lot easier to cover large areas if I don't have to put a cage every third tile. [[User:LegacyCWAL|LegacyCWAL]] 20:08, 7 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
No. The best way is to set up some high-traffic areas, and make sure all your valuables are indoors and that any potential ambushers have to get past your security. For example;&lt;br /&gt;
:xxx&lt;br /&gt;
:xOx&lt;br /&gt;
:xxx&lt;br /&gt;
&lt;br /&gt;
If you put your roped animal in the middle they will have access to all 8 tiles around them with very little chance of an enemy bypassing it. --[[User:AlexFili|AlexFili]] 04:09, 9 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I was afraid of that. Ambushers getting into the fortress isn't a problem because I've already done what you describe (and racked up a hell of a kill count in the process =P ).  I was just hoping for a better way to help keep ambushers away from stuff like road-builders and caravans that my Corridor of Doom can't protect. --[[User:LegacyCWAL|LegacyCWAL]] 13:45, 9 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Animal Training Labor ==&lt;br /&gt;
&lt;br /&gt;
The article said only a dwarf with Animal Training activated will release animals. I had a dwarf releasing and caging animals with no labors active, except pump operating. Using 38c. --[[User:Strangething|Strangething]] 15:31, 14 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I don't know where it says that, so I'll leave it to you to fix it. You're correct; the article is wrong. --[[User:Savok|Savok]] 15:48, 14 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I already fixed it --[[User:Strangething|Strangething]] 20:31, 15 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Capturing friends ==&lt;br /&gt;
&lt;br /&gt;
Does anyone know of a way to capture friendly entities?  Elves would be awesome but I was thinking more like my own dwarves, without makind them go berserk (I'm also trying to figure out whether or not it counts as lowering population, and if not what happens if you sell them?). --[[User:MagicGuigz|MagicGuigz]] 20:00, 7 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I think that making them go to sleep on a cage trap (such as by locking them in a 1x1 room with said trap in it) will do it.[[User:LegacyCWAL|LegacyCWAL]] 20:58, 7 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Ah yes probably, didn't think of that...thanks!  Maybe we should include it if it's veryfied? There's lots of fun to be had with captured dwarves and humans/elves I think. --[[User:MagicGuigz|MagicGuigz]] 21:31, 7 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: It was pretty hard but I managed to catch one!  The trick is to dig a 3-4 z-levels hole with a hatch over it (or bridge, etc), and have a cage at the bottom.  Draft someone and make him stand there while someone pulls the lever.  2 dead dwarves (and the one in the cage gravely wounded I suspect) but it was worth it.  The 1x1 room thing didn't work, as they tended to starve before they actually fainted...or maybe I didn't wait long enough? More testing to come and then maybe I can include that in the article. --[[User:MagicGuigz|MagicGuigz]] 22:24, 9 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: The dwarf was automatically released and helped by others...  I guess the only way to keep dwarves locked is to make them go berserk...&lt;br /&gt;
&lt;br /&gt;
== Slavery? ==&lt;br /&gt;
&lt;br /&gt;
Is it possible to sell caged entities? I once tried to sell a caged Goblin (Pedogob, I think it was) to Dwarven Merchants, and the Goblin was released from its cage when the cage was set down in the Depot. Did I do something wrong, or is it just not possible? --[[User:Nekojin|Nekojin]]&lt;br /&gt;
&lt;br /&gt;
: Bug #41 (or was it 40?).  Sometimes (not always) a dwarf will take only the cage without its content to the depot.  --[[User:MagicGuigz|MagicGuigz]] 11:02, 19 October 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>MagicGuigz</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Lever&amp;diff=23284</id>
		<title>40d Talk:Lever</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Lever&amp;diff=23284"/>
		<updated>2008-10-15T21:34:47Z</updated>

		<summary type="html">&lt;p&gt;MagicGuigz: /* Inverting a Lever */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== floodgates vs. doors misinformation? ==&lt;br /&gt;
&amp;quot;''Therefore, it is more logical to use doors, at least until doors aren't usable for holding back water.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
I'm fairly certain that doors can't be closed while flooded.  They work as described for opening via lever, but cannot close when blocked by water or creatures.&lt;br /&gt;
Granted, the last time i've levered doors was back in 2d.  Please verify or change the wording? --[[User:Vaevictus|Vaevictus]] 15:49, 2 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:In the current version{{version|0.27.176.38c}} doors can close if water currently occupies the same square. I believe elsewhere the wiki states this destroys the water, but I have not verified if the water is destroyed. --[[User:Quartic|quartic]] 16:18, 2 June 2008 (EDT)&lt;br /&gt;
::Does it matter how much water? -- [[User:Vaevictus|Vaevictus]] 13:35, 3 June 2008 (EDT)&lt;br /&gt;
:::I have verified this with water of depth 1 and 7, but not values in between.--[[User:Quartic|quartic]] 13:38, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Todo: Check whether two levers connected to the same door operate it in the same way the older versions did - that is, pulling each lever once would open the door, then do nothing as the second lever is pulled. -- [[User:Zaratustra|Zaratustra]] 19:23, 7 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I'm using vertical bars as portcullis for my keep, and they attach to levers.  Perhaps a comment that bars and grates operate identically in this version, specifically with respect to levers? -Gotthard&lt;br /&gt;
&lt;br /&gt;
== controlling at a distance ==&lt;br /&gt;
&lt;br /&gt;
Does the lever need to be adjacent to the item it is controlling?&lt;br /&gt;
&lt;br /&gt;
I want to put a floodgate at the end of a channel... [[User:GarrieIrons|GarrieIrons]] 02:52, 23 January 2008 (EST)&lt;br /&gt;
:No, it can be anywhere.--[[User:Dorten|Dorten]] 02:57, 23 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
so, analog to the support-cave-in-trap how about building a nice water basin, say 4x4 for a start and covering it with grates, all connected to a lever - do grates have to be attached to a wall or floor on one side? I will try *broad grin* --[[User:Koltom|Koltom]] 21:45, 22 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Grates must be attached to a wall on one side, although you can put grates next to only grates and the dwarves will build them.  Followed by their collapse.  Like walls off bridges.--[[User:Draco18s|Draco18s]] 18:31, 2 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Try building supports under them. SL's hand of armok uses supports under hatches in a similar way. [[User:VengefulDonut|VengefulDonut]] 23:37, 2 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Yeah, its not working like i wanted it too. The support thing will probably work. Or I will just leave a few walls in the basin..will try that later, busy right now. *watches goblin fly away in high arc* --[[User:Koltom|Koltom]] 19:52, 3 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Regarding remote activation/control: I just spent 10 minutes berating my dwarves for completely ignoring two Pull Lever commands while vile forces of darkness approached, only to find that once I removed the Dwarves Stay Indoors restriction, they happily stepped up to the, uh, lever.  The bridges are outside, the levers are on the level below.  Has anyone else experienced this?  [[User:Holyfool|Holyfool]] 17:49, 22 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Was the lever and/or any part of the path to the lever marked as &amp;quot;outside&amp;quot;? Use {{k|k}} to check. --[[User:Savok|Savok]] 10:25, 23 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I checked and one of the levers was indeed marked &amp;quot;outside&amp;quot;.  In fact, there are several squares on my first underground level that are marked &amp;quot;outside&amp;quot;.  Is that because they are in the general area of the stairway leading outside?  Thank you for the info.  --[[User:Holyfool|Holyfool]] 18:42, 29 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::When I quit reading all new forum messages and stayed at the wiki, I thought this would stop. [[Outside|Read The Wiki]]. Really. Read it. No, really, click on that link. --[[User:Savok|Savok]] 19:57, 29 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Megabeasts ==&lt;br /&gt;
&lt;br /&gt;
I have noticed that a bridge that a hydra is standing on cannot be retracted {{version|0.27.176.38c}}. Has anyone else had similar experiences? [[User:VengefulDonut|VengefulDonut]] 00:15, 13 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Titans cause the same problem. I conjecture that bridged can't be retracted while megabeasts are standing on them. [[User:VengefulDonut|VengefulDonut]] 02:08, 13 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Also elephants, it seems. Possibly creature size. [[User:VengefulDonut|VengefulDonut]] 13:18, 13 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Dragons cause the same problem. Are megabeasts supposed to all show up at once like this? [[User:VengefulDonut|VengefulDonut]] 21:43, 13 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Proposed addition: Mechanism sequence ==&lt;br /&gt;
&lt;br /&gt;
Given the problems that arise when using non magma-safe materials for mechanisms on floodgates, it is quite handy to know which mechanisms go where at the link selection (When for example you're really low on bauxite).&amp;lt;br&amp;gt;&lt;br /&gt;
From my experimentation with floodgate-lever, the first mechanism selected goes at the gate and the second one at the lever. I still haven't activated the contraption, but I'm assuming it's going to be ok.&amp;lt;br&amp;gt;&lt;br /&gt;
I'm also assuming the same is usefull for grates and bars. --[[User:Nonickch]], unsigned&lt;br /&gt;
&lt;br /&gt;
:There is some lower-down text that tells you which mechanism goes in where. --[[User:Savok|Savok]] 08:30, 15 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Finding Links ==&lt;br /&gt;
&lt;br /&gt;
Is it possible to determine what a lever is linked to without pulling it and checking to see what happens? -[[User:Fuzzy|Fuzzy]] 00:43, 6 September 2008 (EDT)&lt;br /&gt;
:AFAIK the only way is to attempt to link the lever to a built object and notice which one if any is not available.&lt;br /&gt;
:eg if you have two bridges but only one is available to be linked to, it is because you are already linked to the other one.&lt;br /&gt;
:This would be a really good feature if it was implemented.&lt;br /&gt;
:[[User:GarrieIrons|GarrieIrons]] 09:55, 6 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I guess this is one good use for the new note-feature: Just use the same note for lever and target. --[[User:Doub|Doub]] 10:17, 6 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Max number of links? ==&lt;br /&gt;
&lt;br /&gt;
''Is there a limit to the amount of objects that can be linked to a lever?''--[[User:Thendash|Thendash]] 22:56, 19 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Speeding the job of linking ==&lt;br /&gt;
&lt;br /&gt;
Is it just me or does it not only take forever to finish the job of linking the lever to something, but also the dwarves treat it as extremely low priority? I've sometimes had to had an entire year for one of them to deign to hook it up. Incidentally, it is the Mechanics job that they use for that, right? -[[User:Fuzzy|Fuzzy]] 15:48, 27 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I haven't noticed anything about the priority of the job, but yes, it take hella long to finish it. Some big linking job (eg. linking a large bridge to a remote lever) are virtually impossible to complete without an experienced mecanic... dwarves don't manage to end the job before feeling the urge to eat or drink or something, and all their work is lost when they return, ending in an infinite loop. [[User:Timst|Timst]] 19:47, 27 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Unless it's changed in the year since I've played, the mechanic must move the mechanisms to the lever and the &amp;quot;something&amp;quot;, then spend time working on both the lever and the &amp;quot;something&amp;quot;, all without being interrupted. Consider a 1-square stockpile next to both the lever and the something and choosing those unique mechanisms when you assign the linkage job. -- [[User:Qwip|Qwip]] 16:42, 15 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Inverting a Lever ==&lt;br /&gt;
&lt;br /&gt;
I think I found a way to automatically invert the signal of a lever, say if you wanted one lever to open one door and close another. It involves a bridge and water, so it would not be instant. I haven't tested it yet. Anyone know if it would work?&lt;br /&gt;
&amp;lt;pre&amp;gt;Side view: (Sorry, I realize this isn't the standard tileset, but my text editor doesn't have them all.)&lt;br /&gt;
#####&lt;br /&gt;
#_~@W&lt;br /&gt;
##D##&lt;br /&gt;
&lt;br /&gt;
W - Water source (Under at least 7/7 pressure)&lt;br /&gt;
D - Water drain&lt;br /&gt;
_ - Pressure plate, set to activate under water of depth 4-7&lt;br /&gt;
@ - Hinge of a raisable bridge, connected to the main lever (offscreen)&lt;br /&gt;
~ - Bridge over channel&lt;br /&gt;
# - Solid rock&amp;lt;/pre&amp;gt;&lt;br /&gt;
When the main lever is OFF, the bridge is down. It allows water to flow past its hinge, and it covers the drain. Water fills the room, triggering the plate, which sends an ON signal.&amp;lt;br&amp;gt;&lt;br /&gt;
When the main lever is ON, the bridge raises. The hinge blocks water from flowing in, and the uncovered drain empties the room. The plate detriggers, sending OFF.&amp;lt;br&amp;gt;&lt;br /&gt;
WARNING: The drain must not fill! If it does, you wont be able to get into the room to connect more mechanisms to the plate.&lt;br /&gt;
Option: If your water source is infinite, make your drain a hallway, at least 3 long, with a raising bridge that comes down from the far end. When the main lever is activated, the hallway floods. Shortly afterwards, the plate detriggers. After a short delay, the bridge slams down, destroying the water. &amp;lt;br&amp;gt;&lt;br /&gt;
--17:52, 1 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Isn't it simpler to build two levers?  Especially considering the pressure plate takes as many mechanisms?  I don't really understand what you are trying to accomplish here.&lt;br /&gt;
--[[User:MagicGuigz|MagicGuigz]] 17:34, 15 October 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>MagicGuigz</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Workshop&amp;diff=1899</id>
		<title>40d:Workshop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Workshop&amp;diff=1899"/>
		<updated>2008-10-11T21:11:33Z</updated>

		<summary type="html">&lt;p&gt;MagicGuigz: Added see also section for Noise...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Production_chain.gif|thumb|400px|Production chain.]]&lt;br /&gt;
'''Workshops''' are where objects are created, refined, altered, and decorated.&lt;br /&gt;
&lt;br /&gt;
== Building==&lt;br /&gt;
&lt;br /&gt;
Most workshops are quick and easy to build, requiring only a single piece of [[stone]], [[wood]], or other common materials (although there are a few exceptions).  To build a workshop, open the {{key|b}}uild menu and select {{key|w}}orkshop, then choose which workshop you would like to build and the materials you would like to use in its construction.  Your cursor will now change into a floor plan of the workshop. &lt;br /&gt;
&lt;br /&gt;
Attention: '''dark green locations in the plan will be impassable ''' in the completed workshop, while passable locations will be a bright green.  Plans cannot be rotated, so it is important to ensure that the impassable squares do not block a door or otherwise cut off access to the workshop. The [[Jeweler's workshop]] and [[Bowyer's workshop]] block off a whole side of the workshop. &lt;br /&gt;
&lt;br /&gt;
Once the plan has been placed in a satisfactory location, you must have a [[dwarf]] with the appropriate [[labor]] enabled to build the workshop ({{key|v}}iew dwarf-{{key|p}}references-{{key|l}}abors).  For instance, to build a a [[carpenter's workshop]], you must have a dwarf with the &amp;quot;[[Carpentry]]&amp;quot; labor enabled.  Some workshops (such as the [[furnaces]]) must first be designed by a dwarf with the [[architecture]] labor enabled.  To see what labor is needed to build a particular workshop, press {{key|q}} and move the cursor over its floor plan.&lt;br /&gt;
&lt;br /&gt;
To build a workshop, a dwarf must first clean the area of loose rock and other items lying on the ground by moving them to neighboring squares.  Items already claimed by other tasks (such as &amp;quot;Bring Item to Stockpile&amp;quot; cannot be moved and will cause the dwarf to suspend construction of the workshop. If this happens, you will need to wait until the interfering tasks are finished (for instance, rock has been cleared away to a stockpile), and then manually un-suspend construction with the {{key|q}} menu. The dwarf will also suspend the construction when he can't find a proper neighboring square to move the items to. This is usually caused by active construction sites on neighboring tiles.&lt;br /&gt;
&lt;br /&gt;
== Use==&lt;br /&gt;
&lt;br /&gt;
Once a workshop has been constructed, you will need to assign a queue of tasks at which the dwarves with that workshop's skill will henceforth toil.  To edit the queue, hit {{key|q}} and move the cursor over the workshop.  Jobs are completed in order from top to bottom; a job set to 'repeat' will be labeled '&amp;lt;span style=&amp;quot;color: #0ac&amp;quot;&amp;gt;'''R'''&amp;lt;/span&amp;gt;' in the list, and will be be sent back to the bottom after it is done.  This allows you to set a workshop to do a series of tasks repeatedly.  The job labeled '&amp;lt;span style=&amp;quot;color: #0c0&amp;quot;&amp;gt;'''A'''&amp;lt;/span&amp;gt;', if any, is the currently active project.&lt;br /&gt;
&lt;br /&gt;
Alternatively, the [[manager]] can assign jobs to workshops. This is a more efficient way of allocating jobs when the fortress becomes larger.&lt;br /&gt;
&lt;br /&gt;
Most jobs require materials. Any dwarf that starts a job in a workshop will automatically retrieve the necessary materials from the appropriate source (even if they don't have the appropriate [[hauling]] job set). Dwarves work more efficiently if the materials for their workshop are [[stockpile]]d nearby.&lt;br /&gt;
&lt;br /&gt;
Beware of workshop '''[[clutter]]'''! Dwarves will ''not'' automatically haul things away from workshops once the job is completed. Note that there is no way to notice a cluttered workshop without looking specifically inside the workshop ({{key|t}} or {{key|q}}) until a cloud of [[miasma]] erupts from your [[kitchen]].&lt;br /&gt;
&lt;br /&gt;
==Profiles==&lt;br /&gt;
&lt;br /&gt;
Once a manager is assigned, each workshop will have a profile menu ({{key|q}}-{{key|P}}) which allows you to specify which dwarves are allowed to use the workshop (either by name or by a range of [[skill]]s).&lt;br /&gt;
&lt;br /&gt;
== Variations==&lt;br /&gt;
&lt;br /&gt;
The workshops used in the game include the following:&lt;br /&gt;
* [[Alchemist's laboratory]]: Used to make [[soap]].&lt;br /&gt;
* [[Ashery]]: Used to make [[lye]] and [[potash]].&lt;br /&gt;
* [[Bowyer's workshop]]: Used to make wooden [[crossbow]]s.&lt;br /&gt;
* [[Butcher's shop]]: Used to turn some corpses and [[animals|livestock]] into [[meat]] and usable materials.&lt;br /&gt;
* [[Carpenter's workshop]]: Used to make [[furniture]] from [[wood]]. Also some [[trap]] components. &lt;br /&gt;
* [[Clothier's shop]]: Used to make numerous items from [[cloth]].&lt;br /&gt;
* [[Craftsdwarf's workshop]]: Used to make a [[crafts|number of items]] from a plethora of materials for trading purposes. Also useful to make [[bolts]] cheaply.&lt;br /&gt;
* [[Dyer's shop]]: Used to [[dye]] [[cloth]] or [[thread]].&lt;br /&gt;
* [[Farmer's workshop]]: Used to make [[thread]], [[milk]], [[syrup]], and [[quarry bush|leaves]].&lt;br /&gt;
* [[Fishery]]: Used to process raw [[fish]] into edible [[meat]] and [[bones]].&lt;br /&gt;
* [[Jeweler's workshop]]: Used to cut [[gems]]. &lt;br /&gt;
* [[Kitchen]]: Used to cook [[food]] to decrease needed storage space, and expand the types of edible food.&lt;br /&gt;
* [[Leather works]]: Used to make [[leather]] into [[armor]] and [[clothes]].&lt;br /&gt;
* [[Loom]]: Used to make [[cloth]] from [[thread]].&lt;br /&gt;
* [[Mason's workshop]]: Used to make [[furniture]] from [[stone]].&lt;br /&gt;
* [[Mechanic's workshop]]: Used only to make [[mechanism]]s from [[stone]].&lt;br /&gt;
* [[Metalsmith's forge]]: Used to make a plethora of items from trading items to [[furniture]] and [[trap]] components from [[metal]] [[bar]]s and [[fuel]]. &lt;br /&gt;
** [[Magma forge]]: Same as above, but with less [[fuel]] consumption.&lt;br /&gt;
* [[Millstone]]: Used to make [[dye]], [[flour]], and [[sugar]].&lt;br /&gt;
** [[Quern]]: Same as above, but with muscle power instead of water or [[windmill]]&lt;br /&gt;
* [[Siege workshop]]: Used to make [[ballista]] arrows and [[catapult]] and ballista parts.&lt;br /&gt;
* [[Still]]: Used to make [[alcohol]] drinks from [[plants]].&lt;br /&gt;
* [[Tanner's shop]]: Used to tan [[raw hide]]s into [[leather]].&lt;br /&gt;
&lt;br /&gt;
== Furnaces ==&lt;br /&gt;
&lt;br /&gt;
Furnaces behave simlarly to workshops, except that they need some form of [[fuel]] ([[charcoal]], [[coke]], or [[magma]]) to operate. They transform raw material ([[wood]], [[ore]] or [[sand]]) to either a [[bar]] or [[block]] (of [[glass]], [[metal]], [[fuel]], [[ash]] or [[potash]]). To build a furnace, open the {{key|b}}uild menu and select {{key|e}}.&lt;br /&gt;
&lt;br /&gt;
Furnaces must be built from fire proof material such as [[stone]].&lt;br /&gt;
&lt;br /&gt;
* [[Glass furnace]]: Used to make [[glass]] items from [[sand]] and [[fuel]].&lt;br /&gt;
** [[Magma glass furnace]]: Same as above, but without the [[fuel]] consumption.&lt;br /&gt;
* [[Kiln]]: Used to make [[pearlash]] from [[potash]] and [[fuel]].&lt;br /&gt;
** [[Magma kiln]]: Same as above, but without [[fuel]] consumption.&lt;br /&gt;
* [[Smelter]]: Used to make [[metal]] [[bar]]s from [[ore]] and [[fuel]].&lt;br /&gt;
** [[Magma smelter]]: Same as above, but with smaller or non existent [[fuel]] consumption.&lt;br /&gt;
* [[Wood furnace]]: Used to make [[charcoal]], which is [[fuel]], from [[wood]]&lt;br /&gt;
&lt;br /&gt;
==Workshop Design==&lt;br /&gt;
Since workshops are where much of your fortress's day to day work happens, it is important to plan them as carefully as you do your [[Bedroom Design|bedrooms]].  Workshop designs have a couple key considerations:&lt;br /&gt;
* Workshops should be as close as possible to the raw materials needed to do their job (usually via stockpiles).&lt;br /&gt;
* There should be room to put in duplicate workshops, to accomodate spikes in demand for things like beds and barrels (carpentry) or stone furniture (masons).&lt;br /&gt;
* Workshops should be lockable by forbidding doors.  This is important for making sure specific bits of furniture get encrusted with gems (you don't want rubies on a mudstone table while you have a platinum statue around), specific items are made with specific materials (bauxite mechanisms for example), or even just locking a dwarf in a Fell [[strange mood]] away so he won't hurt a useful worker.&lt;br /&gt;
* The design should be expandable.  There will ALWAYS be another specialty workshop you'd find useful, whether it be a single-task, lockable Jeweler, a Legendary-only Carpenter's Workshop for beds, a floor of Dabbling to Proficient-only Masonry workshops for a [[Military#Cross-training_.28starting_a_Reserves_program.29|reserves program]], the list goes on.  Never assume you'll never need another workshop.  You'll always find SOMETHING.&lt;br /&gt;
* The design should have good traffic throughput.  Workshop complexes are pretty high-traffic areas, so you'll need to keep this in mind.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
A couple things that may seem like big deals, but really aren't:&lt;br /&gt;
* Being close to where the finished good will go.  You will definitely need to think of where your chairs, tables, prepared meals, and the like will go after they're done being made, but an average fortress has a lot of spare labor and untrained peasants that are qualified for little more than hauling finished goods.  Don't be afraid of putting the prepared food and booze larder 100 steps away from the kitchen and still; just turn off food hauling on your cooks and let the peasants handle it.&lt;br /&gt;
* Setting up resource stockpiles somewhat near where the resource is produced.  Again, the peasants will handle this.&lt;br /&gt;
&lt;br /&gt;
===Decentralized Workshop Complex===&lt;br /&gt;
Designed for use with the [[Bedroom_Design#Decentralized_Living|decentralized living]] plan, this plan emphasizes fine-grained planning with many small, specific stockpiles and planned workshop quarters.  It therefore requires some micro-management to get going.  However, once you have it working, things work extremely smoothly and you should never have a significant delay in production again.&lt;br /&gt;
&lt;br /&gt;
[[Image:Workshops.GIF]]&lt;br /&gt;
&lt;br /&gt;
Total workshop loadout for 1 floor:&lt;br /&gt;
* Sixteen (16) 3x3 workshops&lt;br /&gt;
* Four (4) 4x3 workshops&lt;br /&gt;
* Two (2) 5x5 workshops&lt;br /&gt;
&lt;br /&gt;
Maximum walk to stockpile on same wing: 18.&lt;br /&gt;
&lt;br /&gt;
The light gray crosses are optional doors.  They can be useful for sealing off a Kitchen or Butcher's Shop to keep [[miasma]] from annoying the neighbors.  Beyond that, the blue field is the stairwell access (recommend separate up stairs and down stairs for safety reasons), and the gray fields are stockpiles.&lt;br /&gt;
&lt;br /&gt;
4x3 workshops are useful for workshops with strange blocked square formations (the Bowyer's shop is an example).  They can also be nice for setting up a tiny 1x2 or 1x3 stockpile for a specific workshop - with bins, this can be a significant reserve of material.  Imagine a Clothier or Leatherworker with 3 full bins of cloth or leather right next to them.&lt;br /&gt;
&lt;br /&gt;
The 5x5 workshops are useful for [[shop]]s, [[kennel]]s, and [[siege workshop]]s.  You can even put your [[trade depot]] in one of them if you've got a mind to.  Maintaining proper security can be a nightmare in that situation (remember that [[troll]]s and others can break down doors and floodgates), but if you manage to get it done it can be a trader's dream come true.  They can also be useful for making a specialty shop with a few stockpiles designed to accomplish only one thing (encrusting statues with gems, for example).&lt;br /&gt;
&lt;br /&gt;
The 3x3 workshops are best organized into wings, where a pair of workshops share a similar function with the pair directly next to them.  They share stockpile space better this way.  When set up correctly, less than 10 dwarves will regularly use each stockpile room, so traffic is a non-issue.  There tends to be a lot of dwarves in the halls, though, because peasant haulers visit the workshops frequently, hence the 3-wide corridors.&lt;br /&gt;
&lt;br /&gt;
Finally, this design offers lots and lots of wall space for smoothing and engraving.  Free wealth is good.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Noise]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Workshops]]&lt;br /&gt;
[[ru:Мастерская]]&lt;/div&gt;</summary>
		<author><name>MagicGuigz</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Creatures&amp;diff=25422</id>
		<title>40d Talk:Creatures</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Creatures&amp;diff=25422"/>
		<updated>2008-10-11T16:07:04Z</updated>

		<summary type="html">&lt;p&gt;MagicGuigz: Metamorphosis&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Here kitty!===&lt;br /&gt;
What are the triggers for semi- and megabeasts? Is there any way to encourage them? [[User:Runspotrun|Runspotrun]] 16:47, 11 November 2007 (EST)&lt;br /&gt;
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:Pretty sure semimegabeasts don't attack in fortress mode. Don't know what triggers megabeasts in this version. On my current fort, I saw my first (a hydra) after 100 pop, don't know if that's the trigger or if it was just a coincidence.&lt;br /&gt;
&lt;br /&gt;
::Megabeasts used to attack based on your total fortress value. Semi-megabeasts are found in caves and such. --[[User:Nitem4re|Nitem4re]] 17:23, 13 November 2007 (EST)&lt;br /&gt;
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== Reason for ordering? ==&lt;br /&gt;
&lt;br /&gt;
Is there any particular reason why these aren't alphabetised? --[[User:Nunix|Nunix]] 17:20, 5 March 2008 (EST)&lt;br /&gt;
: You could put each group of creatures into a table, such as:&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Name!!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; class=&amp;quot;unsortable&amp;quot;|Biome&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Dog]]||style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Common domestic&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Rhesus macaque]]||style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Temperate shrubland, Temperate savanna, Temperate grassland&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If this is acceptable, I can begin changing them to use this format (perhaps a template would be useful?). --[[User:SeiferTim|SeiferTim]] 13:53, 7 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Page Cleanup ==&lt;br /&gt;
&lt;br /&gt;
Okay, so I've begun a mission to clean up the creatures page.  So far, I made a couple of templates for the sortable table, and I've started converting the currently existing lists into tables.  Phase II will be to alphabetize the tables.&lt;br /&gt;
Would it make sense to change the way the creatures are categorized?  It seems less helpful (at least to me) to have them grouped by Neutral, Benign, Evil, etc, then to group them by type or biome?&lt;br /&gt;
&lt;br /&gt;
For example, would it be better to have the table look like this:&lt;br /&gt;
&lt;br /&gt;
=== Natural ===&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; class=&amp;quot;unsortable&amp;quot;|Symbol&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Name&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Type&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Size&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; class=&amp;quot;unsortable&amp;quot;|Biome&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; | &lt;br /&gt;
{| style=&amp;quot;border-spacing: 0; background: black; padding: 0.2em; border: 1px solid white; margin: 0.1em auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;font-size: 200%; background: #000;padding: 0.1em 0.25em;color:{{COLOR:6:0:0}};&amp;quot; |  d&lt;br /&gt;
|}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Dog]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Benign&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|None&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; | &lt;br /&gt;
{| style=&amp;quot;border-spacing: 0; background: black; padding: 0.2em; border: 1px solid white; margin: 0.1em auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;font-size: 200%; background: #000; padding: 0.1em 0.25em;color:{{COLOR:0:0:1}};&amp;quot; |  r&lt;br /&gt;
|}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Large rat]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Neutral&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|4&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Chasm&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Aquatic ===&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; class=&amp;quot;unsortable&amp;quot;|Symbol&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Name&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Type&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Size&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; class=&amp;quot;unsortable&amp;quot;|Biome&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; | &lt;br /&gt;
{| style=&amp;quot;border-spacing: 0; background: black; padding: 0.2em; border: 1px solid white; margin: 0.1em auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;font-size: 200%; background: #000;padding: 0.1em 0.25em;color:{{COLOR:1:0:0}};&amp;quot; |  c&lt;br /&gt;
|}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Coelacanth]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Benign&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|6&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Tropical ocean&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; | &lt;br /&gt;
{| style=&amp;quot;border-spacing: 0; background: black; padding: 0.2em; border: 1px solid white; margin: 0.1em auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;font-size: 200%; background: #000; padding: 0.1em 0.25em;color:{{COLOR:7:0:0}};&amp;quot; |  ~&lt;br /&gt;
|}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Eel conger|Eel, conger]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Benign&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|7&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Arctic ocean, Temperate ocean&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Amphibious ===&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; class=&amp;quot;unsortable&amp;quot;|Symbol&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Name&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Type&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Size&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; class=&amp;quot;unsortable&amp;quot;|Biome&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; | &lt;br /&gt;
{| style=&amp;quot;border-spacing: 0; background: black; padding: 0.2em; border: 1px solid white; margin: 0.1em auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;font-size: 200%; background: #000;padding: 0.1em 0.25em;color:{{COLOR:7:0:0}};&amp;quot; |  C&lt;br /&gt;
|}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Cave crocodile]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Predator&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Subterranean water&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; | &lt;br /&gt;
{| style=&amp;quot;border-spacing: 0; background: black; padding: 0.2em; border: 1px solid white; margin: 0.1em auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;font-size: 200%; background: #000; padding: 0.1em 0.25em;color:{{COLOR:2:0:0}};&amp;quot; |  f&lt;br /&gt;
|}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Frogman]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Predator&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Subterranean water&lt;br /&gt;
|}&lt;br /&gt;
--[[User:SeiferTim|SeiferTim]] 04:50, 8 March 2008 (EST)&lt;br /&gt;
:Perhaps it would be easier to automatically convert the raw data to wikitext than do this all by hand. That way we can avoid errors like listing dogs as benign. If you tell me what creature properties and format you want, I can start doing that. Although if you really prefer doing it by hand, I guess that's fine, too. [[User:VengefulDonut|VengefulDonut]] 11:48, 9 March 2008 (EDT)&lt;br /&gt;
:: If you can do that, it would be a lot easier ;)&lt;br /&gt;
The format I have for each row is this:&lt;br /&gt;
&amp;lt;nowiki&amp;gt;{{Creature table row|symbol= |color= (format X:0:X) |name= |type= |align= |size= |biome= }}&amp;lt;/nowiki&amp;gt;--[[User:SeiferTim|SeiferTim]] 12:13, 9 March 2008 (EDT)&lt;br /&gt;
::: Also, I'm curious to know what you would do to convert the raw data... --[[User:SeiferTim|SeiferTim]] 14:38, 10 March 2008 (EDT)&lt;br /&gt;
::Wrote a c++ program to do it. What do you mean by type? What values can type have? Also, you can see what it's currently producing [[User:VengefulDonut/r|here]]. [[User:VengefulDonut|VengefulDonut]] 19:11, 10 March 2008 (EDT)&lt;br /&gt;
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::: I haven't used C++ in like 8 years... I've been meaning to brush up on it.... Anyway, I think what you have looks brilliant (and here I was using Copy/Paste like a sucker!)  I was planning to use 'Type' to be able to group different creatures, such as Aquatic, Fliers, Natural, etc... but as I dig deeper into the various creatures, I'm seeing that it's very, very hard to split them up in a way that would make sense to someone who just wants to browse a list... we can't very well say &amp;quot;Type: Aquatic, Natural, Predator&amp;quot; and &amp;quot;Type: Flier, Intelligent, Evil&amp;quot;,  etc, it would end up being too cluttered... unless you can think of anyway to catogorize them in a sensible fashion, I say we just throw that column out...  --[[User:SeiferTim|SeiferTim]] 23:22, 10 March 2008 (EDT)&lt;br /&gt;
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::Hmm. Right now sorting by alignment doesn't mean very much. Perhaps we should split it into a good/neutral/evil column and a benign/neutral/savage column. With what I have now, adding more properties to pull and format won't take much effort. Is there anything else you think we could use? Maybe modvalue? It would be nice if we could have hideable table sections that would have other misc properties to sort by. Without that I guess we need to stick to those common to most creatures. [[User:VengefulDonut|VengefulDonut]] 01:52, 11 March 2008 (EDT)&lt;br /&gt;
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::: It looks great!  I'm going to go through and try to add in the missing creature pages.  I realized that we could probably use the name of the file to determine the creature type... for example: creature_reptiles, creature_large_tundra, etc, could drop the &amp;quot;creatures_&amp;quot;, and convert the remaining &amp;quot;_&amp;quot; into spaces... I don't know that it would be particularly necessary... --[[User:SeiferTim|SeiferTim]] 16:23, 11 March 2008 (EDT)&lt;br /&gt;
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== Creation ==&lt;br /&gt;
&lt;br /&gt;
Is there any way for you to make your own creatures for use in the game? You like messing around with the files and stuff? I really want to make Triffid you know from 'Day of the Triffids' [[User:Hoborobo|Hoborobo]] 11:52, 9 May 2008 (EDT)Hoborobo&lt;br /&gt;
:You can try the [[Modding Guide]]. [[User:Hex Decimal|Hex Decimal]] 12:36, 9 May 2008 (EDT)&lt;br /&gt;
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== Spawning ==&lt;br /&gt;
&lt;br /&gt;
is there anything about how creatures spawn naturally out in the &amp;quot;wild&amp;quot;?&lt;br /&gt;
like if you hunt too much of them they will go extinct or disappear&lt;br /&gt;
but if you leave them alone, more will be available or something?--[[User:Seaneat|Seaneat]] 13:33, 4 August 2008 (EDT)&lt;br /&gt;
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== Named creatures ==&lt;br /&gt;
&lt;br /&gt;
I think it should be noted that any creature that kills a dwarf receives a specific name. I noticed this a while back when wolves would kill my marksn00bs. My friend also concluded that this might be the case (All the elephants in his fortress had names. ;-)  --[[User:PrettyGrizzly|PrettyGrizzly]] 05:46, 15 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Yes, this can happen in both fortress and adventure mode. I guess hunters often give nicknames to dangerous/well-known animals that have been harassing local citizens. Note that your own wolves can get names as well. Also, I think that mass killings will cause even more names to appear, and possibly even a nickname as well? --[[User:AlexFili|AlexFili]] 05:36, 16 July 2008 (EDT)&lt;br /&gt;
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== Tamed Dangerous Creatures? ==&lt;br /&gt;
&lt;br /&gt;
If you train a dangerous creature like a Tiger or alligator or Megabeast will they help you defend your fortress?&lt;br /&gt;
&lt;br /&gt;
:I believe tamed creatures will attempt to run from danger, just like civilian dwarves, although I expect they'll fight to defend themselves if cornered. Trained creatures (e.g. War dogs) will attack, though. However, IIRC only dogs can be war trained at the moment. I believe it's possible to mod any creature to be trainable though - probably a simple operation if you learn the basics. [[User:MMad|MMad]] 17:57, 31 July 2008 (EDT)&lt;br /&gt;
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Yes but on the wiki page for creatures it says that tiger's will help defend the fortress, and I can't really imagine a hydra running from a kobold archer...&lt;br /&gt;
&lt;br /&gt;
== Missing Creatures pages ==&lt;br /&gt;
&lt;br /&gt;
Several creatures lack even a basic page, leaving their entry red-linked. This includes such interesting monsters as gremlins and nightwings. Would any enterprising editors that know their way around the raw files be interested in creating these pages and filling them with the basic information? [[User:MMad|MMad]] 17:57, 31 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== healing rates ==&lt;br /&gt;
&lt;br /&gt;
is there anywhere that says how long it takes for a creature to heal? my poor marksdwarf managed to inflict some slight injuries to an iron man before the iron man beat the marksdwarf to pulp ... is the iron man gonna get better or not?&lt;br /&gt;
&lt;br /&gt;
my postscript is, novices with obsidian short swords seemed more effective than marksdwarves against the iron man.[[User:GarrieIrons|GarrieIrons]] 23:27, 10 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== The dwarves have given a resident Cave Swallowman the name Ducim Isethilral. ==&lt;br /&gt;
They can do that now? What gives? Someone explain me. --[[User:GreyMario|GreyMaria]] 23:19, 28 September 2008 (EDT)&lt;br /&gt;
:Basically, any creature near your fortress that is suitably badass can be given a name by the Dwarfs. For example, if the creature in question has a high kill count or something similarly infamous. [[User:HeWhoIsPale|HeWhoIsPale]] 09:12, 29 September 2008 (EDT)&lt;br /&gt;
::But these cave swallowmen did nothing. Just flew 'round. --[[User:GreyMario|GreyMaria]] 14:38, 29 September 2008 (EDT)&lt;br /&gt;
:::He may be a historical badass, was he named on embark or have you been there for a while before it happened? Perhaps [[Urist]] just likes him for his coloration. [[User:HeWhoIsPale|HeWhoIsPale]] 20:24, 29 September 2008 (EDT)&lt;br /&gt;
::::I'll have to check the preferences of my original seven dwarves, then. I was there for like about 3/4 of a year before they were all named. --[[User:GreyMario|GreyMaria]] 20:37, 29 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Value of creatures ==&lt;br /&gt;
&lt;br /&gt;
I'm rather sure the value of caged creatures must have something to do with it's modvalue.  However, I don't see it stated clearly anywhere.  Anyone help? (Probably a good thing to add to the page)&lt;br /&gt;
&lt;br /&gt;
== Metamorphosis ==&lt;br /&gt;
&lt;br /&gt;
This is rather weird.  I had 7 elks on my map when I started, just by the (frozen) brook (I remember for sur because I looked them up).  I dig out stuff, make stockpiles, start to build farms and then I look around the brook again.  At exactly the same spot, there is now 7 two-humped camels.&lt;br /&gt;
No more elks on my map, at all (also checked on the units page). What the hell?  For the info, my game isn't modded at all and I didn't leave the game meanwhile.  Is it possible for wild animals to leave the map or am I facing some supernatural metamorphosis/bug here?  Do elks become two-humped camels when they lose their horns lol?&lt;br /&gt;
It's rather annoying because it seems elks are less violent then camels.&lt;/div&gt;</summary>
		<author><name>MagicGuigz</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Captured_creatures&amp;diff=34617</id>
		<title>40d Talk:Captured creatures</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Captured_creatures&amp;diff=34617"/>
		<updated>2008-10-10T02:31:40Z</updated>

		<summary type="html">&lt;p&gt;MagicGuigz: /* Capturing friends */ Deception&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Taming ==&lt;br /&gt;
It looks like animals that killed any &amp;quot;good&amp;quot; creatures (such as elves or humans) can't be tamed (will go rampart as soon as they are released from cages).&lt;br /&gt;
I've got my whole fortress sealed off, a dragon came, after being hit by few stone traps and killing whole elven caravan, it fell into a cage trap. I tamed him (I do have a Dungeon Master) but when I tried to chain him before the entrance he started to kill dwarfs as soon as he was released from cage. I'm 100% sure it didn't kill any dwarfs (only a war dog) before falling in to a trap, and I'm certain it killed at least one elf. I'm using 27.176.38c, not modded in any way. --[[User:Tomato|Tomato]] 02:58, 3 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Just to clarify a little here, it doesnt seem that killing tame animals will trigger untamability, but if Tomato's experiences are anything to go by, watch out if other civilized entities have been slain. (I am reasonably sure that tame animals are ok, by an experimental process of de-stealthing a GCS by throwing a dog into its cave, taming it, and letting it wander around in my base for a month or so waiting for the death messages) --[[User:Kaypy|Kaypy]] 10:30, 21 May 2008 (EDT)&lt;br /&gt;
== magma ==&lt;br /&gt;
Initial questions: will cages melt and its inhabitants be killed if magma is released onto it and the cage is non-magma-resistant?&lt;br /&gt;
:Yes, I burnt a bunch of useless donkeys and kittens this way. [[User:Dangerous Beans|Dangerous Beans]] 12:32, 1 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== breed in cages?==&lt;br /&gt;
I've done the cages to massive herds idea, but it doesn't work. They'll give birth just fine while in the cage (and the babies *won't* be locked in the cage, btw) but I've gone three years without a birth until a couple seasons after I released them all to presumably breed again. If you ask me, the ideal herd would be contained in a pit that's had access walled off, since (I believe) pathfinding lag isn't a factor when it's a wall, not a locked door.&lt;br /&gt;
&lt;br /&gt;
Yea, I'm feeling a bit lazy right now, or I'd have edited this stuff into the article myself. Feel free to add it in and remove this, assuming I haven't just ended up in some weird situation where they just happen to have been pregnant for 3 years... --[[User:N9103|Edward]] 22:56, 10 January 2008 (EST)&lt;br /&gt;
: I am not exactly sure, but i think both a cow and a dog have given birth inside a cage after being in there for more than a year. So i toned down the statement in the article.--[[User:Koltom|Koltom]] 10:02, 27 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Actually, the babies born in cages thing is true, but it works this way: the baby is born in the cage but is not ''assigned'' in the cage. So when it's born, a dwarf will immediately rush to free it. (Tried this by building a cage behind forbidden doors and the baby remained in the cage.)&lt;br /&gt;
&lt;br /&gt;
By the way, how do you put a timestamp behind your edit? This timestamp below I have manually typed in. --[[User:ShunterAlhena]] 09:12, 11 January 2008 (EST)&lt;br /&gt;
 &lt;br /&gt;
:use &amp;lt;nowiki&amp;gt;--~~~~&amp;lt;/nowiki&amp;gt; or the button that looks like a signature ;) --[[User:N9103|Edward]] 08:04, 11 January 2008 (EST)&lt;br /&gt;
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== STOP HIM!!! ==&lt;br /&gt;
&lt;br /&gt;
How am I supposed to put a captured goblin in an arena without letting the little bastard go? [[User:Patarak|Patarak]] 00:05, 25 January 2008 (EST)&lt;br /&gt;
:A lever based enter/exit door for the arena so you can lock it, His combatent will probably have to be the one to let him go in that case. Or use a pit of some kind. --[[User:Shades|Shades]] 04:01, 25 January 2008 (EST)&lt;br /&gt;
My problem more lies with transporting the goblins from an animal stockpile to my arena/pit, which simply had the goblin released from his cage. [[User:Patarak|Patarak]] 04:32, 25 January 2008 (EST)&lt;br /&gt;
:Is there a problem with building a cage using the cage the gobbo's in? As for releasing... you do know levers work on cages too, right? --[[User:N9103|Edward]] 05:37, 25 January 2008 (EST)&lt;br /&gt;
Just to clarify, I have a problem transporting the goblin, not releasing him. When I attempted to move him, the goblin was released in the animal stockpile. I'm not sure how to specify build the cage that the goblin is using, but that would probably work, yes. [[User:Patarak|Patarak]] 05:52, 25 January 2008 (EST)&lt;br /&gt;
::You would {{k|b}}uild ca{{k|j}}e (yes its j to build a cage) [[User:Jikor|Jikor]] 06:51, 25 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
IIRC, in order to assign a creature to an existing cage, it first has to be taken out of the cage it's in and carried over to the new cage. However, the dwarf moving it in this way may suddenly realise they are carrying a dangerous 'thing' and drop it. This can be avoided by building the cage directly, which does not require taking the creature out. [[User:VengefulDonut|VengefulDonut]] 07:59, 25 January 2008 (EST)&lt;br /&gt;
:With the current (.38c) version I have noticed that transporting goblin soldiers is fine, the poor goblin just trails along and gets moved while goblin thieves will escape when tried to be moved. Perhaps it has something to do with sneaking vs not-sneaking. [[User:Yvain|Yvain]] 00:06, 10 April 2008 (EDT)&lt;br /&gt;
:I know for certian this behavior held in 0.23.130.23a. I imagine it probably hasn't changed since 0.27.169.33g. I tagged the article with 0.23.130.23a, so if someone knows better, please change it. [[User:VengefulDonut|VengefulDonut]] 08:09, 25 January 2008 (EST)&lt;br /&gt;
Whenever I build the cage, the dwarves just bring an empty one. I still haven't figured out a way to build exactly the cage the goblins are in. [[User:Patarak|Patarak]] 14:11, 25 January 2008 (EST)&lt;br /&gt;
:{{k|b}}uild menu -&amp;gt; ca{{k|j}}e [sic], then press e{{k|x}}pand list to see the indivudial cages with quality levels instead of a broader category list. Pick the one that's called &amp;quot;Goblin Cage(''materialname'')&amp;quot; and the dwarves will construct the cage with the gobbo still inside. Then link it up to a lever, station your executioner in a locked room with it, and yank the lever to start your pitfight. --[[User:TangoThree|TangoThree]] 10:23, 26 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== RE: Arenas section ==&lt;br /&gt;
&lt;br /&gt;
Is it actually possible to strip the weapons and armour off a captured creature as suggested here? --[[User:TangoThree|TangoThree]] 11:15, 26 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
: Yep, Check out the talk page for cages, under &amp;quot;Captured thieves&amp;quot; someone should probably integrate that info this article. --[[User:The Flying Febe|The Flying Febe]] 23:20, 3 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Sentry Animals? ==&lt;br /&gt;
&lt;br /&gt;
Can tamed creatures be used as sentries? Or would I have to have a dwarf?&amp;lt;br /&amp;gt;&lt;br /&gt;
--[[User:Lordmick134|Lordmick134]] 22:43, 30 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Yes. Build a chain or rope and attach a tame creature to it, and it will have a good chance of spotting any nearby thieves or other sneaking creatures. I usually set up 2-3 chained critters in alcoves along my entry halls for that purpose. --[[User:Janus|Janus]] 02:55, 31 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Can caged animals see ambushers farther away than the 8 tiles adjacent to them?  I figure they probably don't (in which case they're still plenty useful anyways), but it'd make it a lot easier to cover large areas if I don't have to put a cage every third tile. [[User:LegacyCWAL|LegacyCWAL]] 20:08, 7 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
No. The best way is to set up some high-traffic areas, and make sure all your valuables are indoors and that any potential ambushers have to get past your security. For example;&lt;br /&gt;
:xxx&lt;br /&gt;
:xOx&lt;br /&gt;
:xxx&lt;br /&gt;
&lt;br /&gt;
If you put your roped animal in the middle they will have access to all 8 tiles around them with very little chance of an enemy bypassing it. --[[User:AlexFili|AlexFili]] 04:09, 9 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I was afraid of that. Ambushers getting into the fortress isn't a problem because I've already done what you describe (and racked up a hell of a kill count in the process =P ).  I was just hoping for a better way to help keep ambushers away from stuff like road-builders and caravans that my Corridor of Doom can't protect. --[[User:LegacyCWAL|LegacyCWAL]] 13:45, 9 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Animal Training Labor ==&lt;br /&gt;
&lt;br /&gt;
The article said only a dwarf with Animal Training activated will release animals. I had a dwarf releasing and caging animals with no labors active, except pump operating. Using 38c. --[[User:Strangething|Strangething]] 15:31, 14 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I don't know where it says that, so I'll leave it to you to fix it. You're correct; the article is wrong. --[[User:Savok|Savok]] 15:48, 14 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I already fixed it --[[User:Strangething|Strangething]] 20:31, 15 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Capturing friends ==&lt;br /&gt;
&lt;br /&gt;
Does anyone know of a way to capture friendly entities?  Elves would be awesome but I was thinking more like my own dwarves, without makind them go berserk (I'm also trying to figure out whether or not it counts as lowering population, and if not what happens if you sell them?). --[[User:MagicGuigz|MagicGuigz]] 20:00, 7 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I think that making them go to sleep on a cage trap (such as by locking them in a 1x1 room with said trap in it) will do it.[[User:LegacyCWAL|LegacyCWAL]] 20:58, 7 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Ah yes probably, didn't think of that...thanks!  Maybe we should include it if it's veryfied? There's lots of fun to be had with captured dwarves and humans/elves I think. --[[User:MagicGuigz|MagicGuigz]] 21:31, 7 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: It was pretty hard but I managed to catch one!  The trick is to dig a 3-4 z-levels hole with a hatch over it (or bridge, etc), and have a cage at the bottom.  Draft someone and make him stand there while someone pulls the lever.  2 dead dwarves (and the one in the cage gravely wounded I suspect) but it was worth it.  The 1x1 room thing didn't work, as they tended to starve before they actually fainted...or maybe I didn't wait long enough? More testing to come and then maybe I can include that in the article. --[[User:MagicGuigz|MagicGuigz]] 22:24, 9 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: The dwarf was automatically released and helped by others...  I guess the only way to keep dwarves locked is to make them go berserk...&lt;/div&gt;</summary>
		<author><name>MagicGuigz</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Captured_creatures&amp;diff=34616</id>
		<title>40d Talk:Captured creatures</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Captured_creatures&amp;diff=34616"/>
		<updated>2008-10-10T02:24:49Z</updated>

		<summary type="html">&lt;p&gt;MagicGuigz: /* Capturing friends */  How to&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Taming ==&lt;br /&gt;
It looks like animals that killed any &amp;quot;good&amp;quot; creatures (such as elves or humans) can't be tamed (will go rampart as soon as they are released from cages).&lt;br /&gt;
I've got my whole fortress sealed off, a dragon came, after being hit by few stone traps and killing whole elven caravan, it fell into a cage trap. I tamed him (I do have a Dungeon Master) but when I tried to chain him before the entrance he started to kill dwarfs as soon as he was released from cage. I'm 100% sure it didn't kill any dwarfs (only a war dog) before falling in to a trap, and I'm certain it killed at least one elf. I'm using 27.176.38c, not modded in any way. --[[User:Tomato|Tomato]] 02:58, 3 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Just to clarify a little here, it doesnt seem that killing tame animals will trigger untamability, but if Tomato's experiences are anything to go by, watch out if other civilized entities have been slain. (I am reasonably sure that tame animals are ok, by an experimental process of de-stealthing a GCS by throwing a dog into its cave, taming it, and letting it wander around in my base for a month or so waiting for the death messages) --[[User:Kaypy|Kaypy]] 10:30, 21 May 2008 (EDT)&lt;br /&gt;
== magma ==&lt;br /&gt;
Initial questions: will cages melt and its inhabitants be killed if magma is released onto it and the cage is non-magma-resistant?&lt;br /&gt;
:Yes, I burnt a bunch of useless donkeys and kittens this way. [[User:Dangerous Beans|Dangerous Beans]] 12:32, 1 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== breed in cages?==&lt;br /&gt;
I've done the cages to massive herds idea, but it doesn't work. They'll give birth just fine while in the cage (and the babies *won't* be locked in the cage, btw) but I've gone three years without a birth until a couple seasons after I released them all to presumably breed again. If you ask me, the ideal herd would be contained in a pit that's had access walled off, since (I believe) pathfinding lag isn't a factor when it's a wall, not a locked door.&lt;br /&gt;
&lt;br /&gt;
Yea, I'm feeling a bit lazy right now, or I'd have edited this stuff into the article myself. Feel free to add it in and remove this, assuming I haven't just ended up in some weird situation where they just happen to have been pregnant for 3 years... --[[User:N9103|Edward]] 22:56, 10 January 2008 (EST)&lt;br /&gt;
: I am not exactly sure, but i think both a cow and a dog have given birth inside a cage after being in there for more than a year. So i toned down the statement in the article.--[[User:Koltom|Koltom]] 10:02, 27 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Actually, the babies born in cages thing is true, but it works this way: the baby is born in the cage but is not ''assigned'' in the cage. So when it's born, a dwarf will immediately rush to free it. (Tried this by building a cage behind forbidden doors and the baby remained in the cage.)&lt;br /&gt;
&lt;br /&gt;
By the way, how do you put a timestamp behind your edit? This timestamp below I have manually typed in. --[[User:ShunterAlhena]] 09:12, 11 January 2008 (EST)&lt;br /&gt;
 &lt;br /&gt;
:use &amp;lt;nowiki&amp;gt;--~~~~&amp;lt;/nowiki&amp;gt; or the button that looks like a signature ;) --[[User:N9103|Edward]] 08:04, 11 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== STOP HIM!!! ==&lt;br /&gt;
&lt;br /&gt;
How am I supposed to put a captured goblin in an arena without letting the little bastard go? [[User:Patarak|Patarak]] 00:05, 25 January 2008 (EST)&lt;br /&gt;
:A lever based enter/exit door for the arena so you can lock it, His combatent will probably have to be the one to let him go in that case. Or use a pit of some kind. --[[User:Shades|Shades]] 04:01, 25 January 2008 (EST)&lt;br /&gt;
My problem more lies with transporting the goblins from an animal stockpile to my arena/pit, which simply had the goblin released from his cage. [[User:Patarak|Patarak]] 04:32, 25 January 2008 (EST)&lt;br /&gt;
:Is there a problem with building a cage using the cage the gobbo's in? As for releasing... you do know levers work on cages too, right? --[[User:N9103|Edward]] 05:37, 25 January 2008 (EST)&lt;br /&gt;
Just to clarify, I have a problem transporting the goblin, not releasing him. When I attempted to move him, the goblin was released in the animal stockpile. I'm not sure how to specify build the cage that the goblin is using, but that would probably work, yes. [[User:Patarak|Patarak]] 05:52, 25 January 2008 (EST)&lt;br /&gt;
::You would {{k|b}}uild ca{{k|j}}e (yes its j to build a cage) [[User:Jikor|Jikor]] 06:51, 25 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
IIRC, in order to assign a creature to an existing cage, it first has to be taken out of the cage it's in and carried over to the new cage. However, the dwarf moving it in this way may suddenly realise they are carrying a dangerous 'thing' and drop it. This can be avoided by building the cage directly, which does not require taking the creature out. [[User:VengefulDonut|VengefulDonut]] 07:59, 25 January 2008 (EST)&lt;br /&gt;
:With the current (.38c) version I have noticed that transporting goblin soldiers is fine, the poor goblin just trails along and gets moved while goblin thieves will escape when tried to be moved. Perhaps it has something to do with sneaking vs not-sneaking. [[User:Yvain|Yvain]] 00:06, 10 April 2008 (EDT)&lt;br /&gt;
:I know for certian this behavior held in 0.23.130.23a. I imagine it probably hasn't changed since 0.27.169.33g. I tagged the article with 0.23.130.23a, so if someone knows better, please change it. [[User:VengefulDonut|VengefulDonut]] 08:09, 25 January 2008 (EST)&lt;br /&gt;
Whenever I build the cage, the dwarves just bring an empty one. I still haven't figured out a way to build exactly the cage the goblins are in. [[User:Patarak|Patarak]] 14:11, 25 January 2008 (EST)&lt;br /&gt;
:{{k|b}}uild menu -&amp;gt; ca{{k|j}}e [sic], then press e{{k|x}}pand list to see the indivudial cages with quality levels instead of a broader category list. Pick the one that's called &amp;quot;Goblin Cage(''materialname'')&amp;quot; and the dwarves will construct the cage with the gobbo still inside. Then link it up to a lever, station your executioner in a locked room with it, and yank the lever to start your pitfight. --[[User:TangoThree|TangoThree]] 10:23, 26 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== RE: Arenas section ==&lt;br /&gt;
&lt;br /&gt;
Is it actually possible to strip the weapons and armour off a captured creature as suggested here? --[[User:TangoThree|TangoThree]] 11:15, 26 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
: Yep, Check out the talk page for cages, under &amp;quot;Captured thieves&amp;quot; someone should probably integrate that info this article. --[[User:The Flying Febe|The Flying Febe]] 23:20, 3 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Sentry Animals? ==&lt;br /&gt;
&lt;br /&gt;
Can tamed creatures be used as sentries? Or would I have to have a dwarf?&amp;lt;br /&amp;gt;&lt;br /&gt;
--[[User:Lordmick134|Lordmick134]] 22:43, 30 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Yes. Build a chain or rope and attach a tame creature to it, and it will have a good chance of spotting any nearby thieves or other sneaking creatures. I usually set up 2-3 chained critters in alcoves along my entry halls for that purpose. --[[User:Janus|Janus]] 02:55, 31 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Can caged animals see ambushers farther away than the 8 tiles adjacent to them?  I figure they probably don't (in which case they're still plenty useful anyways), but it'd make it a lot easier to cover large areas if I don't have to put a cage every third tile. [[User:LegacyCWAL|LegacyCWAL]] 20:08, 7 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
No. The best way is to set up some high-traffic areas, and make sure all your valuables are indoors and that any potential ambushers have to get past your security. For example;&lt;br /&gt;
:xxx&lt;br /&gt;
:xOx&lt;br /&gt;
:xxx&lt;br /&gt;
&lt;br /&gt;
If you put your roped animal in the middle they will have access to all 8 tiles around them with very little chance of an enemy bypassing it. --[[User:AlexFili|AlexFili]] 04:09, 9 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I was afraid of that. Ambushers getting into the fortress isn't a problem because I've already done what you describe (and racked up a hell of a kill count in the process =P ).  I was just hoping for a better way to help keep ambushers away from stuff like road-builders and caravans that my Corridor of Doom can't protect. --[[User:LegacyCWAL|LegacyCWAL]] 13:45, 9 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Animal Training Labor ==&lt;br /&gt;
&lt;br /&gt;
The article said only a dwarf with Animal Training activated will release animals. I had a dwarf releasing and caging animals with no labors active, except pump operating. Using 38c. --[[User:Strangething|Strangething]] 15:31, 14 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I don't know where it says that, so I'll leave it to you to fix it. You're correct; the article is wrong. --[[User:Savok|Savok]] 15:48, 14 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I already fixed it --[[User:Strangething|Strangething]] 20:31, 15 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Capturing friends ==&lt;br /&gt;
&lt;br /&gt;
Does anyone know of a way to capture friendly entities?  Elves would be awesome but I was thinking more like my own dwarves, without makind them go berserk (I'm also trying to figure out whether or not it counts as lowering population, and if not what happens if you sell them?). --[[User:MagicGuigz|MagicGuigz]] 20:00, 7 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I think that making them go to sleep on a cage trap (such as by locking them in a 1x1 room with said trap in it) will do it.[[User:LegacyCWAL|LegacyCWAL]] 20:58, 7 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Ah yes probably, didn't think of that...thanks!  Maybe we should include it if it's veryfied? There's lots of fun to be had with captured dwarves and humans/elves I think. --[[User:MagicGuigz|MagicGuigz]] 21:31, 7 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: It was pretty hard but I managed to catch one!  The trick is to dig a 3-4 z-levels hole with a hatch over it (or bridge, etc), and have a cage at the bottom.  Draft someone and make him stand there while someone pulls the lever.  2 dead dwarves (and the one in the cage gravely wounded I suspect) but it was worth it.  The 1x1 room thing didn't work, as they tended to starve before they actually fainted...or maybe I didn't wait long enough? More testing to come and then maybe I can include that in the article. --[[User:MagicGuigz|MagicGuigz]] 22:24, 9 October 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>MagicGuigz</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Captured_creatures&amp;diff=34615</id>
		<title>40d Talk:Captured creatures</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Captured_creatures&amp;diff=34615"/>
		<updated>2008-10-08T01:31:38Z</updated>

		<summary type="html">&lt;p&gt;MagicGuigz: /* Capturing friends */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Taming ==&lt;br /&gt;
It looks like animals that killed any &amp;quot;good&amp;quot; creatures (such as elves or humans) can't be tamed (will go rampart as soon as they are released from cages).&lt;br /&gt;
I've got my whole fortress sealed off, a dragon came, after being hit by few stone traps and killing whole elven caravan, it fell into a cage trap. I tamed him (I do have a Dungeon Master) but when I tried to chain him before the entrance he started to kill dwarfs as soon as he was released from cage. I'm 100% sure it didn't kill any dwarfs (only a war dog) before falling in to a trap, and I'm certain it killed at least one elf. I'm using 27.176.38c, not modded in any way. --[[User:Tomato|Tomato]] 02:58, 3 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Just to clarify a little here, it doesnt seem that killing tame animals will trigger untamability, but if Tomato's experiences are anything to go by, watch out if other civilized entities have been slain. (I am reasonably sure that tame animals are ok, by an experimental process of de-stealthing a GCS by throwing a dog into its cave, taming it, and letting it wander around in my base for a month or so waiting for the death messages) --[[User:Kaypy|Kaypy]] 10:30, 21 May 2008 (EDT)&lt;br /&gt;
== magma ==&lt;br /&gt;
Initial questions: will cages melt and its inhabitants be killed if magma is released onto it and the cage is non-magma-resistant?&lt;br /&gt;
:Yes, I burnt a bunch of useless donkeys and kittens this way. [[User:Dangerous Beans|Dangerous Beans]] 12:32, 1 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== breed in cages?==&lt;br /&gt;
I've done the cages to massive herds idea, but it doesn't work. They'll give birth just fine while in the cage (and the babies *won't* be locked in the cage, btw) but I've gone three years without a birth until a couple seasons after I released them all to presumably breed again. If you ask me, the ideal herd would be contained in a pit that's had access walled off, since (I believe) pathfinding lag isn't a factor when it's a wall, not a locked door.&lt;br /&gt;
&lt;br /&gt;
Yea, I'm feeling a bit lazy right now, or I'd have edited this stuff into the article myself. Feel free to add it in and remove this, assuming I haven't just ended up in some weird situation where they just happen to have been pregnant for 3 years... --[[User:N9103|Edward]] 22:56, 10 January 2008 (EST)&lt;br /&gt;
: I am not exactly sure, but i think both a cow and a dog have given birth inside a cage after being in there for more than a year. So i toned down the statement in the article.--[[User:Koltom|Koltom]] 10:02, 27 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Actually, the babies born in cages thing is true, but it works this way: the baby is born in the cage but is not ''assigned'' in the cage. So when it's born, a dwarf will immediately rush to free it. (Tried this by building a cage behind forbidden doors and the baby remained in the cage.)&lt;br /&gt;
&lt;br /&gt;
By the way, how do you put a timestamp behind your edit? This timestamp below I have manually typed in. --[[User:ShunterAlhena]] 09:12, 11 January 2008 (EST)&lt;br /&gt;
 &lt;br /&gt;
:use &amp;lt;nowiki&amp;gt;--~~~~&amp;lt;/nowiki&amp;gt; or the button that looks like a signature ;) --[[User:N9103|Edward]] 08:04, 11 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== STOP HIM!!! ==&lt;br /&gt;
&lt;br /&gt;
How am I supposed to put a captured goblin in an arena without letting the little bastard go? [[User:Patarak|Patarak]] 00:05, 25 January 2008 (EST)&lt;br /&gt;
:A lever based enter/exit door for the arena so you can lock it, His combatent will probably have to be the one to let him go in that case. Or use a pit of some kind. --[[User:Shades|Shades]] 04:01, 25 January 2008 (EST)&lt;br /&gt;
My problem more lies with transporting the goblins from an animal stockpile to my arena/pit, which simply had the goblin released from his cage. [[User:Patarak|Patarak]] 04:32, 25 January 2008 (EST)&lt;br /&gt;
:Is there a problem with building a cage using the cage the gobbo's in? As for releasing... you do know levers work on cages too, right? --[[User:N9103|Edward]] 05:37, 25 January 2008 (EST)&lt;br /&gt;
Just to clarify, I have a problem transporting the goblin, not releasing him. When I attempted to move him, the goblin was released in the animal stockpile. I'm not sure how to specify build the cage that the goblin is using, but that would probably work, yes. [[User:Patarak|Patarak]] 05:52, 25 January 2008 (EST)&lt;br /&gt;
::You would {{k|b}}uild ca{{k|j}}e (yes its j to build a cage) [[User:Jikor|Jikor]] 06:51, 25 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
IIRC, in order to assign a creature to an existing cage, it first has to be taken out of the cage it's in and carried over to the new cage. However, the dwarf moving it in this way may suddenly realise they are carrying a dangerous 'thing' and drop it. This can be avoided by building the cage directly, which does not require taking the creature out. [[User:VengefulDonut|VengefulDonut]] 07:59, 25 January 2008 (EST)&lt;br /&gt;
:With the current (.38c) version I have noticed that transporting goblin soldiers is fine, the poor goblin just trails along and gets moved while goblin thieves will escape when tried to be moved. Perhaps it has something to do with sneaking vs not-sneaking. [[User:Yvain|Yvain]] 00:06, 10 April 2008 (EDT)&lt;br /&gt;
:I know for certian this behavior held in 0.23.130.23a. I imagine it probably hasn't changed since 0.27.169.33g. I tagged the article with 0.23.130.23a, so if someone knows better, please change it. [[User:VengefulDonut|VengefulDonut]] 08:09, 25 January 2008 (EST)&lt;br /&gt;
Whenever I build the cage, the dwarves just bring an empty one. I still haven't figured out a way to build exactly the cage the goblins are in. [[User:Patarak|Patarak]] 14:11, 25 January 2008 (EST)&lt;br /&gt;
:{{k|b}}uild menu -&amp;gt; ca{{k|j}}e [sic], then press e{{k|x}}pand list to see the indivudial cages with quality levels instead of a broader category list. Pick the one that's called &amp;quot;Goblin Cage(''materialname'')&amp;quot; and the dwarves will construct the cage with the gobbo still inside. Then link it up to a lever, station your executioner in a locked room with it, and yank the lever to start your pitfight. --[[User:TangoThree|TangoThree]] 10:23, 26 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== RE: Arenas section ==&lt;br /&gt;
&lt;br /&gt;
Is it actually possible to strip the weapons and armour off a captured creature as suggested here? --[[User:TangoThree|TangoThree]] 11:15, 26 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
: Yep, Check out the talk page for cages, under &amp;quot;Captured thieves&amp;quot; someone should probably integrate that info this article. --[[User:The Flying Febe|The Flying Febe]] 23:20, 3 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Sentry Animals? ==&lt;br /&gt;
&lt;br /&gt;
Can tamed creatures be used as sentries? Or would I have to have a dwarf?&amp;lt;br /&amp;gt;&lt;br /&gt;
--[[User:Lordmick134|Lordmick134]] 22:43, 30 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Yes. Build a chain or rope and attach a tame creature to it, and it will have a good chance of spotting any nearby thieves or other sneaking creatures. I usually set up 2-3 chained critters in alcoves along my entry halls for that purpose. --[[User:Janus|Janus]] 02:55, 31 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Can caged animals see ambushers farther away than the 8 tiles adjacent to them?  I figure they probably don't (in which case they're still plenty useful anyways), but it'd make it a lot easier to cover large areas if I don't have to put a cage every third tile. [[User:LegacyCWAL|LegacyCWAL]] 20:08, 7 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
No. The best way is to set up some high-traffic areas, and make sure all your valuables are indoors and that any potential ambushers have to get past your security. For example;&lt;br /&gt;
:xxx&lt;br /&gt;
:xOx&lt;br /&gt;
:xxx&lt;br /&gt;
&lt;br /&gt;
If you put your roped animal in the middle they will have access to all 8 tiles around them with very little chance of an enemy bypassing it. --[[User:AlexFili|AlexFili]] 04:09, 9 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I was afraid of that. Ambushers getting into the fortress isn't a problem because I've already done what you describe (and racked up a hell of a kill count in the process =P ).  I was just hoping for a better way to help keep ambushers away from stuff like road-builders and caravans that my Corridor of Doom can't protect. --[[User:LegacyCWAL|LegacyCWAL]] 13:45, 9 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Animal Training Labor ==&lt;br /&gt;
&lt;br /&gt;
The article said only a dwarf with Animal Training activated will release animals. I had a dwarf releasing and caging animals with no labors active, except pump operating. Using 38c. --[[User:Strangething|Strangething]] 15:31, 14 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I don't know where it says that, so I'll leave it to you to fix it. You're correct; the article is wrong. --[[User:Savok|Savok]] 15:48, 14 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I already fixed it --[[User:Strangething|Strangething]] 20:31, 15 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Capturing friends ==&lt;br /&gt;
&lt;br /&gt;
Does anyone know of a way to capture friendly entities?  Elves would be awesome but I was thinking more like my own dwarves, without makind them go berserk (I'm also trying to figure out whether or not it counts as lowering population, and if not what happens if you sell them?). --[[User:MagicGuigz|MagicGuigz]] 20:00, 7 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I think that making them go to sleep on a cage trap (such as by locking them in a 1x1 room with said trap in it) will do it.[[User:LegacyCWAL|LegacyCWAL]] 20:58, 7 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Ah yes probably, didn't think of that...thanks!  Maybe we should include it if it's veryfied? There's lots of fun to be had with captured dwarves and humans/elves I think. --[[User:MagicGuigz|MagicGuigz]] 21:31, 7 October 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>MagicGuigz</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Captured_creatures&amp;diff=34613</id>
		<title>40d Talk:Captured creatures</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Captured_creatures&amp;diff=34613"/>
		<updated>2008-10-08T00:00:47Z</updated>

		<summary type="html">&lt;p&gt;MagicGuigz: Capturing friends&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Taming ==&lt;br /&gt;
It looks like animals that killed any &amp;quot;good&amp;quot; creatures (such as elves or humans) can't be tamed (will go rampart as soon as they are released from cages).&lt;br /&gt;
I've got my whole fortress sealed off, a dragon came, after being hit by few stone traps and killing whole elven caravan, it fell into a cage trap. I tamed him (I do have a Dungeon Master) but when I tried to chain him before the entrance he started to kill dwarfs as soon as he was released from cage. I'm 100% sure it didn't kill any dwarfs (only a war dog) before falling in to a trap, and I'm certain it killed at least one elf. I'm using 27.176.38c, not modded in any way. --[[User:Tomato|Tomato]] 02:58, 3 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Just to clarify a little here, it doesnt seem that killing tame animals will trigger untamability, but if Tomato's experiences are anything to go by, watch out if other civilized entities have been slain. (I am reasonably sure that tame animals are ok, by an experimental process of de-stealthing a GCS by throwing a dog into its cave, taming it, and letting it wander around in my base for a month or so waiting for the death messages) --[[User:Kaypy|Kaypy]] 10:30, 21 May 2008 (EDT)&lt;br /&gt;
== magma ==&lt;br /&gt;
Initial questions: will cages melt and its inhabitants be killed if magma is released onto it and the cage is non-magma-resistant?&lt;br /&gt;
:Yes, I burnt a bunch of useless donkeys and kittens this way. [[User:Dangerous Beans|Dangerous Beans]] 12:32, 1 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== breed in cages?==&lt;br /&gt;
I've done the cages to massive herds idea, but it doesn't work. They'll give birth just fine while in the cage (and the babies *won't* be locked in the cage, btw) but I've gone three years without a birth until a couple seasons after I released them all to presumably breed again. If you ask me, the ideal herd would be contained in a pit that's had access walled off, since (I believe) pathfinding lag isn't a factor when it's a wall, not a locked door.&lt;br /&gt;
&lt;br /&gt;
Yea, I'm feeling a bit lazy right now, or I'd have edited this stuff into the article myself. Feel free to add it in and remove this, assuming I haven't just ended up in some weird situation where they just happen to have been pregnant for 3 years... --[[User:N9103|Edward]] 22:56, 10 January 2008 (EST)&lt;br /&gt;
: I am not exactly sure, but i think both a cow and a dog have given birth inside a cage after being in there for more than a year. So i toned down the statement in the article.--[[User:Koltom|Koltom]] 10:02, 27 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Actually, the babies born in cages thing is true, but it works this way: the baby is born in the cage but is not ''assigned'' in the cage. So when it's born, a dwarf will immediately rush to free it. (Tried this by building a cage behind forbidden doors and the baby remained in the cage.)&lt;br /&gt;
&lt;br /&gt;
By the way, how do you put a timestamp behind your edit? This timestamp below I have manually typed in. --[[User:ShunterAlhena]] 09:12, 11 January 2008 (EST)&lt;br /&gt;
 &lt;br /&gt;
:use &amp;lt;nowiki&amp;gt;--~~~~&amp;lt;/nowiki&amp;gt; or the button that looks like a signature ;) --[[User:N9103|Edward]] 08:04, 11 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== STOP HIM!!! ==&lt;br /&gt;
&lt;br /&gt;
How am I supposed to put a captured goblin in an arena without letting the little bastard go? [[User:Patarak|Patarak]] 00:05, 25 January 2008 (EST)&lt;br /&gt;
:A lever based enter/exit door for the arena so you can lock it, His combatent will probably have to be the one to let him go in that case. Or use a pit of some kind. --[[User:Shades|Shades]] 04:01, 25 January 2008 (EST)&lt;br /&gt;
My problem more lies with transporting the goblins from an animal stockpile to my arena/pit, which simply had the goblin released from his cage. [[User:Patarak|Patarak]] 04:32, 25 January 2008 (EST)&lt;br /&gt;
:Is there a problem with building a cage using the cage the gobbo's in? As for releasing... you do know levers work on cages too, right? --[[User:N9103|Edward]] 05:37, 25 January 2008 (EST)&lt;br /&gt;
Just to clarify, I have a problem transporting the goblin, not releasing him. When I attempted to move him, the goblin was released in the animal stockpile. I'm not sure how to specify build the cage that the goblin is using, but that would probably work, yes. [[User:Patarak|Patarak]] 05:52, 25 January 2008 (EST)&lt;br /&gt;
::You would {{k|b}}uild ca{{k|j}}e (yes its j to build a cage) [[User:Jikor|Jikor]] 06:51, 25 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
IIRC, in order to assign a creature to an existing cage, it first has to be taken out of the cage it's in and carried over to the new cage. However, the dwarf moving it in this way may suddenly realise they are carrying a dangerous 'thing' and drop it. This can be avoided by building the cage directly, which does not require taking the creature out. [[User:VengefulDonut|VengefulDonut]] 07:59, 25 January 2008 (EST)&lt;br /&gt;
:With the current (.38c) version I have noticed that transporting goblin soldiers is fine, the poor goblin just trails along and gets moved while goblin thieves will escape when tried to be moved. Perhaps it has something to do with sneaking vs not-sneaking. [[User:Yvain|Yvain]] 00:06, 10 April 2008 (EDT)&lt;br /&gt;
:I know for certian this behavior held in 0.23.130.23a. I imagine it probably hasn't changed since 0.27.169.33g. I tagged the article with 0.23.130.23a, so if someone knows better, please change it. [[User:VengefulDonut|VengefulDonut]] 08:09, 25 January 2008 (EST)&lt;br /&gt;
Whenever I build the cage, the dwarves just bring an empty one. I still haven't figured out a way to build exactly the cage the goblins are in. [[User:Patarak|Patarak]] 14:11, 25 January 2008 (EST)&lt;br /&gt;
:{{k|b}}uild menu -&amp;gt; ca{{k|j}}e [sic], then press e{{k|x}}pand list to see the indivudial cages with quality levels instead of a broader category list. Pick the one that's called &amp;quot;Goblin Cage(''materialname'')&amp;quot; and the dwarves will construct the cage with the gobbo still inside. Then link it up to a lever, station your executioner in a locked room with it, and yank the lever to start your pitfight. --[[User:TangoThree|TangoThree]] 10:23, 26 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== RE: Arenas section ==&lt;br /&gt;
&lt;br /&gt;
Is it actually possible to strip the weapons and armour off a captured creature as suggested here? --[[User:TangoThree|TangoThree]] 11:15, 26 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
: Yep, Check out the talk page for cages, under &amp;quot;Captured thieves&amp;quot; someone should probably integrate that info this article. --[[User:The Flying Febe|The Flying Febe]] 23:20, 3 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Sentry Animals? ==&lt;br /&gt;
&lt;br /&gt;
Can tamed creatures be used as sentries? Or would I have to have a dwarf?&amp;lt;br /&amp;gt;&lt;br /&gt;
--[[User:Lordmick134|Lordmick134]] 22:43, 30 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Yes. Build a chain or rope and attach a tame creature to it, and it will have a good chance of spotting any nearby thieves or other sneaking creatures. I usually set up 2-3 chained critters in alcoves along my entry halls for that purpose. --[[User:Janus|Janus]] 02:55, 31 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Can caged animals see ambushers farther away than the 8 tiles adjacent to them?  I figure they probably don't (in which case they're still plenty useful anyways), but it'd make it a lot easier to cover large areas if I don't have to put a cage every third tile. [[User:LegacyCWAL|LegacyCWAL]] 20:08, 7 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
No. The best way is to set up some high-traffic areas, and make sure all your valuables are indoors and that any potential ambushers have to get past your security. For example;&lt;br /&gt;
:xxx&lt;br /&gt;
:xOx&lt;br /&gt;
:xxx&lt;br /&gt;
&lt;br /&gt;
If you put your roped animal in the middle they will have access to all 8 tiles around them with very little chance of an enemy bypassing it. --[[User:AlexFili|AlexFili]] 04:09, 9 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I was afraid of that. Ambushers getting into the fortress isn't a problem because I've already done what you describe (and racked up a hell of a kill count in the process =P ).  I was just hoping for a better way to help keep ambushers away from stuff like road-builders and caravans that my Corridor of Doom can't protect. --[[User:LegacyCWAL|LegacyCWAL]] 13:45, 9 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Animal Training Labor ==&lt;br /&gt;
&lt;br /&gt;
The article said only a dwarf with Animal Training activated will release animals. I had a dwarf releasing and caging animals with no labors active, except pump operating. Using 38c. --[[User:Strangething|Strangething]] 15:31, 14 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I don't know where it says that, so I'll leave it to you to fix it. You're correct; the article is wrong. --[[User:Savok|Savok]] 15:48, 14 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I already fixed it --[[User:Strangething|Strangething]] 20:31, 15 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Capturing friends ==&lt;br /&gt;
&lt;br /&gt;
Does anyone know of a way to capture friendly entities?  Elves would be awesome but I was thinking more like my own dwarves, without makind them go berserk (I'm also trying to figure out whether or not it counts as lowering population, and if not what happens if you sell them?). --[[User:MagicGuigz|MagicGuigz]] 20:00, 7 October 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>MagicGuigz</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Tree&amp;diff=21430</id>
		<title>40d:Tree</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Tree&amp;diff=21430"/>
		<updated>2008-10-07T23:44:52Z</updated>

		<summary type="html">&lt;p&gt;MagicGuigz: no fire reaction&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Across the [[world]], '''trees''' can found littering the landscape. They are a great renewable source of [[wood]], and there are many different varieties that grow in different [[biomes]]. While [[tower cap]]s grow indoors, every other variety occurs only outdoors.&lt;br /&gt;
&lt;br /&gt;
''Trees'' are a type of [[map tile]], not [[construction]]s, similar to solid [[rock]] or [[bush]]es. They must be designated for removal from the [[designations|{{Key|d}}esignations menu]] chop {{k|t}}rees, which will instruct [[dwarves]] with the [[woodcutter]] skill to grab an [[axe]] and begin chopping down the tree.&lt;br /&gt;
&lt;br /&gt;
Trees grow from saplings, which start growing randomly on tiles of a suitable biome. Saplings can be destroyed by heavy [[traffic]]. To grow from a sapling to a tree takes about a year and a half.&lt;br /&gt;
&lt;br /&gt;
Trees viewed from one tile above look like coloured [[stone]] [[block]]s floating in the air. Also, deciduous trees will change colour to red or yellow in [[autumn]], and lose their leaves in [[winter]].&lt;br /&gt;
&lt;br /&gt;
Trees also gain names near [[elf|elven]] settlements. Although it is unclear what effect this has on gameplay, if any at all.&lt;br /&gt;
&lt;br /&gt;
Trees ''will not'' as of yet be destroyed by [[magma]] or [[fire]] (nor will [[water]] damage them in any way).&lt;br /&gt;
&lt;br /&gt;
== List of Trees ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tree Name &lt;br /&gt;
| '''Habitat''' || '''Tile''' || '''Alignment''' || '''Density''' || '''Deciduous'''&lt;br /&gt;
|-&lt;br /&gt;
! Mangrove&lt;br /&gt;
| &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Mangrove Swamp (Wet)&amp;lt;/font&amp;gt; || bgcolor=&amp;quot;black&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;font color=&amp;quot;green&amp;quot; size=5&amp;gt;♣&amp;lt;/font&amp;gt; || All || Default || No&lt;br /&gt;
|-&lt;br /&gt;
! Saguaro&lt;br /&gt;
| &amp;lt;font color=&amp;quot;orange&amp;quot;&amp;gt;Any Desert (Dry)&amp;lt;/font&amp;gt; || bgcolor=&amp;quot;black&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;font color=&amp;quot;green&amp;quot; size=5&amp;gt;╞&amp;lt;/font&amp;gt; || All || Default || No&lt;br /&gt;
|-&lt;br /&gt;
! Pine&lt;br /&gt;
| &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Taiga Forest (Dry)&amp;lt;br&amp;gt;Temperate Conifer Forest&amp;lt;br&amp;gt;Tropical Conifer Forest&amp;lt;/font&amp;gt; || bgcolor=&amp;quot;black&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;font color=&amp;quot;green&amp;quot; size=5&amp;gt;↑&amp;lt;/font&amp;gt; || All || 560 || No&lt;br /&gt;
|-&lt;br /&gt;
! Cedar&lt;br /&gt;
| &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Temperate Conifer Forest (Dry)&amp;lt;br&amp;gt;Tropical Conifer Forest&amp;lt;/font&amp;gt; || bgcolor=&amp;quot;black&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;font color=&amp;quot;green&amp;quot; size=5&amp;gt;↨&amp;lt;/font&amp;gt; || All || 380 || No&lt;br /&gt;
|-&lt;br /&gt;
! Oak&lt;br /&gt;
| &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Any Temperate Broadleaf Forest (Dry)&amp;lt;/font&amp;gt; || bgcolor=&amp;quot;black&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;font color=&amp;quot;green&amp;quot; size=5&amp;gt;♠&amp;lt;/font&amp;gt; || All || 700 || Yes&lt;br /&gt;
|-&lt;br /&gt;
! Mahogany&lt;br /&gt;
| &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Any Tropical Forest (Dry)&amp;lt;/font&amp;gt; || bgcolor=&amp;quot;black&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;font color=&amp;quot;green&amp;quot; size=5&amp;gt;♠&amp;lt;/font&amp;gt; || All || 600 || No&lt;br /&gt;
|-&lt;br /&gt;
! Acacia&lt;br /&gt;
| &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Tropical Dry Broadleaf Forest (Dry)&amp;lt;br&amp;gt;Tropical Grassland&amp;lt;br&amp;gt;Tropical Savanna&amp;lt;br&amp;gt;Tropical Shrubland&amp;lt;/font&amp;gt; || bgcolor=&amp;quot;black&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;font color=&amp;quot;green&amp;quot; size=5&amp;gt;♣&amp;lt;/font&amp;gt; || All || Default || No&lt;br /&gt;
|-&lt;br /&gt;
! Kapok&lt;br /&gt;
| &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Tropical Moist Broadleaf Forest (Dry)&amp;lt;/font&amp;gt; || bgcolor=&amp;quot;black&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;font color=&amp;quot;green&amp;quot; size=5&amp;gt;Γ&amp;lt;/font&amp;gt; || All || Default || No&lt;br /&gt;
|-&lt;br /&gt;
! Maple&lt;br /&gt;
| &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Temperate Broadleaf Forest (Dry)&amp;lt;br&amp;gt;Temperate Grassland&amp;lt;br&amp;gt;Temperate Savanna&amp;lt;br&amp;gt;Temperate Shrubland&amp;lt;/font&amp;gt; || bgcolor=&amp;quot;black&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;font color=&amp;quot;green&amp;quot; size=5&amp;gt;♣&amp;lt;/font&amp;gt; || All || 755 || Yes&lt;br /&gt;
|-&lt;br /&gt;
! Willow&lt;br /&gt;
| &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Any Temperate (Wet)&amp;lt;br&amp;gt;Any Tropical Forest&amp;lt;br&amp;gt;Tropical Grassland&amp;lt;br&amp;gt;Tropical Savanna&amp;lt;br&amp;gt;Tropical Shrubland&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Tropical Freshwater Swamp&amp;lt;br&amp;gt;Tropical Saltwater Swamp&amp;lt;br&amp;gt;Tropical Freshwater Marsh&amp;lt;br&amp;gt;Tropical Saltwater Marsh&amp;lt;/font&amp;gt; || bgcolor=&amp;quot;black&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;font color=&amp;quot;green&amp;quot; size=5&amp;gt;⌠&amp;lt;/font&amp;gt; || All || 420 || No&lt;br /&gt;
|-&lt;br /&gt;
! [[Tower-cap]]&lt;br /&gt;
| &amp;lt;font color=&amp;quot;brown&amp;quot;&amp;gt;Subterranean Water (Wet)(Dry)&amp;lt;/font&amp;gt; || bgcolor=&amp;quot;black&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;font color=&amp;quot;green&amp;quot; size=5&amp;gt;♣&amp;lt;/font&amp;gt; || All || 600 || No&lt;br /&gt;
|-&lt;br /&gt;
! Glumprong&lt;br /&gt;
| Not Freezing (Dry) || bgcolor=&amp;quot;black&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;font color=&amp;quot;green&amp;quot; size=5&amp;gt;┤&amp;lt;/font&amp;gt; || &amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;Evil&amp;lt;/font&amp;gt; || 1200 || No&lt;br /&gt;
|-&lt;br /&gt;
! Feather tree&lt;br /&gt;
| Not Freezing (Dry) || bgcolor=&amp;quot;black&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;font color=&amp;quot;green&amp;quot; size=5&amp;gt;♣&amp;lt;/font&amp;gt; || &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Good&amp;lt;/font&amp;gt; || 100 || No&lt;br /&gt;
|-&lt;br /&gt;
! Highwood&lt;br /&gt;
| Not Freezing (Dry) || bgcolor=&amp;quot;black&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;font color=&amp;quot;green&amp;quot; size=5&amp;gt;¶&amp;lt;/font&amp;gt; || &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Savage&amp;lt;/font&amp;gt; || 500 || No&lt;br /&gt;
|-&lt;br /&gt;
! Larch&lt;br /&gt;
| &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Taiga Forest (Dry)&amp;lt;br&amp;gt;Temperate Conifer Forest&amp;lt;/font&amp;gt; || bgcolor=&amp;quot;black&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;font color=&amp;quot;green&amp;quot; size=5&amp;gt;↑&amp;lt;/font&amp;gt; || All || 590 || Yes&lt;br /&gt;
|-&lt;br /&gt;
! Chestnut&lt;br /&gt;
| &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Any Temperate Broadleaf Forest (Dry)&amp;lt;/font&amp;gt; || bgcolor=&amp;quot;black&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;font color=&amp;quot;green&amp;quot; size=5&amp;gt;♠&amp;lt;/font&amp;gt; || All || 500 || Yes&lt;br /&gt;
|-&lt;br /&gt;
! Alder&lt;br /&gt;
| &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Any Temperate Broadleaf Forest (Dry)&amp;lt;/font&amp;gt; || bgcolor=&amp;quot;black&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;font color=&amp;quot;green&amp;quot; size=5&amp;gt;♣&amp;lt;/font&amp;gt; || All || 410 || Yes&lt;br /&gt;
|-&lt;br /&gt;
! Birch&lt;br /&gt;
| &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Any Temperate Broadleaf Forest (Dry)&amp;lt;/font&amp;gt; || bgcolor=&amp;quot;black&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;font color=&amp;quot;green&amp;quot; size=5&amp;gt;♣&amp;lt;/font&amp;gt; || All || 670 || Yes&lt;br /&gt;
|-&lt;br /&gt;
! Ash&lt;br /&gt;
| &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Any Temperate Broadleaf Forest (Dry)&amp;lt;/font&amp;gt; || bgcolor=&amp;quot;black&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;font color=&amp;quot;green&amp;quot; size=5&amp;gt;♠&amp;lt;/font&amp;gt; || All || 620 || Yes&lt;br /&gt;
|-&lt;br /&gt;
! Candlenut&lt;br /&gt;
| &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Any Tropical Forest (Dry)&amp;lt;/font&amp;gt; || bgcolor=&amp;quot;black&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;font color=&amp;quot;green&amp;quot; size=5&amp;gt;Γ&amp;lt;/font&amp;gt; || All || Default || No&lt;br /&gt;
|-&lt;br /&gt;
! Mango tree&lt;br /&gt;
| &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Any Tropical Forest (Dry)&amp;lt;/font&amp;gt; || bgcolor=&amp;quot;black&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;font color=&amp;quot;green&amp;quot; size=5&amp;gt;Γ&amp;lt;/font&amp;gt; || All || Default || No&lt;br /&gt;
|-&lt;br /&gt;
! Rubber tree&lt;br /&gt;
| &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Tropical Moist Broadleaf Forest (Dry)&amp;lt;/font&amp;gt; || bgcolor=&amp;quot;black&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;font color=&amp;quot;green&amp;quot; size=5&amp;gt;Γ&amp;lt;/font&amp;gt; || All || Default || No&lt;br /&gt;
|-&lt;br /&gt;
! Cacao tree&lt;br /&gt;
| &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Tropical Moist Broadleaf Forest (Dry)&amp;lt;/font&amp;gt; || bgcolor=&amp;quot;black&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;font color=&amp;quot;green&amp;quot; size=5&amp;gt;Γ&amp;lt;/font&amp;gt; || All || Default || No&lt;br /&gt;
|-&lt;br /&gt;
! Palm&lt;br /&gt;
| &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Any Tropical (Dry)&amp;lt;/font&amp;gt; || bgcolor=&amp;quot;black&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;font color=&amp;quot;green&amp;quot; size=5&amp;gt;Γ&amp;lt;/font&amp;gt; || All || Default || No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Map tiles]][[Category:Trees]]&lt;/div&gt;</summary>
		<author><name>MagicGuigz</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Fire&amp;diff=11981</id>
		<title>40d Talk:Fire</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Fire&amp;diff=11981"/>
		<updated>2008-10-07T00:30:33Z</updated>

		<summary type="html">&lt;p&gt;MagicGuigz: Stockpile exploit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;How does fire spread in the new version. I don't have magma on my map so I haven't been able to experiment.&lt;br /&gt;
&lt;br /&gt;
Maybe someone with experience could write up on the risks, ie how it spreads, how long it burns, how dwarfs react and what can be done to fight/prevent it. --[[User:Lucid|Lucid]] 21:09, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Could someone test to see what levels of water will extinguish fire somehow?  Perhaps a fortress at high risk for fire could have emergency floodgates set up to dump precise reservoirs of water at important areas like the living quarters or food/booze stockpiles.&lt;br /&gt;
&lt;br /&gt;
god save us if it is affected by the mud/blood bug too [[User:Thatguyyaknow|Thatguyyaknow]] 13:07, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
no it ain't the blood bug, it's the fire bug.  Someone copy and paste it from the old wiki. --[[User:Frostedfire|Frostedfire]] 22:14, 14 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I can confirm that fire spreads to adjucent squares. My fortress catched fire (long story) and wooden barrels and bins on stockpiles burned. When they completety burned out their contents catched fire and many piles of 20 !!leather!!, 20 !!cloth!! and 20 or more !!seeds!! generated '''very''' heavy lags. I didn't pay attention if it spreads diagonally but a burning item on the floor makes all 8 squares around it &amp;quot;warm stone wall&amp;quot; just as magma do to it's 4 directly adjacent squares.--[[User:Another|Another]] 14:26, 26 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Is there a way to intentionally start a fire? [[User:Diabl0658|Diabl0658]] 20:12, 5 January 2008 (EST)&lt;br /&gt;
:Dig into the side of a pool of lava. Remove a construction holding back lava. Open a wooden door holding back lava. Open a floodgate to lava. Some combination of pumps, stairs, ramps, walls, and stockpiles will allow you to choose what gets set on fire and where. [[User:Rkyeun|Rkyeun]] 00:59, 9 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Fire doesn't seem to spread by walking near it though...  I forbade a few burning corpses and the dwarves had no problem stepping over it without catching fire.&lt;br /&gt;
&lt;br /&gt;
Possibly fire on items like clothing or corpses will only spread to dwarves touching it.&lt;br /&gt;
&lt;br /&gt;
A more informative page than &amp;quot;fire sucks&amp;quot; might be useful.  Maybe a list of fire sources, what objects will and won't burn, how fire spreads and measures you can take to limit the damage or stop it.  Maybe telling your dwarves to dump water in your hallways to keep a nice [1/7] coating?&lt;br /&gt;
&lt;br /&gt;
In the 2D version 0.23, fire was like an invisible disease - dwarves didn't know they had it, it was contagious, and it killed them. Thus it was a major source of [fun]. In this version - I don't know yet. --[[User:Jellyfishgreen|Jellyfishgreen]] 09:05, 3 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Fireproof silk? ==&lt;br /&gt;
&lt;br /&gt;
i noticed that cave spider silk clothes dont catch fire. i had a guy incinerated by magma touching him - he managed to move away and his silk clothing was all that was left [[User:Twiggie|Twiggie]] 14:06, 29 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Forest Fire ==&lt;br /&gt;
&lt;br /&gt;
I just started a new game near a volcano, in a forest. In the first winter, a fire imp left the caldera, and the forest burst into flame. Anyone see this before? The entire map went up in smoke... I lost 5 dwarves to it.&lt;br /&gt;
--[[User:Mabmoro|mabmoro]] 22:01, 31 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I've seen this multiple times on my current map, haven't lost dwarves, but did have a dwarf caravan run straight into one... As when I tried to pin down what started it and why, all the fire imps were back in the volcano (if they ever left to begin with), but at the exact center of the ring of fire was a pile of groundhog bones - so I think a fire imp wandered out, saw a groundhog, and fried it, causing a massive fire... that or groundhogs spontaneously combust now.  Could probably use channels or walls as firebreaks to keep the whole map from burning when it happens, embark with a magma vent that (hopefully) doesn't reach the surface rather than a volcano, or try to close off the top of the volcano.  Probably simpler to wall in any surface areas you're using and just tell your dwarves to stay inside when you see a fire though. --[[User:Nethras|Nethras]] 15:02, 1 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I had a forest fire the other day - the burn pattern indicated it started in two places approximately simultaneously, in the vicinity of a [[Fire Man]] and a Cougar (though I never saw any bones). The Fire Man had been busy elsewhere with no such effect though, despite killing numerous groundhogs, a couple of Mules, a pet cat, and one of my dwarves.&lt;br /&gt;
:The fire didn't manage to enter my encampment, probably due to the foot traffic killing off the vegetation around the entrance, but it did spread across the rest of that z-level. No harm was done to any living creature which encountered it though, as far as I could tell. --[[User:Raumkraut|Raumkraut]] 16:50, 1 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Similar situation, I used a forest fire to kill a bunch of satyrs by trapping single satyrs in cage traps. I couldn't kill them otherwise because they aren't hostile and aren't animals, so military and hunters wouldn't touch them, but they do set off cage traps and once one is trapped, the other satyrs stayed close. So I scattered some traps near the caldera and waited; eventually a fire imp popped out, started a fire, and about fifteen satyrs all got roasted by the fire. [[User:Calenth|Calenth]]&lt;br /&gt;
&lt;br /&gt;
== Stockpile exploit ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Fires won't cross an empty stockpile, providing an even fast way to create firebreaks.&amp;quot;...not what happened at my own fortress.  Maybe it doesn't apply if there's grass underneath?  Needs more testing...&lt;/div&gt;</summary>
		<author><name>MagicGuigz</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Tantrum&amp;diff=45156</id>
		<title>40d Talk:Tantrum</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Tantrum&amp;diff=45156"/>
		<updated>2008-10-07T00:28:22Z</updated>

		<summary type="html">&lt;p&gt;MagicGuigz: Drafting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Drafting ==&lt;br /&gt;
&lt;br /&gt;
It seems tantruming dwarves can be drafted and will act completely normally...Has anyone else seen this?  My dwarf was already drafted before he was tantruming (I was testing on the destruction of artifacts heh), so maybe it makes a difference, but I was able to deactive/reactive his squad.&lt;/div&gt;</summary>
		<author><name>MagicGuigz</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Status_icons&amp;diff=31263</id>
		<title>40d:Status icons</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Status_icons&amp;diff=31263"/>
		<updated>2008-10-06T22:26:44Z</updated>

		<summary type="html">&lt;p&gt;MagicGuigz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Status icons''' are symbols that flash when a creature is under a certain effect. When a creature has multiple status icons, they will flash in succession.&lt;br /&gt;
&lt;br /&gt;
{{Tile|☺|rgb(256,0,0)|rgb(0,0,0)}}&lt;br /&gt;
flashes to...&lt;br /&gt;
* {{Tile|☺|rgb(128,0,0)|rgb(0,0,0)}} '''[[Legendary]]:''' The dwarf has a skill that has reached Legendary level. Take care of these fellows.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|X|rgb(128,128,128)|rgb(0,0,0)}} '''[[Immigration|Migrant]]:''' The dwarf has just arrived at your fortress and is still getting used to the place. They won't do any jobs while in this state, which doesn't last long.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|?|rgb(0,256,256)|rgb(0,0,0)}} '''No Job:''' The creature has no job and no destination.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|?|rgb(256,0,0)|rgb(0,0,0)}} '''No Destination:''' The creature has a job, but no destination. They get this when you shut a door on their faces.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|-|rgb(0,256,0)|rgb(0,0,0)}}{{Tile|\|rgb(0,256,0)|rgb(0,0,0)}}{{Tile|&amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt;|rgb(0,256,0)|rgb(0,0,0)}}{{Tile|/|rgb(0,256,0)|rgb(0,0,0)}}{{Tile|-|rgb(0,256,0)|rgb(0,0,0)}} '''Multiple Creatures:''' More than one creature is on the same tile, the game will switch between them using this animated line.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|↓|rgb(128,128,0)|rgb(0,0,0)}} '''Hungry:''' Dwarf needs [[food]] badly. &lt;br /&gt;
&lt;br /&gt;
* {{Tile|↓|rgb(0,0,256)|rgb(0,0,0)}} '''Thirsty:''' The creature needs [[water]] or [[alcohol]].&lt;br /&gt;
&lt;br /&gt;
* {{Tile|↓|rgb(128,128,128)|rgb(0,0,0)}} '''Tired:''' The dwarf wants [[Sleep]]. Depending on how tired they are, their speed will be drastically lowered.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|↓|rgb(256,0,0)|rgb(0,0,0)}} '''Unhappy:''' The dwarf's unhappy thoughts are piling up. Not a good sign for a fortress, as this can lead to tantrums.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|Z|rgb(128,128,128)|rgb(0,0,0)}} '''[[Sleep|Sleeping]]:''' This dwarf is not going to be productive, and the object it is sleeping on will have an effect on its mood.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|☺|rgb(256,0,0)|rgb(128,128,0)}} '''Prone:''' When the dwarf is lying on the ground. Several prone creatures can be in the same tile; therefore, in tight corridors, dwarves will be constantly lying down and standing so they can go through. Also happens in combat. Make sure to remember to stand up if this happens in Adventure Mode.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|☺|rgb(256,0,0)|rgb(0,256,256)}} '''Thrown:''' Either the dwarf has been thrown by a wrestling move, or it has gotten smashed by a blunt weapon and is flying backwards from the force.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|☺|rgb(0,0,256)|rgb(0,0,128)}} '''[[Swimmer#Drowning|Drowning]]:''' The creature is underwater and cannot breathe.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|☺|rgb(256,0,0)|rgb(192,192,192)}} '''Webbed:''' The icon that shows when a dwarf walks into a [[cave spider]]'s web.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|!|rgb(192,192,192)|rgb(0,0,0)}} '''[[fey mood|Fey Mood]]:''' The dwarf will find a workshop, get materials, and make an artifact. After this, it will have a skill increase to [[Legendary]], along with attributes. If it cannot find the required workshop or items, it will wait until it goes insane, berserk, or melancholy.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|!|rgb(256,0,256)|rgb(0,0,0)}} '''Possessed:''' The same thing as [[fey mood]], but without the skill increase.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|!|rgb(256,256,0)|rgb(0,0,0)}} '''[[Tantrum]]:''' The dwarf has finally had enough, and has lost his temper. The dwarf stops all work, and proceeds to throw things, destroy buildings and hurt other dwarves. This is not a permanent state, but extremely annoyed dwarves will tantrum repeatedly. &lt;br /&gt;
&lt;br /&gt;
* {{Tile|!|rgb(0,256,256)|rgb(0,0,0)}} '''[[Insane]]:''' Dwarves may eventually go crazy and babble, leading to this icon (usually because they couldn't complete an artifact). Dwarf moves erratically around until he/she dies of hunger or thirst. A form of madness.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|!|rgb(0,0,256)|rgb(0,0,0)}} '''[[Melancholy]]:''' When a dwarf has sad thoughts for a very long time, it may lead to this. Dwarf sulks around the place until he/she dies of hunger or thirst, or tries to kill himself by drowning or chasm. A form of madness, it's pretty much permanent.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|!|rgb(192,0,0)|rgb(0,0,0)}} '''Enraged:''' After a dwarf is injured or had a pet killed by an enemy, the dwarf may get angrier and attack the enemy with rushes and powerful hits. Dwarves in this state will seek fights with enemy or neutral creatures.  May also occur to non dwarves.  &lt;br /&gt;
&lt;br /&gt;
* {{Tile|!|rgb(0,256,0)|rgb(0,0,0)}} '''Martial Trance:''' When a single dwarf is being attacked by more than one enemy, it will fall into this state and supposedly focus better. Toady one has [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=12&amp;amp;t=000037 said], &amp;quot;You have to be a dwarf [to be able to get the martial trance]. It improves all kinds of combat rolls and modifiers (but no direct damage bonus -- 'enraged' does that).&amp;quot; Dwarves in this state will seek fights with enemy or neutral creatures.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|☺|rgb(256,0,0)|rgb(128,0,128)}} '''[[Wrestling]]:''' It is grabbing, or attempting to grab, another creature in a fight. Could also be holding on to a part of the opponent as well.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|☺|rgb(0,0,0)|rgb(256,0,256)}} '''Last seen:''' Indicates the last known location of the creature. Adventure mode only.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|+|rgb(256,256,0)|rgb(192,192,192)}} '''Minor [[Injury]]:''' Any wound that leaves only one hand in working condition, including severings.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|+|rgb(256,0,0)|rgb(192,192,192)}} '''Major [[Injury]]:''' Loss of the use of a leg, both arms, or a fatal injury to a vital organ that hasn't killed the dwarf yet.  Yellow or worse damage to any of the brain, throat, heart, guts, or both lungs are all mortal wounds. Yellow or worse damage to one lung is typically not fatal, but this status flag will remain on the dwarf permenantly as he goes about his day.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|X|rgb(0,256,256)|rgb(0,0,0)}} '''Stunned:''' Dwarves can be stunned because of pain, and may lead to unconsciousness. Cave spider bites also cause periodic stunning.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|X|rgb(0,256,0)|rgb(0,0,0)}} '''Nausea:''' Can be caused by [[cave adaptation]], and will cause [[vomit]], or during combat, when one spears another through the vital organs in the abdomen.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|X|rgb(192,192,192)|rgb(0,0,0)}} '''Winded:''' When a dwarf is out of breath, they are winded. This can be caused by being underwater, having a lung pierced or throat torn out.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|☼|rgb(0,256,256)|rgb(0,0,0)}} '''[[Combat#Paralysis|Paralyzed]]:''' The creature cannot move. Caused by poison or severe brain damage.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|X|rgb(256,256,256)|rgb(0,0,0)}} '''Unconscious:''' A bad sign for a dwarf, since they usually become unconscious in a fight and will die shortly afterwards. Sometimes, pain or permanent spinal injuries will make a dwarf periodically fall unconscious.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|☺|rgb(256,0,0)|rgb(128,0,0)}} '''Dead:''' This dwarf is gone, far away from the horrors of the puppy-cooking, noble-drowning fortress.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In addition to the above symbols, creatures carrying an object will alternate between their usual icon and the icon of the object they are carrying.&lt;br /&gt;
&lt;br /&gt;
==Cheatsheet==&lt;br /&gt;
&lt;br /&gt;
[[Image:icons.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Game Interface FAQ}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Interface]]&lt;br /&gt;
[[Category:Creatures]]&lt;br /&gt;
[[Category:Dwarves]]&lt;br /&gt;
[[Category:Thoughts]]&lt;/div&gt;</summary>
		<author><name>MagicGuigz</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Status_icons&amp;diff=31291</id>
		<title>40d Talk:Status icons</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Status_icons&amp;diff=31291"/>
		<updated>2008-10-06T22:25:30Z</updated>

		<summary type="html">&lt;p&gt;MagicGuigz: Madness&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Wow, how come the wiki was missing this page for so long? --[[User:Nitem4re|Nitem4re]] 19:49, 6 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Not sure about others, but laziness on my part. Was just using the old wiki's page. --[[User:Jackard|Jackard]] 20:32, 6 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
This guide should use the standard curses icons. --[[User:n9103|n9103]] 11:42, 17 Dec 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
:Yes, but we don't have a font for that.&lt;br /&gt;
:I plan to eventually turn some/all of these into animated gifs, but I wouldn't be surprised if someone else gets around to it first. --[[User:Savok|Savok]] 13:12, 13 March 2008 (EDT)&lt;br /&gt;
::If I weren't such a lazy bastard, I'd make the font. --[[User:GreyMario|GreyMario]] 01:40, 11 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
JT added the &amp;quot;cheat sheet&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
22:40, 11 May 2008 JT (Talk | contribs) (7,069 bytes)&lt;br /&gt;
&lt;br /&gt;
So, thanks JT. ~ [[User:Midna|Midna]] 14:45, 14 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Madness ==&lt;br /&gt;
&lt;br /&gt;
It should be noted that not only strange moods can make people go Stark Raving mad.  Just now, my mayor was badly injured so he could never complete a meeting with a diplomat (for about half a year I think...yeah he's missing body parts).  Anyhow, the diplomat left unhappy, then the mayor's mandate has ended, and then he went mad (all that in the same second).  I can't really tell which triggered which (diplomat leaving isn't written on the announcement screen...) but I'm rather sure the mayor had been &amp;quot;quite content&amp;quot; during all his mandate.&lt;br /&gt;
So, any idea what triggered what?  Anyways I know it's not related to artifacts so I'm changing the article a bit.&lt;br /&gt;
--[[User:MagicGuigz|MagicGuigz]] 18:25, 6 October 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>MagicGuigz</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Fire&amp;diff=2012</id>
		<title>40d:Fire</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Fire&amp;diff=2012"/>
		<updated>2008-10-06T19:44:36Z</updated>

		<summary type="html">&lt;p&gt;MagicGuigz: Tried to make the article actually helpful, please contribute&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A border of exclamation marks (!!) on an item or [[dwarf]] name indicates that it is on '''fire'''.&lt;br /&gt;
Items on fire also release smoke and ignite adjacent items.  The color of the name of burning dwarves will alternate between yellow and red (it may do so forever after the dwarf died).&lt;br /&gt;
&lt;br /&gt;
This had problems in the old version, in that the burning items set other nearby items on fire.  A good example:&lt;br /&gt;
&lt;br /&gt;
#Dwarf gets hit by fireball from [[fire imp]] at the [[magma forge]]&lt;br /&gt;
#Dwarf runs around his business, as he takes burning damage he goes for a rest, and heads for the [[barracks]]&lt;br /&gt;
#The dwarf dies on the way.  Someone comes and picks up his !![[giant cave spider]] [[silk]] [[shoe]]!! and puts it on.  His clothing catches on fire&lt;br /&gt;
#This dwarf also feels hurt and heads for the barracks, but this one gets on the [[wood]]en [[bed]], lighting that up.&lt;br /&gt;
#Nearby beds light up; dwarves sleep on that [[bed]] and the others near it and get lit up themselves, as well as the dwarves going for the !![[cave spider]] [[silk]] [[robe]]!!&lt;br /&gt;
#Some of these dwarves go past the [[alcohol]] stores for a drink, these light up.  now a fair portion of the fortress is on fire.&lt;br /&gt;
#Remaining dwarves will have other barracks to sleep in, and some of them have rooms.  they go back and set more of their stuff on fire&lt;br /&gt;
#Three months later: everything is burning and all your dwarves are dead because none of them fell in the [[river]].&lt;br /&gt;
#Wasn't that [[fun]]?&lt;br /&gt;
&lt;br /&gt;
==Forest fires==&lt;br /&gt;
&lt;br /&gt;
===Origins===&lt;br /&gt;
Creatures such as [[Fire imp]]s can cause a forest fire by lighting up another creature with a fire attack.  Fire may then catch on the grass around, which will in turn slowly spread to all connected grass, generating smoke in the meantime.  Anything that is flammable and stands on burning grass (if you loo{{k|k}} at it you will see &amp;quot;A fire&amp;quot;) also has a chance to catch fire each turn.  Your entire area may burn if you are unlucky enough.  Fire will turn [[grass]] into ashes.&lt;br /&gt;
&lt;br /&gt;
===Preventing forest fires===&lt;br /&gt;
It is recommended to guard the surroundings of the any exterior [[magma]] pool with [[Marksdwarf|Marksdwarves]] so that creatures don't have a chance to light anything up (except the Marksdwarves themselves, but this is unlikely if they are well trained).  Having walls or better yet fortifications all around the pools is likely to prevent all possible forest fires.&lt;br /&gt;
&lt;br /&gt;
===Protecting from forest fires===&lt;br /&gt;
Since dwarves will not pay attention to fires , and dwarves will rush to move their dead friends to the graveyard, you may end up very quickly with heavy casualties if you do not {{k|o}}rder all dwarves to stay {{k|i}}nside.  If you have precious items and buildings outside, it is also possible to dig a [[channel]] to stop the fire from spreading any more (they are cheaper then walls, offer the same protection and, most importantly, a much faster to create).&lt;br /&gt;
&lt;br /&gt;
Know however that merchants will not pay anymore attention to the fire than your own dwarves, so you may also want to protect them in the same fashion, even if it should change their path, otherwise they could all happily walk into flames when leaving the region (or worse, stand for days on &amp;quot;A fire&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
===Irregularities===&lt;br /&gt;
Forest fires present certain irregularities that you should take in consideration {{version|0.28.181.40d}}:&lt;br /&gt;
 -[[Trees]], [[plants]] and other [[map tile]]s will '''not''' be destroyed in the fire.  That makes them very easy to spot after a forest fire, and also a possible (if unlikely) natural defense.  [[Items]], however, may burn.&lt;br /&gt;
 -Grassy slopes will not catch on fire, thus preventing the fire from spreading accross z-levels.&lt;br /&gt;
 -Forest fires, no matter how big, will never cross a [[channel]] or a non-wooden [[road]].&lt;br /&gt;
&lt;br /&gt;
Note that actively making use of these irregularities may be considered an [[exploit]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Physics]]&lt;/div&gt;</summary>
		<author><name>MagicGuigz</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Vermin&amp;diff=24333</id>
		<title>40d:Vermin</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Vermin&amp;diff=24333"/>
		<updated>2008-10-06T02:05:09Z</updated>

		<summary type="html">&lt;p&gt;MagicGuigz: /* Eliminating vermin */  Blood does not spread anymore.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Vermin''' are small [[creature]]s such as [[rat]]s, [[bat]]s, and [[lizard]]s which are difficult to see.  Most maps with a temperature above freezing have hundreds or thousands of vermin. The presence of vermin can be noted if you are particularly observant, as they will occasionally blink into and out of view on the screen. They are mostly harmless.&lt;br /&gt;
&lt;br /&gt;
== Risks ==&lt;br /&gt;
&lt;br /&gt;
Vermin are primarily notable for their ability to accost [[dwarves]], whether by triggering deeply-buried childhood traumas or just by being annoying. Most dwarves will have [[thought]]s related to a type of vermin they really dislike, and will suffer a significant mood penalty any time they spot the vermin they hate. This mood penalty can render content dwarves unhappy, although the penalty can be offset by otherwise good living conditions.&lt;br /&gt;
&lt;br /&gt;
Some vermin will also eat any [[food]] in [[stockpile]]s they can manage to get a hold on, causing [[wear]] on that [[food]]. Food that has been protected in [[barrel]]s will be immune, but food that is exposed will be nibbled at and will eventually wear out and be destroyed.  Some particularly tenacious vermin, such as lizards, can work their way through weak containers; [[metal]] [[barrel]]s are over ten times more effective at keeping your food safe. Having [[cat]]s will keep vermin to a minimum, thus keeping your food safe.&lt;br /&gt;
&lt;br /&gt;
== Catching vermin ==&lt;br /&gt;
&lt;br /&gt;
Small [[animal trap]]s are designed specifically to catch and hold vermin. A '''catch a live land animal''' order issued at a [[kennel]] tells a [[trapper]] to seek out and catch a vermin [[animal]] inside one of these traps. The animal will then be brought to an animal [[stockpile]].&lt;br /&gt;
&lt;br /&gt;
Vermin can be [[tame]]d by anyone with the [[animal training]] labour preference at a kennel. Tame vermin can then be offered for claiming as [[pet]]s on the {{key|z}} Status screen under the Animals submenu. However, tame vermin will only be claimed by those dwarves who admire those vermin.&lt;br /&gt;
&lt;br /&gt;
== Meat group ==&lt;br /&gt;
&lt;br /&gt;
Stray, untamed vermin that are caught in animal traps are edible, and will be eaten live as exotic cuisine by some people whose [[preference]]s swing that way.&lt;br /&gt;
&lt;br /&gt;
People who are [[food|starving]] will also attempt to find and eat vermin, but if they do not have a preference for that vermin as a food type, they will receive a bad [[thought]] from doing so. In a fortress with [[cat]]s, it may be difficult or impossible for the dwarves to find enough vermin to survive starvation, as even a small number of cats are ruthlessly effective at controlling the vermin population.  If they are not pets, it may be best to just butcher the cats for food.&lt;br /&gt;
&lt;br /&gt;
== Extracts from vermin ==&lt;br /&gt;
&lt;br /&gt;
Certain vermin, such as the [[fire snake]], can be used to make [[extracts]]. At present, most extracts have no actual use in the game.{{version|0.27.176.38c}}&lt;br /&gt;
&lt;br /&gt;
== Eliminating vermin ==&lt;br /&gt;
&lt;br /&gt;
[[Cat]]s are chiefly useful for their ability to hunt down and kill vermin.  Cats will wander around the fortress and surrounding lands killing vermin. As animals do not presently eat, this is done only for sport.{{version|0.28.181.40d}}  This reduces or eliminates the possibility of [[dwarves]] receiving bad thoughts for being accosted by vermin&amp;amp;mdash;dead vermin do not bother any dwarf&amp;amp;mdash;but exposes a risk that a rotting [[rat]] or other larger vermin will release a cloud of [[miasma]] and upset any dwarves who pass through the cloud.&lt;br /&gt;
&lt;br /&gt;
Another method of controlling vermin is by building animal traps and periodically catching vermin with trappers to be consumed in some fashion.  The trapped vermin may be used for a variety of purposes, including being eaten, tamed, or made into extracts, or can be relocated to a [[cage]] so that the trap may be used again.&lt;br /&gt;
&lt;br /&gt;
== List of vermin ==&lt;br /&gt;
&lt;br /&gt;
Most catchable [[fish]] are technically considered &amp;quot;vermin&amp;quot; by the game, see the [[fish]] article for a complete list. Many vermin do not show up in [[Calendar|winter]]. [[Extracts]] are presently useless except for trade.{{version|0.27.176.38c}} Vermin with no &amp;quot;value&amp;quot; are not capturable (except, perhaps, by [[elves]]).&lt;br /&gt;
&lt;br /&gt;
=== All biomes ===&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[Toad]]||10||Spawns in pools, amphibious&lt;br /&gt;
|-&lt;br /&gt;
|[[Turtle]]||10||Spawns in pools, amphibious, [[fish]]able, has [[shell]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Fly]]||n/a||Found in swarms, flier, rots [[food]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Large roach]]||5||Eats [[food]], sometimes nests in groups&lt;br /&gt;
|-&lt;br /&gt;
|[[Beetle]]||n/a&lt;br /&gt;
|-&lt;br /&gt;
|[[Ant]]||n/a||Forms colonies on [[soil]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Monarch butterfly]]||1||Flier&lt;br /&gt;
|-&lt;br /&gt;
|[[Firefly]]||1||Flier, glows&lt;br /&gt;
|-&lt;br /&gt;
|[[Dragonfly]]||1||Flier&lt;br /&gt;
|-&lt;br /&gt;
|[[Lizard]]||10||Eats [[food]], (carnivore)&lt;br /&gt;
|-&lt;br /&gt;
|[[Rat]]||10||Eats [[food]] (&amp;quot;gnawed&amp;quot;), sometimes nests in groups&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Limited biomes ===&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! [[Biome]]s&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[Worm]]||[[Taiga]] [[forest]], [[Temperate]], [[Tropical]]||n/a||Found on [[soil]] (shows as {{Tile|~|#ccc|#000}} )&lt;br /&gt;
|-&lt;br /&gt;
|[[Blue jay]]||Various [[temperate]]||30||Bird&lt;br /&gt;
|-&lt;br /&gt;
|[[Cardinal]]||Various [[temperate]]||30||Bird&lt;br /&gt;
|-&lt;br /&gt;
|[[Grackle]]||[[Temperate]] [[grassland]] and [[savanna]]||30||Bird&lt;br /&gt;
|-&lt;br /&gt;
|[[Oriole]]||[[Temperate]] [[broadleaf]] [[forest]]||30||Bird&lt;br /&gt;
|-&lt;br /&gt;
|[[Red-winged blackbird]]||[[Temperate]] [[marsh]]||30||Bird&lt;br /&gt;
|-&lt;br /&gt;
|[[Hedgehog]]||[[Temperate]] [[forest]]||10&lt;br /&gt;
|-&lt;br /&gt;
|[[Chipmunk]]||[[Temperate]] [[forest]]||10&lt;br /&gt;
|-&lt;br /&gt;
|[[Gray squirrel]]||[[Temperate]] [[forest]]||10&lt;br /&gt;
|-&lt;br /&gt;
|[[Red squirrel]]||[[Temperate]] [[forest]]||10&lt;br /&gt;
|-&lt;br /&gt;
|[[Fox squirrel]]||Savage [[temperate]] [[forest]]||100&lt;br /&gt;
|-&lt;br /&gt;
|[[Demon rat]]||Any evil||20||Eats [[food]] (&amp;quot;gnawed&amp;quot;), sometimes nests in groups, exotic [[pet]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Fluffy wambler]]||Any good||20||Eats [[food]] (&amp;quot;gnawed&amp;quot;), sometimes nests in groups, exotic [[pet]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Two-legged rhino lizard]]||Any savage||20||Eats [[food]] (&amp;quot;gnawed&amp;quot;), exotic [[pet]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Knuckle worm]]||Any evil||100||Rots [[food]], exotic [[pet]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Phantom spider]]||Any evil [[forest]]||n/a||Makes webs, bites to inject paralyzing venom, [[extracts]] are venom and antivenin, carnivore&lt;br /&gt;
|-&lt;br /&gt;
|[[Acorn fly]]||Any savage||n/a||Found in swarms, flier, rots [[food]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Blood gnat]]||Any evil||n/a||Found in swarms, flier, rots [[food]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Moghopper]]||Any savage||20||Spawns in pools, amphibious, [[fish]]able, [[summer]] only, [[extracts|extract]] is [[mog juice]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Fairy]]||Main good||10||Flier, glows&lt;br /&gt;
|-&lt;br /&gt;
|[[Pixie]]||Main good||n/a||Found in swarms, flier, glows&lt;br /&gt;
|-&lt;br /&gt;
|[[Cave spider]]||[[Subterranean]] [[water]] and [[chasm]]||n/a||Makes webs, bites to inject intermittently stunning venom, [[extracts]] are venom and antivenin, carnivore&lt;br /&gt;
|-&lt;br /&gt;
|[[Fire snake]]||[[Subterranean]] [[magma|lava]]||1||Exotic [[pet]], [[extracts|extract]] is [[liquid fire]] (believed to destroy wooden bins and barrels)&lt;br /&gt;
|-&lt;br /&gt;
|[[Olm]]||[[Subterranean]] [[water]]||1||Exotic pet&lt;br /&gt;
|-&lt;br /&gt;
|[[Bat]]||[[Subterranean]] [[chasm]]||30||Flier, sometimes nests in large groups&lt;br /&gt;
|-&lt;br /&gt;
| [[Purring maggot]] ||[[Subterranean]] [[chasm]]||*||Exotic pet, immobile, [[milk]]able for dwarven milk [[extracts|extract]], (shows as alternating {{Tile|{|#fff|#000}} and {{Tile|}|#fff|#000}} )&lt;br /&gt;
|-&lt;br /&gt;
|[[Cave swallow]]||[[Temperate]] [[broadleaf]] [[forest]], [[subterranean]]||30||Exotic [[pet]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
''&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; These are theoretically trappable and tameable, but have no [PETVALUE] defined. Their value might be based on their [MODVALUE]. Please verify their value when captured.''&lt;br /&gt;
&lt;br /&gt;
[[Category:Vermin| ]]&lt;/div&gt;</summary>
		<author><name>MagicGuigz</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Craftsdwarf%27s_workshop&amp;diff=18758</id>
		<title>40d:Craftsdwarf's workshop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Craftsdwarf%27s_workshop&amp;diff=18758"/>
		<updated>2008-10-05T22:57:15Z</updated>

		<summary type="html">&lt;p&gt;MagicGuigz: /* Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{workshop|name=Craftsdwarf's Workshop|key=r|job=Craftsworking&lt;br /&gt;
|construction=&lt;br /&gt;
1 of&lt;br /&gt;
* [[Block]]&lt;br /&gt;
* [[Stone]]&lt;br /&gt;
* [[Wood]]&lt;br /&gt;
|construction_job=No Special Profession&lt;br /&gt;
|use=&lt;br /&gt;
* [[Bone]]&lt;br /&gt;
* [[Leather]]&lt;br /&gt;
* [[Cloth|Plant fibre cloth]]&lt;br /&gt;
* [[Shell]]&lt;br /&gt;
* [[Silk]]&lt;br /&gt;
* [[Skull]]&lt;br /&gt;
* [[Stone]]&lt;br /&gt;
* [[Wood]]&lt;br /&gt;
|production=&lt;br /&gt;
* Rock [[craft]]s&lt;br /&gt;
* Wood [[craft]]s&lt;br /&gt;
* Rock short [[sword]]s&lt;br /&gt;
* Wood [[bolt]]s&lt;br /&gt;
* Bone [[bolt]]s&lt;br /&gt;
* Bone [[decoration]]s&lt;br /&gt;
* Shell [[decoration]]s&lt;br /&gt;
* [[Totem]]s&lt;br /&gt;
* Plant fiber cloth [[craft]]s&lt;br /&gt;
* Silk [[craft]]s&lt;br /&gt;
* Shell [[craft]]s&lt;br /&gt;
* Bone [[craft]]s&lt;br /&gt;
* Leather [[craft]]s&lt;br /&gt;
* Bone [[armor]]&lt;br /&gt;
* Shell [[armor]]&lt;br /&gt;
* [[Adamantine]] strands&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A '''Craftsdwarf's workshop''' is a [[workshop]] for any [[dwarves]] who can make [[stone]], [[bone]] or [[shell]] crafts. It can also be used to make a few things that aren't strictly [[craft]]s, such as shell [[armor]] and bone [[crossbow]] [[bolt]]s.&lt;br /&gt;
&lt;br /&gt;
Craftsworking includes several different skills:&lt;br /&gt;
*[[Bone carving]]&lt;br /&gt;
*[[Stonecrafting]]&lt;br /&gt;
*[[Woodcrafting]]&lt;br /&gt;
*[[Leatherworking]]&lt;br /&gt;
&lt;br /&gt;
==Uses for crafts==&lt;br /&gt;
===Armor===&lt;br /&gt;
Bone and shell, like all non-[[metal]] materials, has 50% of the standard protection of [[iron]] when used to create [[armor]]. While poor in protection value, it's still a good start for protecting a [[dwarf|dwarven]] military before [[Metalsmith's Forge|metalsmithing]] is established. Bone and shell armor is usually preferable over leather armor, as even though it has the same protection value, [[leather]] can be used for leather-exclusive goods such as [[backpack]]s and [[quiver]]s, or more generally for [[bags]] or leather [[clothing]]. Making bone and shell armor can be an effective way to meet certain nobles' mandates if metal armor production is difficult.&lt;br /&gt;
&lt;br /&gt;
===Bolts===&lt;br /&gt;
Bone and wood [[bolts]] for [[crossbow]]s can be made at a Craftdwarf's workshop and can be inexpensive and plentiful. Dwarves will not use metal bolts to practice, they prefer bone and wooden bolts instead.&lt;br /&gt;
&lt;br /&gt;
===Crafts===&lt;br /&gt;
General crafts, such as [[idol]]s, [[scepter]]s, [[mug]]s, etc. are only good as [[trade]] items. It is a good idea to include a [[Craftsdwarf]] with both [[Bone carving]] and [[Stonecrafting]] in your beginning party, so you can start producing [[ammo|ammunition]] and getting rid of those massive piles of [[rock]]s. A few [[bin]]s of [[quality|well-made]] trade goods are usually sufficient to buy any vital supplies from the first [[caravan]] to arrive at your fortress.&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
You can create [[stone]] [[short sword]]s at the craftsdwarf's workshop.&lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;br /&gt;
[[Category:Workshops]]&lt;/div&gt;</summary>
		<author><name>MagicGuigz</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Craftsdwarf%27s_workshop&amp;diff=18757</id>
		<title>40d:Craftsdwarf's workshop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Craftsdwarf%27s_workshop&amp;diff=18757"/>
		<updated>2008-10-05T22:53:00Z</updated>

		<summary type="html">&lt;p&gt;MagicGuigz: /* Weapons */  Transfering info on short swords into it's own page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{workshop|name=Craftsdwarf's Workshop|key=r|job=Craftsworking&lt;br /&gt;
|construction=&lt;br /&gt;
1 of&lt;br /&gt;
* [[Block]]&lt;br /&gt;
* [[Stone]]&lt;br /&gt;
* [[Wood]]&lt;br /&gt;
|construction_job=No Special Profession&lt;br /&gt;
|use=&lt;br /&gt;
* [[Bone]]&lt;br /&gt;
* [[Leather]]&lt;br /&gt;
* [[Cloth|Plant fibre cloth]]&lt;br /&gt;
* [[Shell]]&lt;br /&gt;
* [[Silk]]&lt;br /&gt;
* [[Skull]]&lt;br /&gt;
* [[Stone]]&lt;br /&gt;
* [[Wood]]&lt;br /&gt;
|production=&lt;br /&gt;
* Rock [[craft]]s&lt;br /&gt;
* Wood [[craft]]s&lt;br /&gt;
* Rock short [[sword]]s&lt;br /&gt;
* Wood [[bolt]]s&lt;br /&gt;
* Bone [[bolt]]s&lt;br /&gt;
* Bone [[decoration]]s&lt;br /&gt;
* Shell [[decoration]]s&lt;br /&gt;
* [[Totem]]s&lt;br /&gt;
* Plant fiber cloth [[craft]]s&lt;br /&gt;
* Silk [[craft]]s&lt;br /&gt;
* Shell [[craft]]s&lt;br /&gt;
* Bone [[craft]]s&lt;br /&gt;
* Leather [[craft]]s&lt;br /&gt;
* Bone [[armor]]&lt;br /&gt;
* Shell [[armor]]&lt;br /&gt;
* [[Adamantine]] strands&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A '''Craftsdwarf's workshop''' is a [[workshop]] for any [[dwarves]] who can make [[stone]], [[bone]] or [[shell]] crafts. It can also be used to make a few things that aren't strictly [[craft]]s, such as shell [[armor]] and bone [[crossbow]] [[bolt]]s.&lt;br /&gt;
&lt;br /&gt;
Craftsworking includes several different skills:&lt;br /&gt;
*[[Bone carving]]&lt;br /&gt;
*[[Stonecrafting]]&lt;br /&gt;
*[[Woodcrafting]]&lt;br /&gt;
*[[Leatherworking]]&lt;br /&gt;
&lt;br /&gt;
==Uses for crafts==&lt;br /&gt;
===Armor===&lt;br /&gt;
Bone and shell, like all non-[[metal]] materials, has 50% of the standard protection of [[iron]] when used to create [[armor]]. While poor in protection value, it's still a good start for protecting a [[dwarf|dwarven]] military before [[Metalsmith's Forge|metalsmithing]] is established. Bone and shell armor is usually preferable over leather armor, as even though it has the same protection value, [[leather]] can be used for leather-exclusive goods such as [[backpack]]s and [[quiver]]s, or more generally for [[bags]] or leather [[clothing]]. Making bone and shell armor can be an effective way to meet certain nobles' mandates if metal armor production is difficult.&lt;br /&gt;
&lt;br /&gt;
===Bolts===&lt;br /&gt;
Bone and wood [[bolts]] for [[crossbow]]s can be made at a Craftdwarf's workshop and can be inexpensive and plentiful. Dwarves will not use metal bolts to practice, they prefer bone and wooden bolts instead.&lt;br /&gt;
&lt;br /&gt;
===Crafts===&lt;br /&gt;
General crafts, such as [[idol]]s, [[scepter]]s, [[mug]]s, etc. are only good as [[trade]] items. It is a good idea to include a [[Craftsdwarf]] with both [[Bone carving]] and [[Stonecrafting]] in your beginning party, so you can start producing [[ammo|ammunition]] and getting rid of those massive piles of [[rock]]s. A few [[bin]]s of [[quality|well-made]] trade goods are usually sufficient to buy any vital supplies from the first [[caravan]] to arrive at your fortress.&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
You can create [[stone]] [[short sword]]s at the craftsdwarf's workshop out of any sharp stone.&lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;br /&gt;
[[Category:Workshops]]&lt;/div&gt;</summary>
		<author><name>MagicGuigz</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Immigration&amp;diff=9366</id>
		<title>40d:Immigration</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Immigration&amp;diff=9366"/>
		<updated>2008-10-05T22:44:55Z</updated>

		<summary type="html">&lt;p&gt;MagicGuigz: Cut redundant info, and reorganized accordingly&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Immigration''' can occur during any [[season]]. A '''migrant''' is a member of a wave of immigration.&lt;br /&gt;
&lt;br /&gt;
Migrants will spawn at the edge of your local zone and move towards any meeting area that you have designated. They will travel single file from this one location until the last one of this wave has arrived.&lt;br /&gt;
&lt;br /&gt;
If there is no meeting zone they will simply sit at the edge of the map until their &amp;quot;migrant&amp;quot; status fades and they find a job. Keep in mind that they can spawn on '''any''' open edge of the map, on any Z-axis; if there is no available path to your fortress, they will sit and wait until one is opened up or until they go crazy and die. Some players have reported that their migrants spawn in the middle of nowhere. This behaviour is a bug, though an entertaining one.&lt;br /&gt;
&lt;br /&gt;
The total number of [[dwarves]] in your fort is limited to 200, but you can change this in the init file. It will take several years to reach this number, assuming you want to reach it at all. Once you reach the immigration limit, normal immigration will cease.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== When does Immigration usually occur? ==&lt;br /&gt;
If your dwarves are very industrious &amp;lt;small&amp;gt;numbers would be helpful here&amp;lt;/small&amp;gt;, you can expect to receive ten or more migrants in the first immigration wave, which can occur in [[autumn]] or even in summer of your first year. Immigration does usually occur from mid-spring of the second year on.&lt;br /&gt;
&lt;br /&gt;
Migrants seem to have a tendency to arrive in spring but can arrive in any season.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== How immigration is calculated ==&lt;br /&gt;
Immigration figures are based on your fortress's total &amp;quot;Created [[Wealth]]&amp;quot; (visible on the Status (['''z''']) screen once you get a [[bookkeeper]] with the [[appraiser]] skill). All objects with any [[value]] (including mined-out areas, [[bridge]]s, and just about every kind of created [[crafts|good]]) will be included in the total. [[Artifact]]s are one of the largest influences of fortress wealth. Artifacts made of precious resources and heavily decorated can potentially double fortress wealth early in the game. Forbidden items however are not added to your wealth; it is unclear if they still influence immigration.&lt;br /&gt;
&lt;br /&gt;
This created wealth will be witnessed and reported back to the world by the yearly dwarven [[caravan]].{{verify}} If the caravan dies before making it back to the dwarven capital (if they fail to make it off your map), then the previous caravan's report is used to determine this year's figures.{{verify}}. This is not the only factor that influences immigration though. &lt;br /&gt;
&lt;br /&gt;
Immigration is rarely greater than 24 dwarves per wave, not including [[pet]]s, [[children|kids]] and spouses.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Immigrants' skills==&lt;br /&gt;
Migrants come with no skills at all (peasants), novice level of two or three skills from a single profession,or a (no adjective) level of a single [[skill]]. Migrants will sometimes bring their spouses, [[child]]ren, and even their [[pet]] [[animal]]s.  A migrant may not always come with the necessary equipment to perform their jobs.  For example, a [[Wood cutter]] may come without a [[battle axe]].&lt;br /&gt;
&lt;br /&gt;
=== How to influence the types of dwarves that immigrate ===&lt;br /&gt;
Note that the greater the number of dwarven [[civilization]]s, the greater your ability to influence immigration.{{verify}}&lt;br /&gt;
&lt;br /&gt;
The immigrants' [[skills]]/[[jobs|careers]] might be influenced by the type and number of [[workshops]] available, but also might be influenced by the population of the surviving dwarven civilizations. (Similar to that [[goblin]]s sometimes have [[human]]s in their armies, that were previously snatched from you!)&lt;br /&gt;
&lt;br /&gt;
[[Soldiers]] will only arrive if you have made their type of [[weapon]]; if you make one [[battle axe]], you will only get [[axedwarf|axedwarves]]. If you make a [[crossbow]] and a [[war hammer]], you will get [[marksdwarf|marksdwarves]] and [[hammerdwarf|hammerdwarves]]. This is not affected by weapons brought to your fort; getting immigrant [[carpenter]]s won't let you get immigrant axedwarves. It is not known if the number of weapons created matters.&lt;br /&gt;
&lt;br /&gt;
When you meet certain requirements in your outpost, like population or created wealth, some [[nobles]] will immigrate, like the [[Dungeon master]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== What are the drawbacks to immigration? ==&lt;br /&gt;
Most of the time, immigration is a ''Good Thing,'' and the more, the merrier. More dwarves means more work gets done (especially hauling, since immigrants are basically peasants), more dwarves can be given &amp;quot;luxury&amp;quot; tasks like defending the fortress or making dyed [[cloth]], and some nobles require a certain number of dwarves before they arrive. However, more dwarves also means more CPU cycles eaten up, especially if your fortress is already taxing on your computer.&lt;br /&gt;
&lt;br /&gt;
Of course, additional dwarves also require additional [[bedroom]]s, workshops, and [[alcohol|booze]] before they can be properly productive, and some players prefer to increase their population slowly to allow them to add the extra infrastructure at a more sedate pace.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== How can I curb immigration? ==&lt;br /&gt;
The easiest method to handle immigration is to alter the population cap in init.txt. You can first set it low and raise it as you see fit. Note that you may consider this to be cheating, and it also requires exiting the game each time you want more immigrants.&lt;br /&gt;
&lt;br /&gt;
You can also make sure your fort does not produce or build much. Of course, this is not an especially interesting way to play the game. Since artifacts often account for most of your fortress' wealth, killing dwarves that enter [[strange mood]]s, or turning the moods off entirely in the init file, may be a better option. This can often be accomplished by making sure all your [[workshop]]s are in enclosed rooms, then locking the [[door]] on them until they go [[insane]], then starve to death. This has a drawback in that dwarves that do manage to produce an artifact often gain a desirable [[legendary]] [[skill]]. Lock the door at your own discretion.&lt;br /&gt;
&lt;br /&gt;
You can also kill the immigrants themselves, deliberately or otherwise. Very large numbers of deaths at a fortress, from any cause, (exact number unknown) can cause all immigration (except nobles) to cease for a while: your fortress has gained a reputation as a deathtrap!&lt;br /&gt;
Killing nobles seems to have a magnified effect here, and killing even a single noble can cause no immigrants to arrive in the next season.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Migrants in [[Adventure Mode]] ==&lt;br /&gt;
Roving bands of migrants may be found on the world map. These migrants can be linked to any of the major civilizations found on the world. This includes [[goblin]]s and [[kobold]]s. Such bands will consist of non-specialized adults and children.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Migration Effects on the World ==&lt;br /&gt;
It is possible for migration to change the population levels of settlements on the map over time, and to cause factions of a civilization to merge. This can be discovered through talking to individuals in Adventurer mode, and will subsequently show up in [[Legends mode]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Dwarves]]&lt;br /&gt;
&lt;br /&gt;
{{Starting FAQ}}&lt;/div&gt;</summary>
		<author><name>MagicGuigz</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Water&amp;diff=7523</id>
		<title>40d Talk:Water</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Water&amp;diff=7523"/>
		<updated>2008-10-05T03:19:49Z</updated>

		<summary type="html">&lt;p&gt;MagicGuigz: /* Finding Water */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I dug into a Murky pool, all 7's, drained out 8 squares of 7's into my reservoir to irrigate my farm, then closed the floodgate up. The murky pool was mixed 6's and 7's. After winter, it froze over, and in Spring melted back into all 7's again. Apparently they can refill themselves. It did snow on top of the pool. Perhaps the snow melted and got it wet? --[[User:Tracker|Tracker]] 20:36, 30 October 2007 (EDT)&lt;br /&gt;
:As far as I know, if there's any water in the pool then they will freeze into ice walls. When the ice wall melts, it will always melt to depth 7, irrespective of how much water the ice was originally formed from. It is unaffected by snowfall, so if your murky pool ever completely dries out, it will never refill, even if you get lots of rain or snow. --[[User:Morlark|Morlark]]&lt;br /&gt;
&lt;br /&gt;
Do fish really flop around after you drain a pool? This didn't happen for me. --[[User:Turgid Bolk|Turgid Bolk]] 17:08, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Does anyone know what the water output of a brook is? As in, does it fill a 1-width channel any faster or slower than a river?--[[User:Xazak|Xazak]] 18:29, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Has anyone else seen stagnant water spontaneously appear beside a still?  I had it happen twice, I swear that the still is leaking. --[[User:Krenn|Krenn]] 02:58, 14 November 2007 (EST)&lt;br /&gt;
:Likely, a dwarf for some reason dumped out a bucket or waterskin nearby. It tends to happen when you get job cancellations while filling a well or taking water to a prisoner or injured dwarf.--[[User:Knivesu|Knivesu]] 06:58, 3 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Evaporation ==&lt;br /&gt;
&lt;br /&gt;
I notice that evaporation isn't covered here or in [[Magma]], and I think it might be a useful topic.  My observation is that depth 1 fluids can evaporate if left alone.  This means that you can get rid of arbitrary amounts of fluid simply by spreading it out enough, or by using a multiple-floodgate lock system to meter measured quantities of fluid out over a chamber floor.  In my experience, evaporated water leaves behind mud, whereas evaporated magma leaves behind nothing. --[[User:Doctorlucky|Doctorlucky]] 16:45, 19 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Magma... evaporates? Could be true &amp;amp;ndash; this is DF, after all. --[[User:Savok|Savok]] 14:38, 21 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Bend bugs ==&lt;br /&gt;
&lt;br /&gt;
Should we add a section about the u-bend bug?&lt;br /&gt;
&lt;br /&gt;
I've just managed to make a V-bend that can absorb infinite water as well as the U-bend that creates it. Basically I used ramps to create a dip in a pipe trying to make a u-bend, and when I poured a full murky pool into it I ended up with only the bottom three squares full of water. I then got a real u-bend going from another pond and as much as it poured into a pool the v-bend absorbed it all.&lt;br /&gt;
&lt;br /&gt;
Can anyone reproduce? &amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:Ikkonoishi|Ikkonoishi]] ([[User talk:Ikkonoishi|talk]]•[[Special:Contributions/Ikkonoishi|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The u-bend is notorious, but never heard or ran into a &amp;quot;v-bend&amp;quot; before.&lt;br /&gt;
A (side) diagram of your v-bend would be helpful in reproducing.&lt;br /&gt;
As for pages, I'd say no, since they shouldn't end up being around a long time, but who knows. --[[User:N9103|Edward]] 18:13, 1 February 2008 (EST)&lt;br /&gt;
: I was going to do one but couldn't figure out how to make the ramps. I'll just use \.&lt;br /&gt;
&lt;br /&gt;
  Water went in. --&amp;gt;  ~.~########&lt;br /&gt;
                      ~.~.~###       &amp;lt;--- No water out&lt;br /&gt;
                      ####\~# /##&lt;br /&gt;
                      #####\~/###&lt;br /&gt;
                      ###########&lt;br /&gt;
&lt;br /&gt;
Even when I brought infinite water from a normal u-bend two levels above it it would not flow through to fill the pond again until I capped the holes. Using periods to break up the ~ so I don't have to use nowiki tags. --[[User:Ikkonoishi|Ikkonoishi]] 18:58, 1 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
The map http://mkv25.net/dfma/poi-3138-emptypool --[[User:Ikkonoishi|Ikkonoishi]] 19:02, 1 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Stagnant Water ==&lt;br /&gt;
&lt;br /&gt;
What marks water as stagnant?  I know bucket water dumped on the ground is sometimes stagnant, but it's not defined here and I'm not sure what does it.--[[User:Dadamh|Dadamh]] 13:30, 29 May 2008 (EDT)&lt;br /&gt;
:Ice that melts becomes stagnant water. So if you mine out ice in an underground area, it will immediately melt into stagnant water. [[User:Tachyon|Tachyon]] 13:56, 30 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::But I've had water in a bucket turn Stagnant. What is your responce Poindexter?! [[User:Hoborobo|Hoborobo]] 16:32, 30 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Map limits ==&lt;br /&gt;
&lt;br /&gt;
Does water fall off the edge of the map ? Is it possible to actually make it flow out the map like rivers do ? Is it possible underground, several z-levels below he surface ? --[[User:Cptnemo01|Cptnemo01]] 03:51, 6 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I would think so, but bear in mind that you can not construct or dig near the edge of the map, making it impossible to channel out water (however, you could make a big surface delta). --[[User:Aykavil|Aykavil]] 08:07, 17 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== underground water manipulation ==&lt;br /&gt;
&lt;br /&gt;
I am utterly lost when it comes to making underground channels/resovuoirs/wells or any other aquatic contraption beneath the earth. I've looked through both the wiki and the bay12 forums and all I've found are specialized articles for people who already know the basics. so can someone point me in the right direction? or even make a faq, if you're bored? I'd appreciate it.&lt;br /&gt;
--[[User:Splendiferous|Splendiferous]] 04:54, 9 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Perhaps you have something a little more specific?  Asking for all three is rather big and vague. --[[User:Borninshadow|borninshadow]] 22:32, 19 August 2008 (GMT -8)&lt;br /&gt;
&lt;br /&gt;
== Finding Water ==&lt;br /&gt;
&lt;br /&gt;
If there is no water visible on the map, how can I track it down?  There's a small glacier away from my mountain, but I don't see an easy way to melt it.  Other than that, nothing shows up on the map underground. --[[User:Aegeus | Aegeus]] (21:09, 20 September 2008)&lt;br /&gt;
&lt;br /&gt;
: I'll take a guess and say [[exploratory mining]] is the only way to go.  Only one that I know of at least.  --[[User:MagicGuigz|MagicGuigz]] 23:19, 4 October 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>MagicGuigz</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Water&amp;diff=7522</id>
		<title>40d Talk:Water</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Water&amp;diff=7522"/>
		<updated>2008-10-05T03:18:08Z</updated>

		<summary type="html">&lt;p&gt;MagicGuigz: /* Finding Water */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I dug into a Murky pool, all 7's, drained out 8 squares of 7's into my reservoir to irrigate my farm, then closed the floodgate up. The murky pool was mixed 6's and 7's. After winter, it froze over, and in Spring melted back into all 7's again. Apparently they can refill themselves. It did snow on top of the pool. Perhaps the snow melted and got it wet? --[[User:Tracker|Tracker]] 20:36, 30 October 2007 (EDT)&lt;br /&gt;
:As far as I know, if there's any water in the pool then they will freeze into ice walls. When the ice wall melts, it will always melt to depth 7, irrespective of how much water the ice was originally formed from. It is unaffected by snowfall, so if your murky pool ever completely dries out, it will never refill, even if you get lots of rain or snow. --[[User:Morlark|Morlark]]&lt;br /&gt;
&lt;br /&gt;
Do fish really flop around after you drain a pool? This didn't happen for me. --[[User:Turgid Bolk|Turgid Bolk]] 17:08, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Does anyone know what the water output of a brook is? As in, does it fill a 1-width channel any faster or slower than a river?--[[User:Xazak|Xazak]] 18:29, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Has anyone else seen stagnant water spontaneously appear beside a still?  I had it happen twice, I swear that the still is leaking. --[[User:Krenn|Krenn]] 02:58, 14 November 2007 (EST)&lt;br /&gt;
:Likely, a dwarf for some reason dumped out a bucket or waterskin nearby. It tends to happen when you get job cancellations while filling a well or taking water to a prisoner or injured dwarf.--[[User:Knivesu|Knivesu]] 06:58, 3 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Evaporation ==&lt;br /&gt;
&lt;br /&gt;
I notice that evaporation isn't covered here or in [[Magma]], and I think it might be a useful topic.  My observation is that depth 1 fluids can evaporate if left alone.  This means that you can get rid of arbitrary amounts of fluid simply by spreading it out enough, or by using a multiple-floodgate lock system to meter measured quantities of fluid out over a chamber floor.  In my experience, evaporated water leaves behind mud, whereas evaporated magma leaves behind nothing. --[[User:Doctorlucky|Doctorlucky]] 16:45, 19 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Magma... evaporates? Could be true &amp;amp;ndash; this is DF, after all. --[[User:Savok|Savok]] 14:38, 21 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Bend bugs ==&lt;br /&gt;
&lt;br /&gt;
Should we add a section about the u-bend bug?&lt;br /&gt;
&lt;br /&gt;
I've just managed to make a V-bend that can absorb infinite water as well as the U-bend that creates it. Basically I used ramps to create a dip in a pipe trying to make a u-bend, and when I poured a full murky pool into it I ended up with only the bottom three squares full of water. I then got a real u-bend going from another pond and as much as it poured into a pool the v-bend absorbed it all.&lt;br /&gt;
&lt;br /&gt;
Can anyone reproduce? &amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:Ikkonoishi|Ikkonoishi]] ([[User talk:Ikkonoishi|talk]]•[[Special:Contributions/Ikkonoishi|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The u-bend is notorious, but never heard or ran into a &amp;quot;v-bend&amp;quot; before.&lt;br /&gt;
A (side) diagram of your v-bend would be helpful in reproducing.&lt;br /&gt;
As for pages, I'd say no, since they shouldn't end up being around a long time, but who knows. --[[User:N9103|Edward]] 18:13, 1 February 2008 (EST)&lt;br /&gt;
: I was going to do one but couldn't figure out how to make the ramps. I'll just use \.&lt;br /&gt;
&lt;br /&gt;
  Water went in. --&amp;gt;  ~.~########&lt;br /&gt;
                      ~.~.~###       &amp;lt;--- No water out&lt;br /&gt;
                      ####\~# /##&lt;br /&gt;
                      #####\~/###&lt;br /&gt;
                      ###########&lt;br /&gt;
&lt;br /&gt;
Even when I brought infinite water from a normal u-bend two levels above it it would not flow through to fill the pond again until I capped the holes. Using periods to break up the ~ so I don't have to use nowiki tags. --[[User:Ikkonoishi|Ikkonoishi]] 18:58, 1 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
The map http://mkv25.net/dfma/poi-3138-emptypool --[[User:Ikkonoishi|Ikkonoishi]] 19:02, 1 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Stagnant Water ==&lt;br /&gt;
&lt;br /&gt;
What marks water as stagnant?  I know bucket water dumped on the ground is sometimes stagnant, but it's not defined here and I'm not sure what does it.--[[User:Dadamh|Dadamh]] 13:30, 29 May 2008 (EDT)&lt;br /&gt;
:Ice that melts becomes stagnant water. So if you mine out ice in an underground area, it will immediately melt into stagnant water. [[User:Tachyon|Tachyon]] 13:56, 30 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::But I've had water in a bucket turn Stagnant. What is your responce Poindexter?! [[User:Hoborobo|Hoborobo]] 16:32, 30 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Map limits ==&lt;br /&gt;
&lt;br /&gt;
Does water fall off the edge of the map ? Is it possible to actually make it flow out the map like rivers do ? Is it possible underground, several z-levels below he surface ? --[[User:Cptnemo01|Cptnemo01]] 03:51, 6 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I would think so, but bear in mind that you can not construct or dig near the edge of the map, making it impossible to channel out water (however, you could make a big surface delta). --[[User:Aykavil|Aykavil]] 08:07, 17 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== underground water manipulation ==&lt;br /&gt;
&lt;br /&gt;
I am utterly lost when it comes to making underground channels/resovuoirs/wells or any other aquatic contraption beneath the earth. I've looked through both the wiki and the bay12 forums and all I've found are specialized articles for people who already know the basics. so can someone point me in the right direction? or even make a faq, if you're bored? I'd appreciate it.&lt;br /&gt;
--[[User:Splendiferous|Splendiferous]] 04:54, 9 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Perhaps you have something a little more specific?  Asking for all three is rather big and vague. --[[User:Borninshadow|borninshadow]] 22:32, 19 August 2008 (GMT -8)&lt;br /&gt;
&lt;br /&gt;
== Finding Water ==&lt;br /&gt;
&lt;br /&gt;
If there is no water visible on the map, how can I track it down?  There's a small glacier away from my mountain, but I don't see an easy way to melt it.  Other than that, nothing shows up on the map underground. --[[User:Aegeus | Aegeus]] (21:09, 20 September 2008)&lt;br /&gt;
&lt;br /&gt;
: I'll take a guess and say [[exploratory mining]] is the only way to go.  Only one that I know of at least.&lt;/div&gt;</summary>
		<author><name>MagicGuigz</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:GreyMario&amp;diff=27427</id>
		<title>User talk:GreyMario</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:GreyMario&amp;diff=27427"/>
		<updated>2008-10-04T15:03:07Z</updated>

		<summary type="html">&lt;p&gt;MagicGuigz: Yikes...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Self powered watertransport=&lt;br /&gt;
&lt;br /&gt;
level 1 : Power used: 64&lt;br /&gt;
&lt;br /&gt;
         #########&lt;br /&gt;
 ======_%%~#######&lt;br /&gt;
  *--*--*#########&lt;br /&gt;
&lt;br /&gt;
level 2 : Power used: 32&lt;br /&gt;
&lt;br /&gt;
        ...######&lt;br /&gt;
        ._%%~####&lt;br /&gt;
       *--*######&lt;br /&gt;
&lt;br /&gt;
level 3 : Power used: 32&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
           ...###&lt;br /&gt;
           ._%%~#&lt;br /&gt;
          *--*###&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
wall = #&lt;br /&gt;
&lt;br /&gt;
water wheel = =&lt;br /&gt;
&lt;br /&gt;
pump = %&lt;br /&gt;
&lt;br /&gt;
gear assembly = *&lt;br /&gt;
&lt;br /&gt;
axle = -&lt;br /&gt;
&lt;br /&gt;
channel = _&lt;br /&gt;
&lt;br /&gt;
floor = .&lt;br /&gt;
&lt;br /&gt;
water = ~&lt;br /&gt;
&lt;br /&gt;
repeat... adding more waterwheels if needed&lt;br /&gt;
&lt;br /&gt;
--[[User:GauHelldragon|GauHelldragon]] 23:39, 18 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;''GreyMario is the biggest damn starvation master to ever hit Dwarf Fortress. And he is not happy about it.''&amp;quot;&lt;br /&gt;
::Since farming is now incredibly easier in the new version, this tittle is pretty impressive. ;) --[[User:Eagle of Fire|Eagle of Fire]] 01:36, 19 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
Thanks for catching that welcome message being on the wrong page.&lt;br /&gt;
Guess I'm losing my edge lately :P --[[User:N9103|Edward]] 00:11, 9 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Ah. Now that you pointed it out, I poked around and saw that consensus here is [http://en.wikipedia.org/wiki/Wikipedia:Manual_of_Style Wikipedia's style manual]. Sorry -- not a huge Wikipedian, but now I know what to consult. --[[User:Mike the stout|Mike the stout]] 23:47, 21 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Note to self ==&lt;br /&gt;
Resume playing Dwarf Fortress. And proxy around my forum ban, which, btw, I *still* haven't been given a reason why it exists. --[[User:GreyMario|GreyMaria]] 00:58, 23 September 2008 (EDT)&lt;br /&gt;
:From the official Bay12 forums? Huh. I've never even heard of any moderation at *all* going on there, let alone someone being banned. Have you tried talking to Toady about it? [[User:Spoggerific|Spoggerific]] 09:50, 23 September 2008 (EDT)&lt;br /&gt;
::No, I haven't. I doubt I'll get a usable response out of him though. --[[User:GreyMario|GreyMaria]] 19:33, 23 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Random kudos ==&lt;br /&gt;
&lt;br /&gt;
If your signature &amp;lt;nowiki&amp;gt;--[[User:GreyMario|GreyMaria]]&amp;lt;/nowiki&amp;gt; is the hybrid Steven Brust / John Varley reference it reads as to me, hey, good work. :) &amp;amp;mdash;[[User:Chaos|Chaos]] 01:16, 24 September 2008 (EDT)&lt;br /&gt;
:Uh, who? I've never heard of either of them. GreyMario is my normal username and GreyMaria is the female alter-ego. --[[User:GreyMario|GreyMaria]] 13:51, 24 September 2008 (EDT)&lt;br /&gt;
::Ah, well.  Mario Greymist is a famous assassin in Steven Brust's Dragaera books, and in John Varley's &amp;lt;i&amp;gt;Steel Beach&amp;lt;/i&amp;gt;, the protagonist Hildy's given name is Maria, or Mario when male.  (Hildy spends a fair amount of the book in each sex.) &amp;amp;mdash;[[User:Chaos|Chaos]] 15:20, 24 September 2008 (EDT)&lt;br /&gt;
:::&amp;lt;small&amp;gt;(insert comedy anime faceplant here)&amp;lt;/small&amp;gt; Oh. --[[User:GreyMario|GreyMaria]] 15:41, 24 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Yikes... ==&lt;br /&gt;
&lt;br /&gt;
Thanks for correcting my mistake on the quote page...I thought I did it all.  Apparently not.  Thanks anyways.&lt;br /&gt;
&lt;br /&gt;
--[[User:MagicGuigz|MagicGuigz]] 11:03, 4 October 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>MagicGuigz</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Main_Page/Quote&amp;diff=36602</id>
		<title>Main Page/Quote</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Main_Page/Quote&amp;diff=36602"/>
		<updated>2008-10-04T02:52:27Z</updated>

		<summary type="html">&lt;p&gt;MagicGuigz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Choose|c={{#if: {{{1|}}}|{{rand|58}}|{{#expr: ({{rand2|10}}+48)}} }}&lt;br /&gt;
|&amp;lt;!--1--&amp;gt;I think I'll stick to drowning dwarves and cooking puppies.&lt;br /&gt;
|&amp;lt;!--2--&amp;gt;Toady has created a masterpiece!&lt;br /&gt;
|&amp;lt;!--3--&amp;gt;I can't put my finger on it. Something about this [[Fire|‼]]Cat tallow roast[[Fire|‼]] tastes funny.&lt;br /&gt;
|&amp;lt;!--4--&amp;gt;Toady withdraws from society. Toady has begun a [[Strange_mood|mysterious]] construction!&lt;br /&gt;
|&amp;lt;!--5--&amp;gt;Let us never forget the last words of Inod the Stoker, [http://archive.dwarffortresswiki.net/index.php/Fortress_Paintrag#1056 &amp;quot;Aaah! Gorillas!&amp;quot;]&lt;br /&gt;
|&amp;lt;!--6--&amp;gt;[[Children|Newborn]] Zuglar Baldnessgranite prefers to consume Gorilla. A sure sign of his unparalleled strength!&lt;br /&gt;
|&amp;lt;!--7--&amp;gt;[http://www.somethingawful.com/d/video-game-article/duke-nukem-image.php In an unrelated article] - I had no idea elephants could bounce that high!&lt;br /&gt;
|&amp;lt;!--8--&amp;gt;[[Toady]] looses a roaring laughter, [[Fey|fell]] and terrible! Toady has butchered a spammer!&lt;br /&gt;
|&amp;lt;!--9--&amp;gt;[[Elephant]]s are like huge, wrinkly [[ambusher|ninjas]].&lt;br /&gt;
|&amp;lt;!--10--&amp;gt;The critical question is this''':''' do elf bones yield more crossbow bolts than the average number of bolts necessary to kill an elf?&lt;br /&gt;
|&amp;lt;!--11--&amp;gt;“Dwarf Fortress&amp;quot; ... &amp;quot;Like chess, only with short people that can catch on [[fire]] like [[clothing|rags]] soaked in tar, and lots of [[booze]].&amp;quot; ... &amp;quot;Like chess.”&lt;br /&gt;
|&amp;lt;!--12--&amp;gt;Dwarf Fortress has taught me that all the world's problems would be substantially reduced had our parent civilizations never minted more than four stacks of [[coins]].&lt;br /&gt;
|&amp;lt;!--13--&amp;gt;Booze does all the work in forts. Dwarves are just booze exoskeletons.&lt;br /&gt;
|&amp;lt;!--14--&amp;gt;My unconscious and bleeding [[mayor]] just mandated the construction of some goods.&lt;br /&gt;
|&amp;lt;!--15--&amp;gt;I can just imagine a wagon throwing a tantrum and tossing all its contents at people.&lt;br /&gt;
|&amp;lt;!--16--&amp;gt;Döbesh Udosdeb has been ecstatic lately. He was forced to eat a friend to survive. He enjoyed a truly decadent meal.&lt;br /&gt;
|&amp;lt;!--17--&amp;gt;Iron [[screw pump]] exercise equipment. Pump iron and get superdwarvenly strong!&lt;br /&gt;
|&amp;lt;!--18--&amp;gt;Only you can prevent fortress fires.&lt;br /&gt;
|&amp;lt;!--19--&amp;gt;The violence, aggression, pain, madness, sadness of the ASCII characters never ceases to amaze me...&lt;br /&gt;
|&amp;lt;!--20--&amp;gt;Wait, you're MAKING animals?&amp;lt;br&amp;gt;&amp;amp;mdash;''Torak''&amp;lt;br&amp;gt;At this moment, yes, I am smelting cows.&amp;lt;br&amp;gt;&amp;amp;mdash;''Spiders Everywhere''&lt;br /&gt;
|&amp;lt;!--21--&amp;gt;&amp;quot;Didn't you read the manual? He he he he... the manual... ...&amp;quot;&amp;lt;br&amp;gt;--[[Toady One]]&lt;br /&gt;
|&amp;lt;!--22--&amp;gt;(Compared to real-world years) Dwarven years are shorter.&amp;lt;br&amp;gt;--Sowelu&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Very fitting to dwarves, I must add.&amp;lt;br&amp;gt;--Sean Mirrsen&lt;br /&gt;
|&amp;lt;!--23--&amp;gt;[[Magma]] is not a [[water]] source. Dwarves can't drink it or supply it to their wounded.&amp;lt;br&amp;gt;--[[User:AlienChickenPie|AlienChickenPie]]&lt;br /&gt;
|&amp;lt;!--24--&amp;gt;&amp;quot;&amp;lt;nowiki&amp;gt;[B]&amp;lt;/nowiki&amp;gt;oats are the enemy of tiles. And tiles are the enemy of boats.&amp;quot;&amp;lt;br&amp;gt;--[[Toady One]]&lt;br /&gt;
|&amp;lt;!--25--&amp;gt;&amp;quot;I went through and fixed a few places where forbidden/on fire weren't being respected for next time. Burning milkable creatures were still a problem for example.&amp;quot;&amp;lt;br&amp;gt;--[[Toady One]]&lt;br /&gt;
|&amp;lt;!--26--&amp;gt;&amp;quot;You have been processed! Go forth, now, and edit!&amp;quot;&amp;lt;br&amp;gt;--[[User:Savok|Savok]]&lt;br /&gt;
|&amp;lt;!--27--&amp;gt;&amp;quot;What happened in 1048?&amp;quot; &amp;quot;Jreengus occurred.&amp;quot;&lt;br /&gt;
|&amp;lt;!--28--&amp;gt;Making rock instruments isn't nearly as awesome as it sounds --Shandrunn&lt;br /&gt;
|&amp;lt;!--29--&amp;gt;So this pit has had 5/7 water in it for over a month now. How freaking deep do I need to make it to drown that damn kitten?&lt;br /&gt;
|&amp;lt;!--30--&amp;gt;Maybe Babies are like Pokemon for [[goblin|Goblins]]... You gotta snatch em all --Neonivek&lt;br /&gt;
|&amp;lt;!--31--&amp;gt;The cyclops I was quested to kill had a thousand year history of badassery, and all of that without the leg it lost in the Year 3 (a dwarf bit it off... I should probably deal with that). --[[Toady One]]&lt;br /&gt;
|&amp;lt;!--32--&amp;gt;[FIREIMMUNE] makes them think that [[magma]] is safe but doesn't actually make them fireproof. This can lead to some rather interesting results.&lt;br /&gt;
|&amp;lt;!--33--&amp;gt;Endok Cerolneth has begun a mysterious construction!&lt;br /&gt;
Endok Cerolneth, Planter has given birth to a girl.&lt;br /&gt;
|&amp;lt;!--34--&amp;gt;&amp;quot;Incendia sunt socia vestra, armaque vestra, fortesque Montis Domi.&amp;quot; &amp;quot;Magma is your ally, your weapon, the strength of the Mountain-Home.&amp;quot; --Eita&lt;br /&gt;
|&amp;lt;!--35--&amp;gt;&amp;quot;Stopped people from giving quests to kill themselves.&amp;quot; --[[Toady One]]&lt;br /&gt;
|&amp;lt;!--36--&amp;gt;&amp;quot;...And I simply doubt we have a need for 7 fishery workers. On top of that, a second soap maker. The hell IS soap?!&amp;quot; --Zero&lt;br /&gt;
|&amp;lt;!--37--&amp;gt;&amp;quot;This is a terrible pun. All craftsdwarfship is of the poorest quality.&amp;quot; - [http://tinyurl.com/6yruly Soup_alex]&lt;br /&gt;
|&amp;lt;!--38--&amp;gt;&amp;quot;The default mental state of a dwarf is madness. Sanity is a temporary condition - a PRIVILEGE you have to EARN!&amp;quot; --[[User:Fedor|Fedor]]&lt;br /&gt;
|&amp;lt;!--39--&amp;gt;&amp;quot;Why get normal cats? I buy lolcats in the embark screen. Much more fun to engrave about them.&amp;quot; --Yanlin&lt;br /&gt;
|&amp;lt;!--40--&amp;gt;&amp;quot;DF taught me it was okay to make a suit out of my neighbour's skin, as long as I gave it a name.&amp;quot; &lt;br /&gt;
|&amp;lt;!--41--&amp;gt;&amp;quot;Got rid of world gen crash during succession after death of prolific long-standing position holders with inbred descendants&amp;quot; --[[Toady One]]&lt;br /&gt;
|&amp;lt;!--42--&amp;gt;&amp;quot;There was a typo in the siegers' campfire code.  When the fires went out, so did the game.&amp;quot; --[[Toady One]]&lt;br /&gt;
|&amp;lt;!--43--&amp;gt;&amp;quot;Hey, what does that flashing red and orange text mean? What? Why is there smoke everywhere? Oh god, are those BABIES on fire?&amp;quot; --[[User:StrawberryBunny|StrawberryBunny]]&lt;br /&gt;
|&amp;lt;!--44--&amp;gt;''Belbezevost Närangagak Äkig:''&amp;lt;br&amp;gt;&lt;br /&gt;
|&amp;lt;!--45--&amp;gt;&amp;quot;It's never 'just a game' when you're losing.&amp;quot;&amp;lt;br&amp;gt;--George Carlin (if he played Dwarf Fortress)&lt;br /&gt;
|&amp;lt;!--46--&amp;gt;It would be incredibly difficult and probably wouldn't work... In other words, it's absolutely Dwarven!&lt;br /&gt;
|&amp;lt;!--47--&amp;gt;Not that building a bridge out of soap makes much sense to begin with anyway.&lt;br /&gt;
|&amp;lt;!--48--&amp;gt;Mill their bones to make some bread.&lt;br /&gt;
|&amp;lt;!--49--&amp;gt;I can't say what happened at Site 76. Ask the government. --[[Toady One]]&lt;br /&gt;
|&amp;lt;!--50--&amp;gt;&amp;quot;After I finished the last quest he had for me, he told me 'When you wake up in the morning, go with Bengel Trustbite the Feral Armors.' So now I'm carrying around the body as a backup throwing weapon.&amp;quot; - [[Demonic Gophers]]&lt;br /&gt;
|&amp;lt;!--51--&amp;gt;&amp;quot;The wolf's nose has been pierced!&amp;quot;&lt;br /&gt;
|&amp;lt;!--52--&amp;gt;&amp;quot;Domesticating Giant Cave Spiders? Ha ha. Aha haha ha ha. No.&amp;quot; --[[User:Idiom|Idiom]]&lt;br /&gt;
|&amp;lt;!--53--&amp;gt;I mean, how dangerous can an elephant be, anyway?&lt;br /&gt;
|&amp;lt;!--54--&amp;gt;Beware of the Elephant's greatest evolutionary trait: [http://archive.dwarffortresswiki.net/index.php/Talk:Elephant#Stealth_Elephants Stealth].&lt;br /&gt;
|&amp;lt;!--55--&amp;gt;Wolf cancels Breathe: Interrupted by ≡Ash Bolt≡.&lt;br /&gt;
|&amp;lt;!--56--&amp;gt;There's no wrong way to eat a [[Rhesus macaque|Rhesus]].&lt;br /&gt;
|&amp;lt;!--57--&amp;gt;&amp;quot;I started my fortress in preparation for the goblin invasion. To my dismay, they arrived instead with a trade caravan and a friendly wave. I'm thoroughly disappointed in their lack of genocide.&amp;quot; --[[User:Idiom|Idiom]]&lt;br /&gt;
|&amp;lt;!--58--&amp;gt;Tobul Dumatfath, Fisherdwarf cancels Fish: Interrupted by [[carp]].&lt;br /&gt;
|&amp;lt;!--59--&amp;gt;Known bug #1000: Liaison with missing foot brings a new sock and shoe every time, dropping them at the map edge.&lt;br /&gt;
}}&amp;lt;!--WARNING:EQUALS SIGNS BREAK THINGS--&amp;gt;&lt;/div&gt;</summary>
		<author><name>MagicGuigz</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Trap&amp;diff=6529</id>
		<title>40d:Trap</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Trap&amp;diff=6529"/>
		<updated>2008-10-04T02:07:42Z</updated>

		<summary type="html">&lt;p&gt;MagicGuigz: /* Cage Trap */  Added subsection for berserk dwarves, feel free to correct&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(For traps used to catch [[vermin]], see [[animal trap]]).&lt;br /&gt;
&lt;br /&gt;
'''Traps''' are a reliable and cost-effective method for defending any fortress. Unlike [[soldier]]s, they're always on duty, and don't need to be carefully managed. On the other hand, they are immobile and can only lie in wait for foes to walk over them. To build a trap, go to the {{k|b}}uild-&amp;gt;Traps/Levers menu. You'll generally need one [[mechanism]], and at least one other component depending on the type of trap. They can be built indoors or outdoors, and require a level ground square with no other constructions in them.&lt;br /&gt;
&lt;br /&gt;
Stone-fall, weapon and cage traps will be triggered by any hostile entity entering their tile, with the exception of [[kobold]] [[thief|thieves]]. Additionally, '''any''' unconscious creature, including your own [[dwarves]], [[pet]]s and [[war dog]]s, will also set off such a trap.&lt;br /&gt;
&lt;br /&gt;
==Stone-fall Trap==&lt;br /&gt;
The simplest trap to construct, a stone-fall trap is essentially a [[stone]] suspended up in the air which is dropped on intruders when the trap is triggered. These are a popular defensive measure early on, as the components needed are readily available as soon as you start mining. A single stone trap will kill or severely maim most [[humanoid]] enemies although [[troll]]s, [[magma_man|magmamen]] and hardier creatures may take two or three to drop. Mythical creatures such as [[dragon]]s, [[hydra]]s and [[titan]]s will take upwards of five or six. After being used they need to be reloaded with another stone by any [[dwarf]] with [[mechanic]] [[skill]] enabled, a task which your dwarves will see to automatically.&lt;br /&gt;
:Shortcut {{k|s}}&lt;br /&gt;
:Components used: [[mechanism]] and an ordinary [[stone]]&lt;br /&gt;
&lt;br /&gt;
==Weapon Trap==&lt;br /&gt;
Weapon traps consist of any number of deadly instruments rigged to a mechanism. When an intruder sets off the trap, the [[weapons]] spring out and strike the poor sap. You can add up to 10 weapons to a weapon trap, and they will all attack together when set off. This gives the potential for dealing significant amounts of damage at once. There are also special giant weapon parts you can build that are specially designed for use in weapon traps. Unlike stone-fall traps, weapon traps automatically reset after being triggered, ready to splatter the intruder's friends. But there is a (20%?)chance that the trap will become jammed each time it is triggered. A nearby dwarf will automatically clean a jammed trap; this does not require the [[cleaning]] labor. If there are weapons that require ammunition in the trap, they will also have to be reloaded occasionally. Weapon traps using [[bow]]s or [[crossbow]]s will not require cleaning but do use [[ammo]].&lt;br /&gt;
&lt;br /&gt;
Weapon traps are a nice way of getting rid of any cheap, mediocre captured weapons, [[wood]]en weapons you don't need for sparring and weapons your dwarves can't use. Due to the bundling of weapons you don't have to worry much about the minor damage they would cause separately. There is no difference between low quality crossbows (wood, bone, copper) and high quality steel and adamantine crossbows—the metal only changes their effectiveness in melee. Thus wooden crossbows at the bowyer make for easy-to-produce trap weapons.&lt;br /&gt;
&lt;br /&gt;
:Shortcut {{k|w}}&lt;br /&gt;
:Components used: [[mechanism]] and whatever [[weapon]]s you want, up to ten.&lt;br /&gt;
&lt;br /&gt;
==Cage Trap==&lt;br /&gt;
Cage traps capture creatures that set them off in [[cage]]s. After a creature is captured, it's stored, cage and all, in an animal [[stockpile]]. Then the trap is reloaded with another cage. You can do all sorts of fun things with [[captured creatures]]. Creatures in cages will not be fed, they will survive indefinitely without nourishment.&lt;br /&gt;
It is possible that dwarves bring [[water]] to cages, but that means that you have someone friendly also locked in the cage - like a dwarf [[child|kid]] snatched by a [[goblin]] babysnatcher. In this case remove the poor fellow using the goblin's inventory screen.&lt;br /&gt;
A cage trap is one of the most effective ways to defeat powerful beasts, as even a [[glass]] cage (aquarium/terrarium) can imprison a [[Bronze Colossus]]. This is expected to be changed.  Also, the material with which the cage is made has no effect whatsoever on the creature inside (caged [[fire imp]] will not burn their own wooden cage for exemple).&lt;br /&gt;
&lt;br /&gt;
:Shortcut {{k|c}}&lt;br /&gt;
:Components used: [[mechanism]] and a [[cage]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:'''NOTE:''' This trap will not catch [[vermin]]. For that, you need an [[animal trap]].&lt;br /&gt;
&lt;br /&gt;
===Berserk dwarves===&lt;br /&gt;
Cage traps will capture berserk dwarves, so it might be wise to keep them stored instead of killing them (for happiness purposes).  Captured dwarves, like any creature, will not die as long as they are stored in a cage, and relationships others have with these dwarves are maintained.&lt;br /&gt;
&lt;br /&gt;
==Upright Spear/Spike==&lt;br /&gt;
These traps can only be utilized by attaching them to [[lever]]s or [[pressure plate]]s, which when triggered will cause the [[spike]]s to extend from the ground and, when triggered again, to retract back into the ground. They don't slow or hurt any creature walking through them if they are not currently triggered by a lever/plate, neither when up nor when retracted.&lt;br /&gt;
&lt;br /&gt;
The lever task can be set to repeat which makes the spikes go up and down, but there is a high chance a creature will pass the spike trap before or after they shoot up, so you may want to build a row of at least 5 traps.&lt;br /&gt;
&lt;br /&gt;
The damage done depends, like with weapon traps, on the number and quality of the [[spear]]s and spikes used. The fact that they do piercing damage makes them useful against more powerful foes which are most easily killed by damaging their organs. &lt;br /&gt;
&lt;br /&gt;
Spikes will, when triggered, damage creatures unaffected by other traps (kobold thieves and demons, but also dwarves and allied creatures). The traps' friendly fire means they make effective anti-[[immigrant]] traps. There are also reports that the spikes are effective against [[demons]], although spikes which are not made of [[steel]] may melt.&lt;br /&gt;
&lt;br /&gt;
Contrary to what one might think, the spikes appear to do no (additional) damage if a creature falls on them. There is therefore no advantage to putting the spikes at the bottom of a pit trap and you still have to connect them to a lever or pressure plate to cause injury. &lt;br /&gt;
&lt;br /&gt;
Stuff does get stuck in spikes when they are triggered. Any [[corpse]]s will appear as an item inside a spike's 'building' when they are out (the same way [[mug]]s and whatnot appear inside [[workshop]]s when you first make them). Retracting the spikes lets the corpse out.&lt;br /&gt;
&lt;br /&gt;
:Shortcut {{k|S}} (capitalized)&lt;br /&gt;
:Components used: A [[mechanism]] for the [[lever]] or [[pressure plate]] and [[spear]]s or [[spike]]s.&lt;br /&gt;
&lt;br /&gt;
==Other Traps==&lt;br /&gt;
You can create even more elaborate traps with imaginative use of pits, pressure plates, levers, [[grate]]s, [[support]]s, [[water]], [[magma]], creating sacrificial altars (blood for the blood God!) and whatever else you can think of. Watching those goblins try to find a way out of your drowning chamber as it begins to fill is really quite satisfying.&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
[[Category:Traps| ]]&lt;br /&gt;
[[Category:Fortress defense]]&lt;/div&gt;</summary>
		<author><name>MagicGuigz</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Trap&amp;diff=6528</id>
		<title>40d:Trap</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Trap&amp;diff=6528"/>
		<updated>2008-10-04T01:39:46Z</updated>

		<summary type="html">&lt;p&gt;MagicGuigz: /* Cage Trap */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(For traps used to catch [[vermin]], see [[animal trap]]).&lt;br /&gt;
&lt;br /&gt;
'''Traps''' are a reliable and cost-effective method for defending any fortress. Unlike [[soldier]]s, they're always on duty, and don't need to be carefully managed. On the other hand, they are immobile and can only lie in wait for foes to walk over them. To build a trap, go to the {{k|b}}uild-&amp;gt;Traps/Levers menu. You'll generally need one [[mechanism]], and at least one other component depending on the type of trap. They can be built indoors or outdoors, and require a level ground square with no other constructions in them.&lt;br /&gt;
&lt;br /&gt;
Stone-fall, weapon and cage traps will be triggered by any hostile entity entering their tile, with the exception of [[kobold]] [[thief|thieves]]. Additionally, '''any''' unconscious creature, including your own [[dwarves]], [[pet]]s and [[war dog]]s, will also set off such a trap.&lt;br /&gt;
&lt;br /&gt;
==Stone-fall Trap==&lt;br /&gt;
The simplest trap to construct, a stone-fall trap is essentially a [[stone]] suspended up in the air which is dropped on intruders when the trap is triggered. These are a popular defensive measure early on, as the components needed are readily available as soon as you start mining. A single stone trap will kill or severely maim most [[humanoid]] enemies although [[troll]]s, [[magma_man|magmamen]] and hardier creatures may take two or three to drop. Mythical creatures such as [[dragon]]s, [[hydra]]s and [[titan]]s will take upwards of five or six. After being used they need to be reloaded with another stone by any [[dwarf]] with [[mechanic]] [[skill]] enabled, a task which your dwarves will see to automatically.&lt;br /&gt;
:Shortcut {{k|s}}&lt;br /&gt;
:Components used: [[mechanism]] and an ordinary [[stone]]&lt;br /&gt;
&lt;br /&gt;
==Weapon Trap==&lt;br /&gt;
Weapon traps consist of any number of deadly instruments rigged to a mechanism. When an intruder sets off the trap, the [[weapons]] spring out and strike the poor sap. You can add up to 10 weapons to a weapon trap, and they will all attack together when set off. This gives the potential for dealing significant amounts of damage at once. There are also special giant weapon parts you can build that are specially designed for use in weapon traps. Unlike stone-fall traps, weapon traps automatically reset after being triggered, ready to splatter the intruder's friends. But there is a (20%?)chance that the trap will become jammed each time it is triggered. A nearby dwarf will automatically clean a jammed trap; this does not require the [[cleaning]] labor. If there are weapons that require ammunition in the trap, they will also have to be reloaded occasionally. Weapon traps using [[bow]]s or [[crossbow]]s will not require cleaning but do use [[ammo]].&lt;br /&gt;
&lt;br /&gt;
Weapon traps are a nice way of getting rid of any cheap, mediocre captured weapons, [[wood]]en weapons you don't need for sparring and weapons your dwarves can't use. Due to the bundling of weapons you don't have to worry much about the minor damage they would cause separately. There is no difference between low quality crossbows (wood, bone, copper) and high quality steel and adamantine crossbows—the metal only changes their effectiveness in melee. Thus wooden crossbows at the bowyer make for easy-to-produce trap weapons.&lt;br /&gt;
&lt;br /&gt;
:Shortcut {{k|w}}&lt;br /&gt;
:Components used: [[mechanism]] and whatever [[weapon]]s you want, up to ten.&lt;br /&gt;
&lt;br /&gt;
==Cage Trap==&lt;br /&gt;
Cage traps capture creatures that set them off in [[cage]]s. After a creature is captured, it's stored, cage and all, in an animal [[stockpile]]. Then the trap is reloaded with another cage. You can do all sorts of fun things with [[captured creatures]]. Creatures in cages will not be fed, they will survive indefinitely without nourishment.&lt;br /&gt;
It is possible that dwarves bring [[water]] to cages, but that means that you have someone friendly also locked in the cage - like a dwarf [[child|kid]] snatched by a [[goblin]] babysnatcher. In this case remove the poor fellow using the goblin's inventory screen.&lt;br /&gt;
A cage trap is one of the most effective ways to defeat powerful beasts, as even a [[glass]] cage (aquarium/terrarium) can imprison a [[Bronze Colossus]]. This is expected to be changed.  Also, the material with which the cage is made has no effect whatsoever on the creature inside (caged [[fire imp]] will not burn their own wooden cage for exemple).&lt;br /&gt;
&lt;br /&gt;
:Shortcut {{k|c}}&lt;br /&gt;
:Components used: [[mechanism]] and a [[cage]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:'''NOTE:''' This trap will not catch [[vermin]]. For that, you need an [[animal trap]].&lt;br /&gt;
&lt;br /&gt;
==Upright Spear/Spike==&lt;br /&gt;
These traps can only be utilized by attaching them to [[lever]]s or [[pressure plate]]s, which when triggered will cause the [[spike]]s to extend from the ground and, when triggered again, to retract back into the ground. They don't slow or hurt any creature walking through them if they are not currently triggered by a lever/plate, neither when up nor when retracted.&lt;br /&gt;
&lt;br /&gt;
The lever task can be set to repeat which makes the spikes go up and down, but there is a high chance a creature will pass the spike trap before or after they shoot up, so you may want to build a row of at least 5 traps.&lt;br /&gt;
&lt;br /&gt;
The damage done depends, like with weapon traps, on the number and quality of the [[spear]]s and spikes used. The fact that they do piercing damage makes them useful against more powerful foes which are most easily killed by damaging their organs. &lt;br /&gt;
&lt;br /&gt;
Spikes will, when triggered, damage creatures unaffected by other traps (kobold thieves and demons, but also dwarves and allied creatures). The traps' friendly fire means they make effective anti-[[immigrant]] traps. There are also reports that the spikes are effective against [[demons]], although spikes which are not made of [[steel]] may melt.&lt;br /&gt;
&lt;br /&gt;
Contrary to what one might think, the spikes appear to do no (additional) damage if a creature falls on them. There is therefore no advantage to putting the spikes at the bottom of a pit trap and you still have to connect them to a lever or pressure plate to cause injury. &lt;br /&gt;
&lt;br /&gt;
Stuff does get stuck in spikes when they are triggered. Any [[corpse]]s will appear as an item inside a spike's 'building' when they are out (the same way [[mug]]s and whatnot appear inside [[workshop]]s when you first make them). Retracting the spikes lets the corpse out.&lt;br /&gt;
&lt;br /&gt;
:Shortcut {{k|S}} (capitalized)&lt;br /&gt;
:Components used: A [[mechanism]] for the [[lever]] or [[pressure plate]] and [[spear]]s or [[spike]]s.&lt;br /&gt;
&lt;br /&gt;
==Other Traps==&lt;br /&gt;
You can create even more elaborate traps with imaginative use of pits, pressure plates, levers, [[grate]]s, [[support]]s, [[water]], [[magma]], creating sacrificial altars (blood for the blood God!) and whatever else you can think of. Watching those goblins try to find a way out of your drowning chamber as it begins to fill is really quite satisfying.&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
[[Category:Traps| ]]&lt;br /&gt;
[[Category:Fortress defense]]&lt;/div&gt;</summary>
		<author><name>MagicGuigz</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Creatures&amp;diff=25421</id>
		<title>40d Talk:Creatures</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Creatures&amp;diff=25421"/>
		<updated>2008-10-04T00:34:48Z</updated>

		<summary type="html">&lt;p&gt;MagicGuigz: Value of creatures&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Here kitty!===&lt;br /&gt;
What are the triggers for semi- and megabeasts? Is there any way to encourage them? [[User:Runspotrun|Runspotrun]] 16:47, 11 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Pretty sure semimegabeasts don't attack in fortress mode. Don't know what triggers megabeasts in this version. On my current fort, I saw my first (a hydra) after 100 pop, don't know if that's the trigger or if it was just a coincidence.&lt;br /&gt;
&lt;br /&gt;
::Megabeasts used to attack based on your total fortress value. Semi-megabeasts are found in caves and such. --[[User:Nitem4re|Nitem4re]] 17:23, 13 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Reason for ordering? ==&lt;br /&gt;
&lt;br /&gt;
Is there any particular reason why these aren't alphabetised? --[[User:Nunix|Nunix]] 17:20, 5 March 2008 (EST)&lt;br /&gt;
: You could put each group of creatures into a table, such as:&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Name!!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; class=&amp;quot;unsortable&amp;quot;|Biome&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Dog]]||style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Common domestic&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Rhesus macaque]]||style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Temperate shrubland, Temperate savanna, Temperate grassland&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If this is acceptable, I can begin changing them to use this format (perhaps a template would be useful?). --[[User:SeiferTim|SeiferTim]] 13:53, 7 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Page Cleanup ==&lt;br /&gt;
&lt;br /&gt;
Okay, so I've begun a mission to clean up the creatures page.  So far, I made a couple of templates for the sortable table, and I've started converting the currently existing lists into tables.  Phase II will be to alphabetize the tables.&lt;br /&gt;
Would it make sense to change the way the creatures are categorized?  It seems less helpful (at least to me) to have them grouped by Neutral, Benign, Evil, etc, then to group them by type or biome?&lt;br /&gt;
&lt;br /&gt;
For example, would it be better to have the table look like this:&lt;br /&gt;
&lt;br /&gt;
=== Natural ===&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; class=&amp;quot;unsortable&amp;quot;|Symbol&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Name&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Type&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Size&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; class=&amp;quot;unsortable&amp;quot;|Biome&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; | &lt;br /&gt;
{| style=&amp;quot;border-spacing: 0; background: black; padding: 0.2em; border: 1px solid white; margin: 0.1em auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;font-size: 200%; background: #000;padding: 0.1em 0.25em;color:{{COLOR:6:0:0}};&amp;quot; |  d&lt;br /&gt;
|}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Dog]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Benign&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|None&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; | &lt;br /&gt;
{| style=&amp;quot;border-spacing: 0; background: black; padding: 0.2em; border: 1px solid white; margin: 0.1em auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;font-size: 200%; background: #000; padding: 0.1em 0.25em;color:{{COLOR:0:0:1}};&amp;quot; |  r&lt;br /&gt;
|}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Large rat]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Neutral&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|4&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Chasm&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Aquatic ===&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; class=&amp;quot;unsortable&amp;quot;|Symbol&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Name&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Type&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Size&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; class=&amp;quot;unsortable&amp;quot;|Biome&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; | &lt;br /&gt;
{| style=&amp;quot;border-spacing: 0; background: black; padding: 0.2em; border: 1px solid white; margin: 0.1em auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;font-size: 200%; background: #000;padding: 0.1em 0.25em;color:{{COLOR:1:0:0}};&amp;quot; |  c&lt;br /&gt;
|}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Coelacanth]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Benign&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|6&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Tropical ocean&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; | &lt;br /&gt;
{| style=&amp;quot;border-spacing: 0; background: black; padding: 0.2em; border: 1px solid white; margin: 0.1em auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;font-size: 200%; background: #000; padding: 0.1em 0.25em;color:{{COLOR:7:0:0}};&amp;quot; |  ~&lt;br /&gt;
|}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Eel conger|Eel, conger]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Benign&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|7&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Arctic ocean, Temperate ocean&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Amphibious ===&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; class=&amp;quot;unsortable&amp;quot;|Symbol&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Name&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Type&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Size&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; class=&amp;quot;unsortable&amp;quot;|Biome&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; | &lt;br /&gt;
{| style=&amp;quot;border-spacing: 0; background: black; padding: 0.2em; border: 1px solid white; margin: 0.1em auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;font-size: 200%; background: #000;padding: 0.1em 0.25em;color:{{COLOR:7:0:0}};&amp;quot; |  C&lt;br /&gt;
|}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Cave crocodile]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Predator&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Subterranean water&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; | &lt;br /&gt;
{| style=&amp;quot;border-spacing: 0; background: black; padding: 0.2em; border: 1px solid white; margin: 0.1em auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;font-size: 200%; background: #000; padding: 0.1em 0.25em;color:{{COLOR:2:0:0}};&amp;quot; |  f&lt;br /&gt;
|}&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|[[Frogman]]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Predator&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Subterranean water&lt;br /&gt;
|}&lt;br /&gt;
--[[User:SeiferTim|SeiferTim]] 04:50, 8 March 2008 (EST)&lt;br /&gt;
:Perhaps it would be easier to automatically convert the raw data to wikitext than do this all by hand. That way we can avoid errors like listing dogs as benign. If you tell me what creature properties and format you want, I can start doing that. Although if you really prefer doing it by hand, I guess that's fine, too. [[User:VengefulDonut|VengefulDonut]] 11:48, 9 March 2008 (EDT)&lt;br /&gt;
:: If you can do that, it would be a lot easier ;)&lt;br /&gt;
The format I have for each row is this:&lt;br /&gt;
&amp;lt;nowiki&amp;gt;{{Creature table row|symbol= |color= (format X:0:X) |name= |type= |align= |size= |biome= }}&amp;lt;/nowiki&amp;gt;--[[User:SeiferTim|SeiferTim]] 12:13, 9 March 2008 (EDT)&lt;br /&gt;
::: Also, I'm curious to know what you would do to convert the raw data... --[[User:SeiferTim|SeiferTim]] 14:38, 10 March 2008 (EDT)&lt;br /&gt;
::Wrote a c++ program to do it. What do you mean by type? What values can type have? Also, you can see what it's currently producing [[User:VengefulDonut/r|here]]. [[User:VengefulDonut|VengefulDonut]] 19:11, 10 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: I haven't used C++ in like 8 years... I've been meaning to brush up on it.... Anyway, I think what you have looks brilliant (and here I was using Copy/Paste like a sucker!)  I was planning to use 'Type' to be able to group different creatures, such as Aquatic, Fliers, Natural, etc... but as I dig deeper into the various creatures, I'm seeing that it's very, very hard to split them up in a way that would make sense to someone who just wants to browse a list... we can't very well say &amp;quot;Type: Aquatic, Natural, Predator&amp;quot; and &amp;quot;Type: Flier, Intelligent, Evil&amp;quot;,  etc, it would end up being too cluttered... unless you can think of anyway to catogorize them in a sensible fashion, I say we just throw that column out...  --[[User:SeiferTim|SeiferTim]] 23:22, 10 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Hmm. Right now sorting by alignment doesn't mean very much. Perhaps we should split it into a good/neutral/evil column and a benign/neutral/savage column. With what I have now, adding more properties to pull and format won't take much effort. Is there anything else you think we could use? Maybe modvalue? It would be nice if we could have hideable table sections that would have other misc properties to sort by. Without that I guess we need to stick to those common to most creatures. [[User:VengefulDonut|VengefulDonut]] 01:52, 11 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: It looks great!  I'm going to go through and try to add in the missing creature pages.  I realized that we could probably use the name of the file to determine the creature type... for example: creature_reptiles, creature_large_tundra, etc, could drop the &amp;quot;creatures_&amp;quot;, and convert the remaining &amp;quot;_&amp;quot; into spaces... I don't know that it would be particularly necessary... --[[User:SeiferTim|SeiferTim]] 16:23, 11 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Creation ==&lt;br /&gt;
&lt;br /&gt;
Is there any way for you to make your own creatures for use in the game? You like messing around with the files and stuff? I really want to make Triffid you know from 'Day of the Triffids' [[User:Hoborobo|Hoborobo]] 11:52, 9 May 2008 (EDT)Hoborobo&lt;br /&gt;
:You can try the [[Modding Guide]]. [[User:Hex Decimal|Hex Decimal]] 12:36, 9 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Spawning ==&lt;br /&gt;
&lt;br /&gt;
is there anything about how creatures spawn naturally out in the &amp;quot;wild&amp;quot;?&lt;br /&gt;
like if you hunt too much of them they will go extinct or disappear&lt;br /&gt;
but if you leave them alone, more will be available or something?--[[User:Seaneat|Seaneat]] 13:33, 4 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Named creatures ==&lt;br /&gt;
&lt;br /&gt;
I think it should be noted that any creature that kills a dwarf receives a specific name. I noticed this a while back when wolves would kill my marksn00bs. My friend also concluded that this might be the case (All the elephants in his fortress had names. ;-)  --[[User:PrettyGrizzly|PrettyGrizzly]] 05:46, 15 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Yes, this can happen in both fortress and adventure mode. I guess hunters often give nicknames to dangerous/well-known animals that have been harassing local citizens. Note that your own wolves can get names as well. Also, I think that mass killings will cause even more names to appear, and possibly even a nickname as well? --[[User:AlexFili|AlexFili]] 05:36, 16 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Tamed Dangerous Creatures? ==&lt;br /&gt;
&lt;br /&gt;
If you train a dangerous creature like a Tiger or alligator or Megabeast will they help you defend your fortress?&lt;br /&gt;
&lt;br /&gt;
:I believe tamed creatures will attempt to run from danger, just like civilian dwarves, although I expect they'll fight to defend themselves if cornered. Trained creatures (e.g. War dogs) will attack, though. However, IIRC only dogs can be war trained at the moment. I believe it's possible to mod any creature to be trainable though - probably a simple operation if you learn the basics. [[User:MMad|MMad]] 17:57, 31 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yes but on the wiki page for creatures it says that tiger's will help defend the fortress, and I can't really imagine a hydra running from a kobold archer...&lt;br /&gt;
&lt;br /&gt;
== Missing Creatures pages ==&lt;br /&gt;
&lt;br /&gt;
Several creatures lack even a basic page, leaving their entry red-linked. This includes such interesting monsters as gremlins and nightwings. Would any enterprising editors that know their way around the raw files be interested in creating these pages and filling them with the basic information? [[User:MMad|MMad]] 17:57, 31 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== healing rates ==&lt;br /&gt;
&lt;br /&gt;
is there anywhere that says how long it takes for a creature to heal? my poor marksdwarf managed to inflict some slight injuries to an iron man before the iron man beat the marksdwarf to pulp ... is the iron man gonna get better or not?&lt;br /&gt;
&lt;br /&gt;
my postscript is, novices with obsidian short swords seemed more effective than marksdwarves against the iron man.[[User:GarrieIrons|GarrieIrons]] 23:27, 10 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== The dwarves have given a resident Cave Swallowman the name Ducim Isethilral. ==&lt;br /&gt;
They can do that now? What gives? Someone explain me. --[[User:GreyMario|GreyMaria]] 23:19, 28 September 2008 (EDT)&lt;br /&gt;
:Basically, any creature near your fortress that is suitably badass can be given a name by the Dwarfs. For example, if the creature in question has a high kill count or something similarly infamous. [[User:HeWhoIsPale|HeWhoIsPale]] 09:12, 29 September 2008 (EDT)&lt;br /&gt;
::But these cave swallowmen did nothing. Just flew 'round. --[[User:GreyMario|GreyMaria]] 14:38, 29 September 2008 (EDT)&lt;br /&gt;
:::He may be a historical badass, was he named on embark or have you been there for a while before it happened? Perhaps [[Urist]] just likes him for his coloration. [[User:HeWhoIsPale|HeWhoIsPale]] 20:24, 29 September 2008 (EDT)&lt;br /&gt;
::::I'll have to check the preferences of my original seven dwarves, then. I was there for like about 3/4 of a year before they were all named. --[[User:GreyMario|GreyMaria]] 20:37, 29 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Value of creatures ==&lt;br /&gt;
&lt;br /&gt;
I'm rather sure the value of caged creatures must have something to do with it's modvalue.  However, I don't see it stated clearly anywhere.  Anyone help? (Probably a good thing to add to the page)&lt;/div&gt;</summary>
		<author><name>MagicGuigz</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Fire_imp&amp;diff=38208</id>
		<title>40d Talk:Fire imp</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Fire_imp&amp;diff=38208"/>
		<updated>2008-10-04T00:27:55Z</updated>

		<summary type="html">&lt;p&gt;MagicGuigz: /* Wrestling? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Wrestling? ==&lt;br /&gt;
&lt;br /&gt;
I just had a mechanic get attacked by one. He moved into its tile (I assume to wrestle) and instantly died of heat. Should this be noted?--[[User:Shadow archmagi|Shadow archmagi]] 19:59, 28 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:That is the imp using his fireball attack on a stupid dwarf, so I guess it's already in the article --[[User:MagicGuigz|MagicGuigz]] 20:27, 3 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Defensive Uses ==&lt;br /&gt;
&lt;br /&gt;
I'm currently exploring the defensive uses of fire imps after bagging a few in cage traps. They don't seem too keen on fireballing goblin attackers, which was my original plan (had them confined behind some fortifications, but they wouldn't fire on the goblins). Further experiments required, or can someone confirm that they won't attack anyone but my dwarves? --[[User:TangoThree|TangoThree]] 16:35, 31 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::is it possible to tame fire imps with the dungeon master? [[User:Hoborobo|Hoborobo]] 14:12, 12 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::There is no PET_EXOTIC tag, so no.[[User:StrawberryBunny|StrawberryBunny]] 09:35, 8 August 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>MagicGuigz</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Magma&amp;diff=11242</id>
		<title>40d Talk:Magma</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Magma&amp;diff=11242"/>
		<updated>2008-10-03T23:58:30Z</updated>

		<summary type="html">&lt;p&gt;MagicGuigz: /* Magma cooling? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Are you certain that steel is a requirement for metals in contact with magma? This info conflicts with the [[Magma smelter]] article, which state that using [[Fire-safe materials]] is enough. Don't have a fort with magma yet, but could someone check which one is correct?[[User:Thexor|Thexor]] 19:23, 31 October 2007 (EDT)&lt;br /&gt;
:If i disable temperature can my dwarfs swim through the magma unharmed? Will it still cause water to steam? [[User:Diabl0658|Diabl0658]] 22:28, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Does the type of rock around the mountainous areas hint at magma? If you check out [http://en.wikipedia.org/wiki/Volcanic_rocks#Naming this article] and [http://en.wikipedia.org/wiki/Igneous_rock#Mineralogical_classification this site] list a bunch of common volcanic rocks: Granite, Rhyolite, Diorite, Andesite, Gabbro, Basalt, Peridotite and Komatite. Perhaps some clues as to where to find magma?&lt;br /&gt;
:It may be possible to find magma vents by searching for extrusive igneous rocks (such as basalt, felsite, rhyolite and andesite), but continental shelves and deep earth are just naturally made of intrusive igneous rock (such as granite, diorite and gabbro). It's generally indicative of rock that has been pushed up to the surface (or erosion has withered the rock down), and not a volcano.&lt;br /&gt;
::So areas with surface igneous rocks such as basalt, felsite, rhyolite and andesite have a high chance of finding a source of magma below the surface? I'd like to know if it's entirely random or if there is some order or pattern to it. [[User:Schm0|Schm0]] 08:38, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
On a completely different topic: I keep setting up on magma vents but not actually having a magma chamber visible. I assumed one problem was the lack of a border on my plot (so somehow the volcano was actually outside my plot), but even after making it bigger there was still no magma (...but it did have a fancy cave)...This has happened the last 4 times I've tried to start on a volcano, and the world regenerating takes quite a while for ~10 named volcanoes, and then all of the livable ones don't actually have magma.--[[User:UltimaGecko|UltimaGecko]] 16:50, 3 November 2007 (EDT)&lt;br /&gt;
:You might try using reveal.exe to see if the volcano is underground. I just built on a site with a volcano which was not visible from the surface, and used reveal to make sure I hadn't lost my mind (then I killed DF and restarted it so I wouldn't still have the map revealed) - The volcano was entirely underground, covered by layer(s) of rock. I've also added a note to the article saying that it is possible to find a volcano which is visible on the starting screen but not from the surface on-site.--[[User:SL|SL]] 21:54, 7 November 2007 (EST)&lt;br /&gt;
::I think this is related to the temperature of the area. I've got a map with a magma vent in the middle of a glacier. There was no surface magma, but there was a nice flat, round patch of obsidian surrounded by ice. After digging down three levels through this &amp;quot;cap&amp;quot;, I hit live magma. It's actually a nice setup, as I've basically set up a small fort *in* the cap--basically my dwarves are living in the mouth of the volcano, with the basement level dedicated to magma smelters, forges, glass furnaces, etc. --[[User:RedKing|RedKing]] 04:26, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Magmapool/pipe section ==&lt;br /&gt;
Zara, you recently added some info about all magma pipes having cliffs over them -- this is incorrect. I've played a very large number of magma pipe maps, and very often they are completely exposed to the air. I've also removed the line about them being &amp;quot;as small as two z-levels!&amp;quot;, because it needs better phrasing. I may fix it later. [[User:MOOMANiBE|MOOMANiBE]] 22:39, 26 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:in the meantime I had figured that out, too. But what is the difference between a magma pipe and a volcano, then? {{unsigned|Zara}}&lt;br /&gt;
&lt;br /&gt;
::As far as I know, the distinction comes down to whether it reaches the surface. If so, some would then call it a volcano rather than a magma pipe. I believe that magma pipes which reach the surface (or volcanoes, if you will) are the only ones which actually show up on the embark map, while underground magma pipes and magma pools do not (unless you use the Regional Prospector tool). --[[User:Janus|Janus]] 23:07, 10 March 2008 (EDT)&lt;br /&gt;
 &lt;br /&gt;
:::No, similar to Moonanibe,I've played on several maps where, on the embark screen, the magma pipe was only visible using regional prospector. However, as soon as I took a look at the place, I found the magma partly (or completely) exposed on the surface. [[User:Zara|Zara]] 01:59, 11 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Added new section ==&lt;br /&gt;
I added a section regarding &amp;quot;Built objects vs. Magma&amp;quot;. I think it's absolutely vital we establish what does and doesn't melt in magma, in a clean list. There are quite a few things that could be added to that list (Constructed floors for one) so please, do add to it. [[User:MOOMANiBE|MOOMANiBE]] 17:31, 18 February 2008 (EST)&lt;br /&gt;
:Have you tested the bridges? I conjecture that all buildings and constructions without mechanisms are perfectly fine with magma contact. [[User:VengefulDonut|VengefulDonut]] 10:37, 19 February 2008 (EST)&lt;br /&gt;
:: The bridges part was cut from another section of the article and moved in there. Since it was already here, I assumed it was accurate. I haven't actually checked myself. [[User:MOOMANiBE|MOOMANiBE]] 16:54, 19 February 2008 (EST)&lt;br /&gt;
:I will verify bridges one way or the other. I'm pretty sure they cant melt, though. [[User:VengefulDonut|VengefulDonut]] 21:03, 19 February 2008 (EST)&lt;br /&gt;
::they dont melt, as they arent actually within the magma. that was copied over from the 2d wiki and nobody removed it -[[User:Chariot|Chariot]] 22:29, 19 February 2008 (EST)&lt;br /&gt;
::: I noticed you removed the line about bridges. It seems silly not to mention them at all, so I've written up a line about them working no matter what the material and stuck it in. [[User:MOOMANiBE|MOOMANiBE]] 23:12, 19 February 2008 (EST)&lt;br /&gt;
::::yea they should definately be mentioned, wasnt thinking when i removed it completely(recovering from a bad cold and brain is still a bit foggy) -[[User:Chariot|Chariot]] 00:49, 20 February 2008 (EST)&lt;br /&gt;
Tested. Non-magmaiproof bridges -over- magma are fine. Non-magma-proof submerged in magma will melt. [[User:VengefulDonut|VengefulDonut]] 12:39, 21 February 2008 (EST)&lt;br /&gt;
: Interesting. I'll edit the article to say as much. [[User:MOOMANiBE|MOOMANiBE]] 15:30, 21 February 2008 (EST)&lt;br /&gt;
This is what I've found: ANY Construction is safe from magma (even wooden ones. Walls, stairs, fortifications, etc). Any building is unaffected by magma if the magma doesn't occupy the same tile as the building. Example: a door is safe if it's closed, even if it's made of non-safe rock or wood. If you lock it open with a mechanism, or if it's jammed, then the magma interacts with the components, burning/melting them if they can't stand the heat. A pump made of wood or any other material is also safe, as long as the magma doesn't flow *over* it. Since the &amp;quot;out&amp;quot; side acts as a wall, if it's correctly isolated from the magma it won't get damaged and will pump the magma without any trouble. --[[User:Sergius|Sergius]] 01:41, 21 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Anyone clear on Vertical Bars in magma?  I am attempting to keep imps and such from moving through my magma feeding tunnel and was curious if anyone had any good solutions to this problem. --[[User:Stalinbulldog|Stalinbulldog]] 16:23, 14 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I just use a bauxite wall grate, it works fine for me. --[[User:Zombiejustice|Zombiejustice]] 01:02, 15 June 2008 (EDT)&lt;br /&gt;
:: Ah, thank you, I just wanted to be sure they didn't melt regardless --[[User:Stalinbulldog|Stalinbulldog]] 02:32, 15 June 2008 (EDT)&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
I made a few tests with magma and buildings/constructions and I can confirm some known results and I can provide a few new aspects. Constructions (b-&amp;gt;C) are magma safe (walls, floors, stairs, others not tested). No matter what the material is.&lt;br /&gt;
*&amp;lt;s&amp;gt;bridges build with bauxite *rocks* are not magma safe (bauxite mechanism or not)&amp;lt;/s&amp;gt;&lt;br /&gt;
*bridges build with bauxite *blocks* are magma safe (test with mechanism is pending)&lt;br /&gt;
*bridges build with steel bars are magma safe (test with mechanism is pending)&lt;br /&gt;
Open test: bridge with blocks considered as not magma safe.&lt;br /&gt;
&amp;lt;br&amp;gt;[[User:Imajia|Imajia]] 12:14, 11 July 2008 (EDT)&lt;br /&gt;
::I'm sorry, I made a mistake. The bridges build with bauxite rocks were previously connected with a lever. Unfortunately the mechanism is not removed from the bridge when you remove the lever. Well, at least it seems that the rules for magma safe materials are valid for bridges. With one exception: raised bridges can contain any mechanism, only when magma flows over the bridge it is destroyed.--[[User:Imajia|Imajia]] 13:18, 13 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Replenishing Magma ==&lt;br /&gt;
&lt;br /&gt;
Since magma replenishes now, I've rewritten that snippet from the article. If I've missed something(a kind of magma not regenerating, though this always worked for me on several maps), feel free to correct things. --[[User:Romantic Warrior|Romantic Warrior]] 15:47, 18 February 2008 (EST).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I have a very good feeling that the replenishing magma is just &amp;quot;pressurized&amp;quot; magma. I haven't tested fully, but i have poured water over a magma pipe and re-mined it, and in that case the magma flow was upwards. --[[User:Sphexx|Sphexx]] 03:49, 23 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Temperature ==&lt;br /&gt;
&lt;br /&gt;
Does magma increase the temperature of things around it? Can it be used to melt ice? --[[User:Ikkonoishi|Ikkonoishi]] 20:26, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I'm not sure how the temperature calculations are done, but I CAN tell you that magma will melt nearby ice. Check out http://mkv25.net/dfma/movie-153-meltingwateronglacier to see it in action. [[User:Zaranthan|Zaranthan]] 15:23, 26 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::It should be a flow, just like the magma itself. One of the other visible results is warm stone. The same can probably be said for water and damp stone as well. --[[User:N9103|Edward]] 17:01, 26 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Flow?==&lt;br /&gt;
&lt;br /&gt;
I have a magma pipe (pit) in my current fortress... I breached the pipe from the lowest level because of the diagonal bug when I discovered it, and it filled some long exploratory shafts. Since then, the top magma layer is down to 5/7 and 6/7 running all over the surface. After a little while, it's easy to see that magma act curiously: instead of bouncing from wall to wall like real water physics, in my game the 5/7 (the flow) seems to all move in the same direction at the same time. The direction change often, and seem to change randomly. --[[User:Eagle of Fire|Eagle of Fire]] 22:43, 26 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
There is another way to stop a flow of magma that's moving through a tunnel. You can go one z-level higher, dig to a spot above the magma-filled tunnel, then build a channel above where the magma is flowing and assign it as a Pond Zone. So long as you have buckets and a viable Water Source zone, a dwarf will come along and drop water on the magma, instantly turning it into obsidian and blocking the tunnel. --[[User:Stromko]] January 6th, 2007&lt;br /&gt;
: I've tried this - it rarely works. Usually you just destroy 1/7 of the magma per bucket, along with the water from the bucket, and nothing turns to obsidian. You need to hit it with larger quantities of water at once to get reliable results. --[[User:SL|SL]] 10:35, 6 January 2008 (EST)&lt;br /&gt;
::Actually, you have to hit it from two levels up. Just one won't do anything.--[[User:Demosthenes|Demosthenes]] 17:07, 18 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Criteria for Magma Buildings==&lt;br /&gt;
&lt;br /&gt;
Is there a special condition that must be met before Magma Smelters/Forges/Furnaces and so on will appear on the build menus?  I have a magma pit and some channels over it so that I can access it for magma, but I cannot build any magma-using buildings. - [[User:Confused Rat|Confused Rat]]&lt;br /&gt;
&lt;br /&gt;
:Magma furnaces and forges need a hole somewhere on the ground where they are built. This is to allow the furnace/forge to take the heat from the magma as they are used. --[[User:Eagle of Fire|Eagle of Fire]] 19:43, 25 January 2008 (EST)&lt;br /&gt;
:What he means is that the magma furnaces don't even appear in the build menu. This is because you haven't discovered magma through natural means. The only way this can happen is if you used reveal to find the magma. You'll have to use the [[Utilities#Enable_Magma_Buildings|Enable Magma Buildings]] utility to make them appear. --[[User:Valdemar|Valdemar]] 20:03, 25 January 2008 (EST)&lt;br /&gt;
:Reclaimed fortresses may be bugged. If you reclaimed you fortress you probably can't do anything with it without 3rd party programs (like one mentioned above). Magma in [[pit]]s isn't enough to allow magma buildings. You need to discover true magma pipe and get pop-up informing about this. --[[User:Someone-else|Someone-else]] 08:37, 23 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Infinity Generators? ==&lt;br /&gt;
&lt;br /&gt;
Because magma is currently a finite resource, would it be a good idea to add how to make an infinity generator as workarround untill Toady gives us some more of the stuff?&amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:Highlord Asehujiko|Highlord Asehujiko]] ([[User talk:Highlord Asehujiko|talk]]•[[Special:Contributions/Highlord Asehujiko|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
:Not on the main article as it would easily be considered cheating. In here, or the [[cheating]] article itself would be fine, the latter probably more appropriate as it could be applied to water as well for those scorching maps. --[[User:N9103|Edward]] 19:16, 27 January 2008 (EST)&lt;br /&gt;
::Magma regenerates in most cases, which pretty much means it's infinite. --[[User:Someone-else|Someone-else]] 19:19, 26 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Lava vs. Magma ==&lt;br /&gt;
&lt;br /&gt;
I hadn't noticed it until just now, but both Lava and Magma occur in the game.  I haven't seen this fact referenced in the wiki.  Magma is a fluid which occurs in Magma Pipes, and in areas directly connected to Magma Pipes.  Lava appears to occur in disconnected areas.  I'm not sure what happens if you reconnect.  If you use {{k|k}} to view a square, you'll see either Magma or Lava depths given.  I'm not clear on what difference there is between the two fluids. --[[User:Doctorlucky|Doctorlucky]] 02:58, 23 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:There is none, just the name. --[[User:Savok|Savok]] 10:30, 23 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::both in df, and irl, molten rock in open air is called lava, while subterranean is called magma -[[User:Chariot|Chariot]] 15:40, 23 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: Ah, so magma which is ''Outside'' is lava.  Cool.  I guess my disjoint areas are all also outside :)  I suppose we ought to mention this somewhere on the page? --[[User:Doctorlucky|Doctorlucky]] 19:19, 23 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Magma vs puppy? ==&lt;br /&gt;
&lt;br /&gt;
I have encountered an interesting glitch. I have 2 puppies and a kitten in magma that aren't dying, and yes I have temperature setting on. http://mkv25.net/dfma/movie-570-magmavspuppy&lt;br /&gt;
&lt;br /&gt;
For those interested in trying to recreate it, I believe it has to do with designating the animal to slaughter while trying to throw it into a pit. A few of my dwarves were having pathing errors to try and slaughter them when I noticed the 3 invulnerable pests. After saving and reloading, the critters were insta-gibbed.&lt;br /&gt;
--[[User:Sphexx|Sphexx]] 04:59, 23 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Chasm Confusion ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The minerals directly adjacent to the magma vent will also be immediately visible, even at the lowest level of the map, which can give some hints about where to prospect for ores.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Magma, at least in my experience, has always been surrounded only by Obsidian, as a result you cannot get any kind of insight as to the surrounding minerals, this differs from a chasm where the veins coming up to a chasm are directly reflected in the walls.&lt;br /&gt;
&lt;br /&gt;
--[[User:Stalinbulldog|Stalinbulldog]] 04:18, 26 July 2008 (EDT)&lt;br /&gt;
:volcanoes and magmapipes can form large &amp;quot;chasms&amp;quot; above them, though it depends on how rocky the map is&lt;br /&gt;
&lt;br /&gt;
== gruesome accident in reall really older 2d version ==&lt;br /&gt;
&lt;br /&gt;
beware wooden floodgates&lt;br /&gt;
not only do they burn(as I planned)&lt;br /&gt;
but i scattered magma all around the room&lt;br /&gt;
it rolled around quickly in all directions, flooding the tunnels, burning miners, smelters, war dogs and puppies alike without remorse.&lt;br /&gt;
it has thus far filled the entire message screen with &amp;quot; someone&amp;quot; or &amp;quot;something&amp;quot; has burned to death &lt;br /&gt;
it appears to gain mass from creeping down hallways! oh god...&lt;br /&gt;
60 deaths, at least 25 dwarves and 15 puppies22:08, 28 July 2008 (EDT)[[User:Eerr|Eerr]]&lt;br /&gt;
&lt;br /&gt;
== Magma cooling? ==&lt;br /&gt;
&lt;br /&gt;
Ive noticed at a 1/7 depth, the magma seems to cool and go away. v40d  --[[User:OmegaX|OmegaX]] 17:28, 3 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: That is probably what the author meant by &amp;quot;Magma that is only 1 deep &amp;quot;evaporates&amp;quot; over time.&amp;quot; [[User:MagicGuigz|MagicGuigz]] 19:58, 3 October 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>MagicGuigz</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Economics&amp;diff=21941</id>
		<title>40d:Economics</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Economics&amp;diff=21941"/>
		<updated>2008-10-03T17:10:32Z</updated>

		<summary type="html">&lt;p&gt;MagicGuigz: /* Second Tier Materials */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:''For the game concept added with the baron, see [[Dwarven economy]].''&lt;br /&gt;
= Overall Economic Flowchart =&lt;br /&gt;
Each process on the economic flowchart has the following components:&lt;br /&gt;
* Inputs (on left) - the process will use up these raw materials.&lt;br /&gt;
* Means/Job - either a [[building]] where the process is assigned, or (if in italics) a tool which the worker must have to carry out the process. Following the slash is a job title - this job must be enabled on a [[dwarf]] or that dwarf will not participate in that level of the economic path. &lt;br /&gt;
* Outputs (on right) - These are the goods that are produced by the economic activity in question.&lt;br /&gt;
&lt;br /&gt;
== Raw Materials ==&lt;br /&gt;
&lt;br /&gt;
:assign these jobs through the designate or zone options.&lt;br /&gt;
&lt;br /&gt;
[[Walls]] -&amp;gt; &amp;lt;I&amp;gt;[[Pick]]&amp;lt;/I&amp;gt;/[[Mining]] -&amp;gt; [[Stone]], some of which is also [[Ore]] or [[Flux]] or [[Gems]] or [[Coal]] or [[Lignite]]&lt;br /&gt;
:{{K|D}} -&amp;gt; Mine&lt;br /&gt;
&lt;br /&gt;
[[Chop down trees|Trees]] -&amp;gt; &amp;lt;I&amp;gt;[[Battle axe]]&amp;lt;/I&amp;gt;/[[Wood Cutter]] -&amp;gt; [[Wood]]&lt;br /&gt;
:{{K|D}} -&amp;gt; Chop Trees)&lt;br /&gt;
&lt;br /&gt;
[[Walls]] -&amp;gt; none/[[Engraving|Stone Detailing]] -&amp;gt; [[Rooms#Room_grades|Room Quality]]&lt;br /&gt;
:{{K|D}} -&amp;gt; Smooth Stone and {{K|D}} -&amp;gt; Engrave Stone&lt;br /&gt;
:The reason you do this is to give your dwarves happy [[thought]]s, which has a beneficial effect. Also with economy the rent rises with room quality&lt;br /&gt;
&lt;br /&gt;
[[Water]] -&amp;gt; none/[[Fishing]] -&amp;gt; Raw [[Fish]]&lt;br /&gt;
:{{K|I}} -&amp;gt; Fish, do this at the level above the water&lt;br /&gt;
&lt;br /&gt;
[[Animals]] -&amp;gt; &amp;lt;I&amp;gt;[[Weapon]]&amp;lt;/I&amp;gt;/[[Ambusher|Hunting]] -&amp;gt; [[Corpse|Corpses]]&lt;br /&gt;
:Assign any dwarf the hunt job&lt;br /&gt;
&lt;br /&gt;
[[Bush|Bushes]] -&amp;gt; none/[[Herbalist|Gather Plants]] -&amp;gt; [[Crops]]&lt;br /&gt;
:{{K|D}} -&amp;gt; Gather Plants&lt;br /&gt;
&lt;br /&gt;
[[Crops]] -&amp;gt; [[Food#Eating|Eating]] -&amp;gt; [[Seed]] x 2&lt;br /&gt;
&lt;br /&gt;
[[Seed]] -&amp;gt; [[Farm plot]]/[[Farming|Farming(fields)]] -&amp;gt; [[Crops]]&lt;br /&gt;
:The Farm Plot while it is a [[building]] is not a [[workshop]].&lt;br /&gt;
&lt;br /&gt;
== Second Tier Materials ==&lt;br /&gt;
:Only raw materials needed as input.&lt;br /&gt;
&lt;br /&gt;
Raw [[Fish]] -&amp;gt; [[Fishery]]/[[Fish cleaner|Fish Cleaning]] -&amp;gt; [[Fish]]&lt;br /&gt;
&lt;br /&gt;
[[Corpse]] -&amp;gt; [[Butcher's Shop]]/[[Butchery]] -&amp;gt; [[Meat]] (which is [[Food]]), [[Fat]], [[Skin]], [[Bones]], [[Skulls]]&lt;br /&gt;
&lt;br /&gt;
[[Stone]] -&amp;gt; [[Mason's workshop]]/[[construction|Masonry]] -&amp;gt; [[Furniture]], [[Blocks]]&lt;br /&gt;
&lt;br /&gt;
[[Stone]] -&amp;gt; [[Craftsdwarf's workshop]]/[[Craft#Crafts|Stonecrafting]] -&amp;gt; [[Craft]], [[Weapon|Short Sword]]&lt;br /&gt;
&lt;br /&gt;
[[Stone]] -&amp;gt; [[Mechanic's workshop]]/[[Mechanics]] -&amp;gt; [[Mechanism]]&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Carpenter's workshop]]/[[construction|Carpentry]] -&amp;gt; [[Furniture]], [[Blocks]], [[Container|Barrels]], [[Container|Bins]], [[Bed]]s&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Craftsdwarf's workshop]]/[[Craft#Crafts|Woodcrafting]] -&amp;gt; [[Craft]], [[Bolts]]&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Carpenter's workshop]]/[[Skills|Trapping]] -&amp;gt; [[Animal Trap]]&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Bowyer's workshop]]/[[Bowyer]] -&amp;gt; [[Crossbow|Wooden Crossbow]]&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Wood furnace]]/[[Wood burner|Wood burning]] -&amp;gt; [[Charcoal]], which is [[Fuel]]&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Wood furnace]]/[[Wood burner|Wood burning]] -&amp;gt; [[Ash]]&lt;br /&gt;
:The Wood Furnace is a [[Furnace]], not a [[workshop]]&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Siege Workshop]]/[[Siege engineer]] -&amp;gt; Ballista parts, Catapault parts, ballista arrow&lt;br /&gt;
&lt;br /&gt;
== Higher Tier Materials ==&lt;br /&gt;
=== Animal Based ===&lt;br /&gt;
some [[Fish]] -&amp;gt; [[Food#Eating|Eating]] -&amp;gt; [[Shell]] and/or [[Bone]]&lt;br /&gt;
&lt;br /&gt;
Wild [[Animals]], &amp;lt;I&amp;gt;[[Animal Trap]]&amp;lt;/I&amp;gt; -&amp;gt; none/[[Trapping]] -&amp;gt; Captured [[Animals]]&lt;br /&gt;
&lt;br /&gt;
Captured [[Animals]] -&amp;gt; [[Kennels]]/[[Animal Training]] -&amp;gt; Tame [[Animals]]&lt;br /&gt;
&lt;br /&gt;
Tame [[Animals]] -&amp;gt; [[Kennels]]/[[Animal Training]] -&amp;gt; Trained [[Animals]]&lt;br /&gt;
:Note that the Kennels while it is a building is not a workshop&lt;br /&gt;
:Also, animal training only works for [[dog]]s right now, unless you care to edit the raws&lt;br /&gt;
&lt;br /&gt;
Tame [[Animal]] -&amp;gt; [[Butcher's Shop]]/[[Butchery]] -&amp;gt; [[Corpse]]&lt;br /&gt;
:{{K|Z}}-Animals-Ready for Slaughter&lt;br /&gt;
:{{K|U}}-&amp;gt;Select the Animal Unit-&amp;gt;Set &amp;quot;Ready for Slaughter&amp;quot; to (Y) if there's a specific animal you want to set for slaughter.&lt;br /&gt;
&lt;br /&gt;
[[Fat]] -&amp;gt; [[Cooking]]?/[[Kitchen]] -&amp;gt; [[Tallow]]&lt;br /&gt;
&lt;br /&gt;
[[Tallow]], [[Lye]] -&amp;gt; [[Soaper]]/[[Alchemist's laboratory]] -&amp;gt; [[Soap]]&lt;br /&gt;
:The documentation on other wiki pages is inconsistent on this one but Soap doesn't do anything yet, so it's not critical.&lt;br /&gt;
&lt;br /&gt;
[[Skin]] -&amp;gt; [[Tannery|Tanning]]/[[Tannery]] -&amp;gt; [[Leather]]&lt;br /&gt;
&lt;br /&gt;
[[Leather]] -&amp;gt; [[Craftsdwarf's workshop]]/[[Leatherworking]] -&amp;gt; [[Armor]], [[Bags]], [[Craft]], [[Clothing]]&lt;br /&gt;
&lt;br /&gt;
[[Bone]] -&amp;gt; [[Craftsdwarf's workshop]]/[[Craft#Crafts|Bonecarving]] -&amp;gt; [[Craft]], [[Bolts]], [[Armor]], [[Decoration]]&lt;br /&gt;
&lt;br /&gt;
[[Bone]] -&amp;gt; [[Bowyer's workshop]]/[[Bowyer]] -&amp;gt; [[Crossbow|Bone Crossbow]]&lt;br /&gt;
&lt;br /&gt;
[[Shell]] -&amp;gt; [[Craftsdwarf's workshop]]/[[Craft#Crafts|Bonecarving]] -&amp;gt; [[Craft]], [[Decoration]], [[Armor]]&lt;br /&gt;
&lt;br /&gt;
[[Skull]] -&amp;gt; [[Craftsdwarf's workshop]]/[[Craft#Crafts|Bonecarving]] -&amp;gt; [[Totem]]&lt;br /&gt;
&lt;br /&gt;
:Totems can't be used for anything right now. They can be sold, though...&lt;br /&gt;
&lt;br /&gt;
=== Metal ===&lt;br /&gt;
:The various &amp;quot;Magma&amp;quot; variants all require [[Magma]], and use less [[Refined coal|refined coal]] (&amp;quot;fuel&amp;quot;) - no refined coal at all if you don't make steel.&lt;br /&gt;
:The reaction table for which Ores make which [[metal]]s and/or alloys is complex and beyond the scope of this article. see [[Ore]] for details.&lt;br /&gt;
:Metals can be used to make different sorts of things, see the article for a given product to see which metals are suitable.&lt;br /&gt;
&lt;br /&gt;
[[Ore]] + [[Fuel]] -&amp;gt; [[Smelter]]/[[Smelting]] -&amp;gt; [[Metal|Metal Bars]]&lt;br /&gt;
&lt;br /&gt;
[[Ore]] x 2 + [[Fuel]] -&amp;gt; [[Smelter]]/[[Smelting]] -&amp;gt; Various [[Alloy]]&lt;br /&gt;
&lt;br /&gt;
[[Ore]] -&amp;gt; [[Magma Smelter]]/[[Smelting]] -&amp;gt; [[Metal|Metal bars]]&lt;br /&gt;
&lt;br /&gt;
[[Ore]] x 2  -&amp;gt; [[Magma Smelter]]/[[Smelting]] -&amp;gt; Various [[Alloy]]&lt;br /&gt;
&lt;br /&gt;
[[Lignite]] + [[Fuel]] -&amp;gt; [[Smelter]]/[[Smelting]] -&amp;gt; [[Coke]] x2, which is [[Fuel]]&lt;br /&gt;
&lt;br /&gt;
[[Lignite]] -&amp;gt; [[Magma Smelter]]/[[Smelting]] -&amp;gt; [[Coke]] x2, which is [[Fuel]]&lt;br /&gt;
&lt;br /&gt;
[[Bituminous Coal]] + [[Fuel]] -&amp;gt; [[Smelter]]/[[Smelting]] -&amp;gt; [[Coke]] x 3, which is [[Fuel]]   &lt;br /&gt;
    &lt;br /&gt;
[[Bituminous Coal]] -&amp;gt; [[Magma Smelter]]/[[Smelting]] -&amp;gt; [[Coke]] x 3, which is [[Fuel]] &lt;br /&gt;
&lt;br /&gt;
[[Iron Bars]] + [[Flux]] + [[Fuel]] -&amp;gt; [[Smelter]] or [[Magma Smelter]]/[[Smelting]] -&amp;gt; [[Pig Iron]]&lt;br /&gt;
&lt;br /&gt;
[[Pig Iron]] + [[Iron Bars]] + [[Flux]] + [[Fuel]] -&amp;gt; [[Smelter]] or [[Magma Smelter]]/[[Smelting]] -&amp;gt; [[Steel Bars]] x 2&lt;br /&gt;
&lt;br /&gt;
:This means, to stay in steady operation, smelt [[iron]] ore twice, then [[pig iron]] once, then steel bars once. The four operations together produce 2 steel. Magma halves the fuel cost but does not eliminate it.&lt;br /&gt;
&lt;br /&gt;
[[Metal|Metal Bars]] + [[Fuel]] -&amp;gt; [[Smelter]]/[[Smelting]] -&amp;gt; [[Alloy]]&lt;br /&gt;
&lt;br /&gt;
:It's generally a better idea to make the alloy directly from ore, I believe{{verify}}.&lt;br /&gt;
&lt;br /&gt;
[[Metal|Metal Bars]] + [[Fuel]] -&amp;gt; [[Metalsmith's Forge]]/[[Metal crafter|Metal crafting]] or [[Blacksmith|Blacksmithing]] -&amp;gt; [[Furniture]], [[Craft]]s, [[Coins]] &lt;br /&gt;
&lt;br /&gt;
[[Metal]], [[Fuel]] -&amp;gt; [[Metalsmith's Forge]]/[[Armorsmith]] -&amp;gt; [[Armor]]&lt;br /&gt;
&lt;br /&gt;
[[Metal]], [[Fuel]] -&amp;gt; [[Metalsmith's Forge]]/[[Weaponsmith]] -&amp;gt; [[Weapon]]&lt;br /&gt;
&lt;br /&gt;
[[Metal]], [[Fuel]] -&amp;gt; [[Metalsmith's Forge]]/[[Trapping]] -&amp;gt; [[Animal trap]]&lt;br /&gt;
&lt;br /&gt;
[[Metal]] + [[Wood]] -&amp;gt; [[Siege Workshop]]/[[Siege engineer]] -&amp;gt; Ballista arrow&lt;br /&gt;
&lt;br /&gt;
=== Misc ===&lt;br /&gt;
&lt;br /&gt;
Empty [[Bags]] -&amp;gt; [[Glass Furnace]] / [[Item Hauling]]?!?! -&amp;gt; [[Sand]] &lt;br /&gt;
:You need to assign the collect sand job to a glass furnace, AND&lt;br /&gt;
:{{K|I}} -&amp;gt; Collect Sand&lt;br /&gt;
&lt;br /&gt;
[[Sand]] -&amp;gt; [[Glass Furnace]] / [[Glassmaker|Glassworking]] -&amp;gt; [[Furniture]]&lt;br /&gt;
:It is presently impossible to make glass weapons because those require glass bars, which you cannot make.{{verify}}&lt;br /&gt;
&lt;br /&gt;
[[Vermin]], [[Traps]] -&amp;gt; [[Kennels]] or [[Butcher's shop]]/[[Trapper]] -&amp;gt; Wild [[animal]]&lt;br /&gt;
Wild [[animal]] -&amp;gt; [[Kennels]]/[[Animal training]] -&amp;gt; ???&lt;br /&gt;
[[Animal]] [[stockpile]]/[[preference]] or [[Farmer's workshop]]/milking -&amp;gt; Tame [[animal]] or one meal or [[cow]]s [[milk]]/purring maggot [[milk]]/liquid fire&lt;br /&gt;
: As far as I know [[camel]]s cannot yet be milked...&lt;br /&gt;
: (This block needs to be fixed up.)&lt;br /&gt;
&lt;br /&gt;
[[Barrel]], [[Crops]] -&amp;gt; [[Still]]/[[Brewing]] -&amp;gt; [[Alcohol]], [[Seed|Seeds]]&lt;br /&gt;
&lt;br /&gt;
[[Seeds]] and/or [[Crops]] and/or [[Meat]] and/or [[Alcohol]] and/or [[Fish]] and/or [[Tallow]] -&amp;gt; [[Kitchen]]/[[Cooking]] -&amp;gt; [[Food#Prepared_food|Prepared Meals]]&lt;br /&gt;
: Cooked Crops do *not* produce seeds, so it is generally a bad idea to cook crops unless you have plenty ({{K|Z}}-&amp;gt;Kitchen to disable cooking of crops).  Instead, brew or otherwise process your crops and cook the product.&lt;br /&gt;
&lt;br /&gt;
[[Crops]] -&amp;gt; [[Farmer's workshop]]/[[Thresher|Threshing]] -&amp;gt; [[Thread]] + [[Seeds]]&lt;br /&gt;
&lt;br /&gt;
[[Thread]] -&amp;gt; [[Loom]]/[[Weaver|Weaving]] -&amp;gt; [[Cloth]]&lt;br /&gt;
&lt;br /&gt;
[[Cloth]] -&amp;gt; [[Clothier's shop]]/[[Clothier|Clothesmaking]] -&amp;gt; [[Clothing]], [[Bag]]s, [[Decoration]]&lt;br /&gt;
&lt;br /&gt;
= Economic Management =&lt;br /&gt;
== Stockpiles ==&lt;br /&gt;
: Due to the way the interface works, the key to maintaining flow in your [[workshop]]s is to have properly positioned and well-maintained [[stockpiles]].&lt;br /&gt;
&lt;br /&gt;
: [[Clutter]] has a *huge* impact on your productivity, so minimizing the dwarf-labor required to clear finished goods out of your workshops is key to maintaining their productivity. &lt;br /&gt;
&lt;br /&gt;
: It is also important, especially in a mature fortress with a division of labor, to have goods close at hand so that your [[legendary]] dwarves don't have to walk all over the fortress to get what they need.&lt;br /&gt;
&lt;br /&gt;
: The best way to achieve this is to locate small stockpiles (about 3x3 works best) near the workshop to hold the raw materials needed. By keeping the stockpiles small, you don't have to worry about every hauler in the fortress dropping what they're doing and spending an entire month filling a large stockpile with [[marble]]; but if you make them too small, you risk not having enough when the legendary [[furnace operator]] gets to work!&lt;br /&gt;
&lt;br /&gt;
: Specific guidelines follow.&lt;br /&gt;
&lt;br /&gt;
=== Stone ===&lt;br /&gt;
: [[Stone]] is so abundant that you almost never need large stone stockpiles. If you want your [[stonecrafter]]s or [[mason]]s to use a choice variety of stone (such as [[obsidian]]), and have plenty of excess hauling labor, place a 3x3 or 4x4 stockpile near to the workshop, and restrict it to only a few high-value varieties of stone.&lt;br /&gt;
: Flux, Fuel and Ore are covered below.&lt;br /&gt;
&lt;br /&gt;
=== Flux and Ore ===&lt;br /&gt;
: A handy flux stockpile is absolutely key to maintaining efficient throughput in making steel. Steel is very labor intensive to begin with and if your furnace operators have to go a long way to get materials, you're over and done.&lt;br /&gt;
: On the other hand, if you have any flux at all, it's probably marble and you probably have &amp;lt;B&amp;gt;lots&amp;lt;/B&amp;gt; of it.&lt;br /&gt;
: So a large flux stockpile will divert all hauling labor into filling it up.&lt;br /&gt;
: Generally speaking, a 3x3 stockpile should be plenty, but keep it absolutely as close to your furnaces as possible.&lt;br /&gt;
&lt;br /&gt;
: The same considerations apply with ore and furnace fuel, but larger stockpiles are generally less of a problem, because there aren't 800 units of ore to haul. A skilled furnace operator can smelt direct-use ores *very* quickly, so consider a large stockpile for ore once a high skill level is achieved.&lt;br /&gt;
: In general, a full time [[wood burner]] will produce more Charcoal and more [[ash]] than a set of magma furnaces (even making steel) will actually use, so you may want to allow the wood furnace to get cluttered and then shut it off; but you should still build a fuel stockpile.&lt;br /&gt;
: If you don't have magma you're going to be burning fuel like crazy.&lt;br /&gt;
&lt;br /&gt;
=== Lumber ===&lt;br /&gt;
: Lumber takes a long time to haul down from the surface, so lumber stockpiles should be quite a bit larger, as this can introduce a significant lag in refilling them, you'll want some cushion.&lt;br /&gt;
: There's also a big labor input issue - either it takes even longer to haul from the surface, or it takes your intermediary dwarf a long time to get the lumber.&lt;br /&gt;
: In general, I recommend placing your lumber stockpile near the surface, and placing the lumber using workshops or furnaces as nearby as possible.&lt;br /&gt;
: This means it may take a long time to haul your ashes or charcoal to your forges for use, but that hauling job can be handled by an Peasant, while the Wood Burner has to haul the logs into the furnace himself.&lt;br /&gt;
&lt;br /&gt;
=== Finished Goods ===&lt;br /&gt;
: Firstly, life without [[bin]]s is unlivable. If you have to make them out of metal, I suggest [[copper]] or [[lead]]. But few start locations are so [[wood]] deprived that one log is harder to come by than 3 metal bars. You'll want more bins than you can possibly make, so make as many as you can.&lt;br /&gt;
: Once you have bins, it becomes much easier to haul finished goods to your trade [[depot]], since the dwarves haul the bin with them. However, goods have to be hauled one at a time from the workshop and then placed in bins. I'm hoping that this is a high priority for change, since it's a major pain in the arse, but there you are. So, your finished goods stockpile should be as close to your workshops as possible, and you should only haul items to the trade depot once they've been placed in bins.&lt;br /&gt;
&lt;br /&gt;
=== Material Classifications ===&lt;br /&gt;
: This is to help you find stuff in the stock pages&lt;br /&gt;
&lt;br /&gt;
: [[Refined coal]] of every kind, as well as [[Ash]], [[Potash]] and [[Soap]], are classified as Bars, probably for the reason that they can be compressed/baked into somewhat bar-like items (and don't fit better in any other pile).&lt;br /&gt;
&lt;br /&gt;
[[category: Economy]]&lt;/div&gt;</summary>
		<author><name>MagicGuigz</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Wall&amp;diff=19268</id>
		<title>40d Talk:Wall</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Wall&amp;diff=19268"/>
		<updated>2008-10-03T15:14:18Z</updated>

		<summary type="html">&lt;p&gt;MagicGuigz: /* One way to make your masons behave */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Is there a way to build walls on areas (like when designating a stockpile) instead of tile per tile? Very boring work when constructing long walls... --[[User:Mizipzor|Mizipzor]] 13:40, 4 November 2007 (EST)&lt;br /&gt;
:Not as of {{ver|0.27.169.33a}}. --[[User:Ikkonoishi|Ikkonoishi]] 14:11, 4 November 2007 (EST)&lt;br /&gt;
The text of the article seems to suggest that engravings and smoothing can be done on constructed walls.  In my experience, a constructed wall is described as a &amp;quot;Granite Block Wall&amp;quot; and does not accept either smoothing or engraving commands.  It also highlights with a flashing green &amp;quot;C&amp;quot; in designation mode, indicating it is constructed.  If I'm wrong, I'd love to know how to accomplish this!&lt;br /&gt;
Also, the article text indicates that a wall must be built above certain types of solid object.  In my experience, this is not true; you can build a wall over empty space provided you build ''beside'' an existing solid structure.  This is key when building spiral ramps within towers, etc.&lt;br /&gt;
I'm very new to wiki editing, so I'm not going to touch the article itself at this point.  If someone would like to verify...?--[[User:Doctorlucky|Doctorlucky]] 04:10, 12 November 2007 (EST)&lt;br /&gt;
:All right, some experimentation has determined how walls are named and how the operate.  I'll use &amp;quot;felsite&amp;quot; as my material in the examples:  A wall which is comprised of naturally-occurring rock or other material is called a &amp;quot;Rough-hewn Felsite Wall&amp;quot;.  Smoothed, it becomes a &amp;quot;Smoothed Felsite Wall&amp;quot;.  A wall constructed of mined stone using the building menu is described as a &amp;quot;Rough Felsite Block Wall&amp;quot; while one made out of stone block (prepared by a mason) is a &amp;quot;Felsite Block Wall&amp;quot;.  Neither type of constructed wall is engravable or smoothable, and both type look identical to a smoothed natural wall. [[User:Doctorlucky|Doctorlucky]] 18:40, 14 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: Any idea why constructed walls cannot be engraved? It seems somewhat counterintuitive. --[[User:Trithemius|Trithemius]] 09:15, 10 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I had a dwarf build an engraved wall. I think all I used was the normal build wall command and nothing more, but I wasn't really paying attention, i just needed to fill in an extra wall section. When I went back one section of the wall looked weird, and when I looked at it and pressed enter a description of the engraving came up. However it is still called a rough basalt block wall not an engraved wall.  [[User:Afu|Afu]] 05:08, 3 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Do glass walls block LoS? [[User:Rkyeun|Rkyeun]] 20:18, 5 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Has anyone come across a bug where built walls do not produce a floor on the z level above? I was building two small towers and for some reason some constructed walls are being built without anything above them, it doesn't even show up (using looK) as Open Space but it is displaying the - symbol normally used for open space. Most frustrating is it I rip it down and built the wall again it does it again. Both towers were the same other than material used and one has this problem along one face while the other is fine.&lt;br /&gt;
[[User:Yvain|Yvain]] 05:42, 26 February 2008 (EST)&lt;br /&gt;
:yes, but it was fixed several versions ago, in 176.38a and ive not had it happen again since. from the Devlog:&lt;br /&gt;
 * fixed problem leading to floors not being placed above some constructed walls&lt;br /&gt;
:-[[User:Chariot|Chariot]] 14:40, 26 February 2008 (EST)&lt;br /&gt;
::Now I feel stupid, I downloaded 176.38a but didn't actually unzip/install it. Thanks. [[User:Yvain|Yvain]] 15:25, 26 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
I've noticed it's not always necessary to have a z+0 wall supporting a z+1 wall (on top of) as long as there is an access via a floor. Thus one can achieve a &amp;quot;protuberant&amp;quot; type construction which is physically eerie. Is it a known bug or on purpose?--Annales&lt;br /&gt;
:It's just how support and cavein code works for now. You can call it &amp;quot;on purpose&amp;quot;, but i's going to change someday (and don't forget signing)--[[User:Dorten|Dorten]] 04:52, 9 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==wall strength==&lt;br /&gt;
&lt;br /&gt;
does the strength of the wall change depending on the material? doors gain strength when made of iron. --[[User:Corhen|Corhen]]&lt;br /&gt;
&lt;br /&gt;
:AFAIK, walls are basically invulnerable still (33g), if not permanently so. So at this time, no relevant tests can be done to determine if one wall is more or less resilient than another. --[[User:N9103|Edward]] 21:55, 3 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Wooden walls will block magma... Ashen (from ash - burned wood, not ash - kind of tree) walls block stones fired from catapult. I think that's enough to say that strength of the wall doesn't depend on anything. --[[User:Someone-else|Someone-else]] 21:13, 4 May 2008 (EDT)&lt;br /&gt;
::: ok, tohught trolls could break through walls, if not, KOOL  --[[User:Corhen|Corhen]]&lt;br /&gt;
&lt;br /&gt;
== One way to make your masons behave ==&lt;br /&gt;
&lt;br /&gt;
So I've dug a tunnel that'll carry a flow of magma, and I just need to plug the access corridor I used during its excavation before unleashing the torrent. And of course, my idiot mason ''insists'' on walling himself up inside the magma tunnel. I could provide escape stairs, but really, why should I compromise my fortress' aesthetics for the sake of that suicidal dunce? So here's what I did:&lt;br /&gt;
&lt;br /&gt;
 #####&lt;br /&gt;
 ..S.. &amp;lt;- lava channel&lt;br /&gt;
 ##W##&lt;br /&gt;
 ##.## &amp;lt;- access corridor&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;W&amp;quot; is where I want to build a wall, and &amp;quot;S&amp;quot; is where the mason insisted on standing while building it. So I crafted a cheapo stone statue, placed it at S, and it forced the mason to stand on the other side of W to build it. Then when the magma came through it melted the statue away.&lt;br /&gt;
&lt;br /&gt;
I hope the statue was a self-portrait. [[User:Bryan Derksen|Bryan Derksen]] 20:58, 4 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: You know, a simple door would've done the trick.  You place a door instead of an actual wall, make it forbidden (and tightly closed) once the idiot has returned to his other things.  It holds magma for now (and is cheaper and faster than building both a wall and a statue).  [[User:MagicGuigz|MagicGuigz]] 11:14, 3 October 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>MagicGuigz</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Corona688&amp;diff=45127</id>
		<title>User talk:Corona688</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Corona688&amp;diff=45127"/>
		<updated>2008-10-03T15:09:11Z</updated>

		<summary type="html">&lt;p&gt;MagicGuigz: New page: ==Minor modifications==  You should mark your modifications as minor when adding only a few characters (as was the case in Boatmurdered). ~~~~&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Minor modifications==&lt;br /&gt;
&lt;br /&gt;
You should mark your modifications as minor when adding only a few characters (as was the case in [[Boatmurdered]]).&lt;br /&gt;
[[User:MagicGuigz|MagicGuigz]] 11:09, 3 October 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>MagicGuigz</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Tree&amp;diff=21429</id>
		<title>40d:Tree</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Tree&amp;diff=21429"/>
		<updated>2008-10-02T00:57:21Z</updated>

		<summary type="html">&lt;p&gt;MagicGuigz: Added tree resistance to magma/water&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Across the [[world]], '''trees''' can found littering the landscape. They are a great renewable source of [[wood]], and there are many different varieties that grow in different [[biomes]]. While [[tower cap]]s grow indoors, every other variety occurs only outdoors.&lt;br /&gt;
&lt;br /&gt;
''Trees'' are a type of [[map tile]], not [[construction]]s, similar to solid [[rock]] or [[bush]]es. They must be designated for removal from the [[designations|{{Key|d}}esignations menu]] chop {{k|t}}rees, which will instruct [[dwarves]] with the [[woodcutter]] skill to grab an [[axe]] and begin chopping down the tree.&lt;br /&gt;
&lt;br /&gt;
Trees grow from saplings, which start growing randomly on tiles of a suitable biome. Saplings can be destroyed by heavy [[traffic]]. To grow from a sapling to a tree takes about a year and a half.&lt;br /&gt;
&lt;br /&gt;
Trees viewed from one tile above look like coloured [[stone]] [[block]]s floating in the air. Also, deciduous trees will change colour to red or yellow in [[autumn]], and lose their leaves in [[winter]].&lt;br /&gt;
&lt;br /&gt;
Trees also gain names near [[elf|elven]] settlements. Although it is unclear what effect this has on gameplay, if any at all.&lt;br /&gt;
&lt;br /&gt;
Trees ''will not'' as of yet be destroyed by [[magma]] (nor will [[water]] damage them in any way).&lt;br /&gt;
&lt;br /&gt;
== List of Trees ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Tree Name &lt;br /&gt;
| '''Habitat''' || '''Tile''' || '''Alignment''' || '''Density''' || '''Deciduous'''&lt;br /&gt;
|-&lt;br /&gt;
! Mangrove&lt;br /&gt;
| &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Mangrove Swamp (Wet)&amp;lt;/font&amp;gt; || bgcolor=&amp;quot;black&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;font color=&amp;quot;green&amp;quot; size=5&amp;gt;♣&amp;lt;/font&amp;gt; || All || Default || No&lt;br /&gt;
|-&lt;br /&gt;
! Saguaro&lt;br /&gt;
| &amp;lt;font color=&amp;quot;orange&amp;quot;&amp;gt;Any Desert (Dry)&amp;lt;/font&amp;gt; || bgcolor=&amp;quot;black&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;font color=&amp;quot;green&amp;quot; size=5&amp;gt;╞&amp;lt;/font&amp;gt; || All || Default || No&lt;br /&gt;
|-&lt;br /&gt;
! Pine&lt;br /&gt;
| &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Taiga Forest (Dry)&amp;lt;br&amp;gt;Temperate Conifer Forest&amp;lt;br&amp;gt;Tropical Conifer Forest&amp;lt;/font&amp;gt; || bgcolor=&amp;quot;black&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;font color=&amp;quot;green&amp;quot; size=5&amp;gt;↑&amp;lt;/font&amp;gt; || All || 560 || No&lt;br /&gt;
|-&lt;br /&gt;
! Cedar&lt;br /&gt;
| &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Temperate Conifer Forest (Dry)&amp;lt;br&amp;gt;Tropical Conifer Forest&amp;lt;/font&amp;gt; || bgcolor=&amp;quot;black&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;font color=&amp;quot;green&amp;quot; size=5&amp;gt;↨&amp;lt;/font&amp;gt; || All || 380 || No&lt;br /&gt;
|-&lt;br /&gt;
! Oak&lt;br /&gt;
| &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Any Temperate Broadleaf Forest (Dry)&amp;lt;/font&amp;gt; || bgcolor=&amp;quot;black&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;font color=&amp;quot;green&amp;quot; size=5&amp;gt;♠&amp;lt;/font&amp;gt; || All || 700 || Yes&lt;br /&gt;
|-&lt;br /&gt;
! Mahogany&lt;br /&gt;
| &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Any Tropical Forest (Dry)&amp;lt;/font&amp;gt; || bgcolor=&amp;quot;black&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;font color=&amp;quot;green&amp;quot; size=5&amp;gt;♠&amp;lt;/font&amp;gt; || All || 600 || No&lt;br /&gt;
|-&lt;br /&gt;
! Acacia&lt;br /&gt;
| &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Tropical Dry Broadleaf Forest (Dry)&amp;lt;br&amp;gt;Tropical Grassland&amp;lt;br&amp;gt;Tropical Savanna&amp;lt;br&amp;gt;Tropical Shrubland&amp;lt;/font&amp;gt; || bgcolor=&amp;quot;black&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;font color=&amp;quot;green&amp;quot; size=5&amp;gt;♣&amp;lt;/font&amp;gt; || All || Default || No&lt;br /&gt;
|-&lt;br /&gt;
! Kapok&lt;br /&gt;
| &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Tropical Moist Broadleaf Forest (Dry)&amp;lt;/font&amp;gt; || bgcolor=&amp;quot;black&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;font color=&amp;quot;green&amp;quot; size=5&amp;gt;Γ&amp;lt;/font&amp;gt; || All || Default || No&lt;br /&gt;
|-&lt;br /&gt;
! Maple&lt;br /&gt;
| &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Temperate Broadleaf Forest (Dry)&amp;lt;br&amp;gt;Temperate Grassland&amp;lt;br&amp;gt;Temperate Savanna&amp;lt;br&amp;gt;Temperate Shrubland&amp;lt;/font&amp;gt; || bgcolor=&amp;quot;black&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;font color=&amp;quot;green&amp;quot; size=5&amp;gt;♣&amp;lt;/font&amp;gt; || All || 755 || Yes&lt;br /&gt;
|-&lt;br /&gt;
! Willow&lt;br /&gt;
| &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Any Temperate (Wet)&amp;lt;br&amp;gt;Any Tropical Forest&amp;lt;br&amp;gt;Tropical Grassland&amp;lt;br&amp;gt;Tropical Savanna&amp;lt;br&amp;gt;Tropical Shrubland&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Tropical Freshwater Swamp&amp;lt;br&amp;gt;Tropical Saltwater Swamp&amp;lt;br&amp;gt;Tropical Freshwater Marsh&amp;lt;br&amp;gt;Tropical Saltwater Marsh&amp;lt;/font&amp;gt; || bgcolor=&amp;quot;black&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;font color=&amp;quot;green&amp;quot; size=5&amp;gt;⌠&amp;lt;/font&amp;gt; || All || 420 || No&lt;br /&gt;
|-&lt;br /&gt;
! [[Tower-cap]]&lt;br /&gt;
| &amp;lt;font color=&amp;quot;brown&amp;quot;&amp;gt;Subterranean Water (Wet)(Dry)&amp;lt;/font&amp;gt; || bgcolor=&amp;quot;black&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;font color=&amp;quot;green&amp;quot; size=5&amp;gt;♣&amp;lt;/font&amp;gt; || All || 600 || No&lt;br /&gt;
|-&lt;br /&gt;
! Glumprong&lt;br /&gt;
| Not Freezing (Dry) || bgcolor=&amp;quot;black&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;font color=&amp;quot;green&amp;quot; size=5&amp;gt;┤&amp;lt;/font&amp;gt; || &amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;Evil&amp;lt;/font&amp;gt; || 1200 || No&lt;br /&gt;
|-&lt;br /&gt;
! Feather tree&lt;br /&gt;
| Not Freezing (Dry) || bgcolor=&amp;quot;black&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;font color=&amp;quot;green&amp;quot; size=5&amp;gt;♣&amp;lt;/font&amp;gt; || &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Good&amp;lt;/font&amp;gt; || 100 || No&lt;br /&gt;
|-&lt;br /&gt;
! Highwood&lt;br /&gt;
| Not Freezing (Dry) || bgcolor=&amp;quot;black&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;font color=&amp;quot;green&amp;quot; size=5&amp;gt;¶&amp;lt;/font&amp;gt; || &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Savage&amp;lt;/font&amp;gt; || 500 || No&lt;br /&gt;
|-&lt;br /&gt;
! Larch&lt;br /&gt;
| &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Taiga Forest (Dry)&amp;lt;br&amp;gt;Temperate Conifer Forest&amp;lt;/font&amp;gt; || bgcolor=&amp;quot;black&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;font color=&amp;quot;green&amp;quot; size=5&amp;gt;↑&amp;lt;/font&amp;gt; || All || 590 || Yes&lt;br /&gt;
|-&lt;br /&gt;
! Chestnut&lt;br /&gt;
| &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Any Temperate Broadleaf Forest (Dry)&amp;lt;/font&amp;gt; || bgcolor=&amp;quot;black&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;font color=&amp;quot;green&amp;quot; size=5&amp;gt;♠&amp;lt;/font&amp;gt; || All || 500 || Yes&lt;br /&gt;
|-&lt;br /&gt;
! Alder&lt;br /&gt;
| &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Any Temperate Broadleaf Forest (Dry)&amp;lt;/font&amp;gt; || bgcolor=&amp;quot;black&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;font color=&amp;quot;green&amp;quot; size=5&amp;gt;♣&amp;lt;/font&amp;gt; || All || 410 || Yes&lt;br /&gt;
|-&lt;br /&gt;
! Birch&lt;br /&gt;
| &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Any Temperate Broadleaf Forest (Dry)&amp;lt;/font&amp;gt; || bgcolor=&amp;quot;black&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;font color=&amp;quot;green&amp;quot; size=5&amp;gt;♣&amp;lt;/font&amp;gt; || All || 670 || Yes&lt;br /&gt;
|-&lt;br /&gt;
! Ash&lt;br /&gt;
| &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Any Temperate Broadleaf Forest (Dry)&amp;lt;/font&amp;gt; || bgcolor=&amp;quot;black&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;font color=&amp;quot;green&amp;quot; size=5&amp;gt;♠&amp;lt;/font&amp;gt; || All || 620 || Yes&lt;br /&gt;
|-&lt;br /&gt;
! Candlenut&lt;br /&gt;
| &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Any Tropical Forest (Dry)&amp;lt;/font&amp;gt; || bgcolor=&amp;quot;black&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;font color=&amp;quot;green&amp;quot; size=5&amp;gt;Γ&amp;lt;/font&amp;gt; || All || Default || No&lt;br /&gt;
|-&lt;br /&gt;
! Mango tree&lt;br /&gt;
| &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Any Tropical Forest (Dry)&amp;lt;/font&amp;gt; || bgcolor=&amp;quot;black&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;font color=&amp;quot;green&amp;quot; size=5&amp;gt;Γ&amp;lt;/font&amp;gt; || All || Default || No&lt;br /&gt;
|-&lt;br /&gt;
! Rubber tree&lt;br /&gt;
| &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Tropical Moist Broadleaf Forest (Dry)&amp;lt;/font&amp;gt; || bgcolor=&amp;quot;black&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;font color=&amp;quot;green&amp;quot; size=5&amp;gt;Γ&amp;lt;/font&amp;gt; || All || Default || No&lt;br /&gt;
|-&lt;br /&gt;
! Cacao tree&lt;br /&gt;
| &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Tropical Moist Broadleaf Forest (Dry)&amp;lt;/font&amp;gt; || bgcolor=&amp;quot;black&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;font color=&amp;quot;green&amp;quot; size=5&amp;gt;Γ&amp;lt;/font&amp;gt; || All || Default || No&lt;br /&gt;
|-&lt;br /&gt;
! Palm&lt;br /&gt;
| &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Any Tropical (Dry)&amp;lt;/font&amp;gt; || bgcolor=&amp;quot;black&amp;quot; align=&amp;quot;center&amp;quot; | &amp;lt;font color=&amp;quot;green&amp;quot; size=5&amp;gt;Γ&amp;lt;/font&amp;gt; || All || Default || No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Map tiles]][[Category:Trees]]&lt;/div&gt;</summary>
		<author><name>MagicGuigz</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Milkfish&amp;diff=45126</id>
		<title>40d Talk:Milkfish</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Milkfish&amp;diff=45126"/>
		<updated>2008-10-02T00:44:13Z</updated>

		<summary type="html">&lt;p&gt;MagicGuigz: New page: ==No milk== Too bad DF's Milkfish doesn't actually produce milk...it would be a rather interesting alternative to cows.  And in a world filled with Batmen, not that unrealistic....&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==No milk==&lt;br /&gt;
Too bad DF's Milkfish doesn't actually produce milk...it would be a rather interesting alternative to cows.  And in a world filled with [[Batman|Batmen]], not that unrealistic... - [[User:MagicGuigz|MagicGuigz]] 20:44, 1 October 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>MagicGuigz</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Meeting&amp;diff=34869</id>
		<title>40d:Meeting</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Meeting&amp;diff=34869"/>
		<updated>2008-09-30T03:01:11Z</updated>

		<summary type="html">&lt;p&gt;MagicGuigz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Noble]] [[dwarves]] need to schedule occasional '''meetings''' with [[liaison|representatives]] from the homelands and foreign [[diplomat]]s.  Meetings generally begin when the seasonal [[caravan]] arrives;  merchants and traders usually have a diplomat accompanying them, who will meet with the [[mayor]], the [[baron]](ess), or the [[count]](ess) to discuss [[trade]] agreements and [[elves|tree genocide]].  The foreigner will follow the relevant [[dwarf]] around the [[fortress]] until the meeting is finished;  if your nobles have a lot of labours turned on, the meeting might take several [[calendar|months]] to conclude.&lt;br /&gt;
&lt;br /&gt;
If the dwarf has an [[office]], the meeting will take place there;  a high-quality office will give the dwarf who scheduled the meeting a happy [[thought]], while a poor office will upset the dwarf.  If the dwarf does not have an office, the meeting will take place in a [[meeting hall]], which is to say a [[dining room]] that has the &amp;quot;Meeting Hall&amp;quot; option turned on.  Meeting in public sometimes embarrasses the dwarf, who receives an unhappy thought from having to conduct a meeting in such circumstances.  Also, if your leader is taken by a [[strange mood]] during the meeting, the [[diplomat]] will leave unhappy.&lt;br /&gt;
&lt;br /&gt;
Unhappy civilians sometimes schedule their own meetings with the [[mayor]] in order to yell at him or her.  This process is a bit buggy -- if the mayor is interrupted during the meeting, the civilian will sometimes get stuck in the &amp;quot;Conduct Meeting&amp;quot; labour.  Drafting and undrafting the civilian might help snap them out of it.&lt;/div&gt;</summary>
		<author><name>MagicGuigz</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Magma&amp;diff=10473</id>
		<title>40d:Magma</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Magma&amp;diff=10473"/>
		<updated>2008-09-30T01:47:04Z</updated>

		<summary type="html">&lt;p&gt;MagicGuigz: /* Magma reactions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Magma is red-hot molten rock present in [[volcano]]es, as well as magma pools and magma pipes. It serves as an energy source, powering [[magma forge]]s, [[magma glass furnace]]s and [[magma smelter]]s.  It is extremely dangerous.&lt;br /&gt;
&lt;br /&gt;
==Magma sources==&lt;br /&gt;
&lt;br /&gt;
While in previous versions of Dwarf Fortress, every map was guaranteed to have magma, since v0.27.169.32a magma is now a feature of terrain and may or may not be present.&lt;br /&gt;
&lt;br /&gt;
Magma occurs in three different features; Magma pools, Magma Pipes, and [[Volcano|Volcanoes]]. &lt;br /&gt;
&lt;br /&gt;
* A '''Magma Pool''' is a reservoir of magma that occupies only a few Z-Levels in the mountain, without reaching the surface. Magma Pools can be very small, and may have few suitable locations for buildings that rely on magma. Magma in these pools is limited, and pools will not refill with magma once emptied.&lt;br /&gt;
&lt;br /&gt;
* A '''Magma Pipe''' starts at the lowest z-level of the map from an magma (or lava) flow and extend in a pipe shape upwards, sometimes reaching the surface but often not. Magma Pipes gradually refill with magma.&lt;br /&gt;
&lt;br /&gt;
* A [[Volcano]] is similar to a magma pipe, but it has the advantage of being a geographical feature that is visible on the [[location]] screen. This means that it is a lot easier to find. However, it IS actually possible for a volcano that shows up on the &amp;quot;local&amp;quot; and region screen in the starting location chooser to be entirely underground - Although you could see it in the starting location chooser, it would not be visible from the surface once your dwarves have arrived at the fort's site.&lt;br /&gt;
&lt;br /&gt;
== Finding magma ==&lt;br /&gt;
&lt;br /&gt;
Volcanoes are  visible on the &amp;quot;local&amp;quot; screen in the starting location chooser. It is represented as a red ≈ mark (a double tilde) - essentially it looks like red water.  Note that red ≈ marks in the &amp;quot;region&amp;quot; screen mean something different entirely (e.g. red sand). &lt;br /&gt;
If you are using a certain [[utility]], you can also see magma pools and magma pipes on the local screen in the embark menu. &lt;br /&gt;
After you have embarked for a place that has a volcano, and once your dwarves have arrived at their target destination, you should see a large red pool of lava on your map. If you don't, you should expect your volcano to be somewhere underground. You then have to use [[exploratory mining]] to find it.     &lt;br /&gt;
&lt;br /&gt;
While picking a starting location, the easiest place to look for magma is on or near a [[volcano]] (a red ^ mark in the &amp;quot;region&amp;quot; screen).  There are often volcanic islands (easy to find, since they are the sole land in the middle of oceans), but since sea travel is not yet implemented, trade with other races may not be possible on such islands.  Instead, find a volcano on land, and (optionally) start looking for a vent in nearby squares.  &amp;quot;Nearby squares&amp;quot; can mean anything from literally on top of the volcano, to adjacent, to quite a long distance away indeed.  The placement of magma seems to be related to the distance from volcanoes, but is still essentially random.&lt;br /&gt;
&lt;br /&gt;
Magma vents occur exclusively in world map tiles that are primarily igneous extrusive. That is to say, if you select an entire tile on the embarkation screen and press F1 to highlight the most common terrain, the tile will only have magma if the top stone is dark gray, signifying igneous extrusive rock. Magma does not necessarily form in this geological zone/biome, rather anywhere in the tile. Even if magma is not evident on the surface, it's almost certain to be underground somewhere, though the chances of finding it without reveal.exe are still slim.&lt;br /&gt;
&lt;br /&gt;
Much harder than simply finding a magma vent is finding a magma vent that is also near suitable terrain for building.  Depending on your requirements - you may be looking for a source of running water, or a mountain for minerals, or a healthy tree population, a layer of [[flux]] for steel production or even all four - suitable building sites can be extremely scarce.&lt;br /&gt;
&lt;br /&gt;
Since volcanoes show up on the region finder, and magma vents do not, you may find it easier to simply check all volcanoes on a map for suitability, and generate a new world if none are suitable, rather than scouring tile after tile for magma vents.&lt;br /&gt;
&lt;br /&gt;
If you're willing to search exhaustively, you might want to consider finding magma vents that are not near volcanoes at all.  Very occasionally, magma will be visible in the middle of forests, plains, or other terrain nowhere near a volcano or even mountains.  There is no way to spot these on the region map, so you have to review the local maps. This can be done from DF, but since it involves a lot of scrolling and is very tedious, you can try exporting the local map of the world which can be much more quickly searched for the distinctive red ≈ symbol.&lt;br /&gt;
&lt;br /&gt;
You can also occasionally find magma that does not extend all the way to the surface, and therefore is not visible on the local map.  These are in fact much more numerous than surface-visible magma vents; however, they are almost impossible to find without cheating via one of the [[utilities]] like &amp;quot;reveal.exe&amp;quot;, since unlike proper magma vents these smaller deposits must be almost literally mined into to see (you will get a warning about &amp;quot;warm stone&amp;quot; before you actually breach the deposit).  These smaller magma deposits appear in the same places as normal magma vents - near volcanoes, or, failing that, near other known magma.&lt;br /&gt;
&lt;br /&gt;
The newly-added &amp;quot;Site Finder&amp;quot; feature neatly sidesteps all of this legwork, allowing you to search for a site with a magma pool or pipe without having to manually check each tile on the world map. Note that unless you edit the .init file so that magma features are shown on the local map, you won't know exactly ''where'' the lava is prior to embarking- just that it exists. Depending on whether or not you like a little mystery, this can be turned on or off at will.&lt;br /&gt;
&lt;br /&gt;
== Using magma ==&lt;br /&gt;
&lt;br /&gt;
On a map with a magma vent, the magma will be clearly visible from every level ground and below, unless the map is in a Freezing area. In Freezing areas, the top few levels of the vent will have cooled to form an obsidian &amp;quot;cap&amp;quot;. This should still be readily recognizable however, as it will comprise a circular area. The minerals directly adjacent to the magma vent will also be immediately visible, even at the lowest level of the map, which can give some hints about where to prospect for ores.&lt;br /&gt;
&lt;br /&gt;
The vent has a similar, circular shape on each level.  However, it is not identical from one level to the next; some levels will have a larger or somewhat misshapen circle of magma.&lt;br /&gt;
&lt;br /&gt;
The primary use for magma is to power [[magma smelter]]s, [[magma glass furnace]]s and [[magma forge]]s.  (There are other uses, including defense, [[obsidian]] production, and possibly even garbage disposal.)  To build forges, etc. on magma, at least one of the external eight squares must be above a square of magma.&lt;br /&gt;
&lt;br /&gt;
This can be done most easily by simply building on ground level.  The magma is visible from ground level but is actually contained one level below ground level, just like any ground-level water source.&lt;br /&gt;
&lt;br /&gt;
To build underground, you will need to dig at least one tile of a [[channel]] above the location you wish to build the smelter or forge.  Underneath this channel there must be magma, either directly from the vent or channeled from the vent.  You can simply build a tunnel straight into the magma, or use channels to tap into the magma on the level below safely - this latter is easier if there is more magma on the lower level than the level on which you wish to build.  Tapping into magma directly is usually safe (see Pressure note below,) provided that you are prepared for it.  Magma is much slower than water, and can be stopped by a simple floodgate. Take care however if you are using a [[screwpump]] to pump magma into a tunnel/funnel with a cistern below. The pump will make the magma overflow like it would with water. &lt;br /&gt;
&lt;br /&gt;
Volcanoes and magma tubes slowly replenish their supply of magma.&lt;br /&gt;
&lt;br /&gt;
==Magma compared to water==&lt;br /&gt;
&lt;br /&gt;
Magma is a chunky liquid. As such, it acts like water in certain circumstances, but acts differently in others.&lt;br /&gt;
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===Similarities===&lt;br /&gt;
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*Magma fills a tile and has seven possible depths.&lt;br /&gt;
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*Magma flows outward and downward to expand into clear space.&lt;br /&gt;
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*Screw pumps work in magma.&lt;br /&gt;
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*Floodgates and pressure plates work in magma.&lt;br /&gt;
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*Constructed walls of all kinds safely contain magma.&lt;br /&gt;
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*Objects thrown into magma sink to the bottom.&lt;br /&gt;
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*Magma that is only 1 deep &amp;quot;evaporates&amp;quot; over time.&lt;br /&gt;
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*A magma-fall generates magma mist, just as a waterfall generates normal mist.&lt;br /&gt;
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===Differences===&lt;br /&gt;
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*Magma is extremely hot, and capable of melting objects and constructions made of most materials (see [[Magma#Magma vs. Built Objects|Magma vs. Built Objects]]) and thus destroying them.&lt;br /&gt;
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*Magma is never pressurized, it seeps out of holes slower than water and slow enough for any dwarves to outrun, unless they are the ones digging into it.&lt;br /&gt;
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*Magma flows up from a direct vertical line from the bottom of a [[Magma#Magma sources|Volcano or Magma Pipe]] only. Otherwise, its level may rise only by dripping more magma from above, and new magma may only distribute itself by moving down or to the sides, but never up.&lt;br /&gt;
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*Magma reacts violently with water, releasing steam and, depending on the amount of magma, leaving behind tiles of solid obsidian which can be mined, smoothed or engraved like any natural tile.&lt;br /&gt;
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*Magma is not a water source. Dwarves can't drink it or supply it to their wounded.&lt;br /&gt;
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*Magma mist, unlike regular mist, will burn whatever it touches.&lt;br /&gt;
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== Magma vs. Built Objects ==&lt;br /&gt;
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Some objects that come in contact with magma will function fine, no matter what their material. Others will melt or cease to work properly unless they're made of [[magma-safe materials]]. &lt;br /&gt;
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* Workshops that are powered by magma need not be built of magma-safe materials to function.&lt;br /&gt;
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* Constructed [[wall]]s of any material, even those that are not &amp;quot;Magma-safe&amp;quot;, will hold magma in without issues. &lt;br /&gt;
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* Like walls, [[door]]s can also be built out of any material and still hold back lava as long as it's in the &amp;quot;closed&amp;quot; position. It may be wise to make sure hallways/rooms close to an engineering project involving magma have plenty of doors, just in case you have a little too much [[fun]] when you forget to build that last [[floodgate]].&lt;br /&gt;
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* Bridges that are built &amp;lt;i&amp;gt;over&amp;lt;/i&amp;gt; magma may be constructed of any material. However, bridges that are &amp;lt;i&amp;gt;submerged&amp;lt;/i&amp;gt; in magma must be constructed of a magma-safe material.&lt;br /&gt;
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* Most machines must be made of [[magma-safe materials]] to function for more than a few minutes in magma. This includes [[floodgate]]s.  Unsafe materials will function for a while, but then burn away. Screw pumps will not melt, but will burn. Stone blocks and copper pipes/corkscrews will not melt.&lt;br /&gt;
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* Stone mechanisms attached to a construction will melt in magma unless made of bauxite or raw adamantine, even if the construction itself is made of steel. In addition, if the mechanisms melt off of a floodgate, the floodgate will cease to be &amp;quot;constructed&amp;quot; and become an unplaced item again.{{version|0.27.176.38c}} At this point, the magma will flow over it freely.&lt;br /&gt;
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== Temperature settings ==&lt;br /&gt;
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Magma is almost harmless if temperature is disabled in the Dwarf Fortress init file.  It can still trap and suffocate or simply starve your dwarves in some situations.  It will not melt bridges, etc. constructed of non-[[magma-proof]] materials.&lt;br /&gt;
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== Magma reactions ==&lt;br /&gt;
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*Water: If magma happens to contact water it produces some steam and [[obsidian]]. This means there is no longer any chance of using a prolonged contact between the two to create a steam trap, though steam is also likely now not harmful. For those of you who aren't veteran dwarves, in the old 2D version, steam was deadly.&lt;br /&gt;
*[[Brook]]s: If magma comes in contact with a brook, it will not produce steam, but will turn the water tile below the brook to obsidian, and give the brook tile the appearance of a dried-up brook.&lt;br /&gt;
*Rocks: [[stone|Rock]]s left over from mining will melt if magma covers them.&lt;br /&gt;
*Trees: [[Tree]]s will not (yet) burn or be destroyed by magma.&lt;br /&gt;
*Speed: Magma moves relatively slowly. While it is nearly impossible to try to seal off water let loose, magma is slow enough for your dwarves to build a floodgate or door, or even wall off the flooding area, if you happen to let magma loose by mistake.&lt;br /&gt;
*Pressure: Magma does not transmit [[water pressure|pressure]].&lt;br /&gt;
: If magma level is lower than its initial level in the volcano when season changes and the uppermost layer of magma is all 7s the new layer of magma will be created above. Magma will be only created above tiles without floor. It will be created in 7s, and will probably spread around in few seconds. This may be deadly to unlucky dwarves standing around. Therefore, to be sure to avoid casualties, do not build workshops except at the highest level of magma.&lt;br /&gt;
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[[Category:Physics]]&lt;br /&gt;
{{Magma FAQ}}&lt;/div&gt;</summary>
		<author><name>MagicGuigz</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Bedroom_design&amp;diff=45076</id>
		<title>40d Talk:Bedroom design</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Bedroom_design&amp;diff=45076"/>
		<updated>2008-09-29T20:51:49Z</updated>

		<summary type="html">&lt;p&gt;MagicGuigz: New page: Isn't 200 the absolute maximum number of dwarves one can have at any time?  If so, the High density single floor housing plan of 77x77 is... rather useless, isn't it?  ~~~~&lt;/p&gt;
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&lt;div&gt;Isn't 200 the absolute maximum number of dwarves one can have at any time?&lt;br /&gt;
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If so, the High density single floor housing plan of 77x77 is... rather useless, isn't it?&lt;br /&gt;
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[[User:MagicGuigz|MagicGuigz]] 16:51, 29 September 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>MagicGuigz</name></author>
	</entry>
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