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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Matryx</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-04-10T11:36:37Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Economics&amp;diff=21866</id>
		<title>40d:Economics</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Economics&amp;diff=21866"/>
		<updated>2007-11-06T14:50:44Z</updated>

		<summary type="html">&lt;p&gt;Matryx: /* Higher Tier Materials */  (Spelling Error)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Overall Economic Flowchart ===&lt;br /&gt;
&lt;br /&gt;
 All buildings require Building Design to go up, most require stone and/or wood, some require other orders or materials (listed in parens after the building).&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;
* Building/Job - you assign this process in this building. If building is in italics, it is an object, instead. 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;
Following the building is a list of skills and/or raw materials needed to make that building, or a #d reference to the job . All buildings require building designer.&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&lt;br /&gt;
 (designite -&amp;gt; Mine)&lt;br /&gt;
&lt;br /&gt;
Trees -&amp;gt; &amp;lt;I&amp;gt;Axe&amp;lt;/I&amp;gt;/Wood Cutting -&amp;gt; Wood&lt;br /&gt;
 (designate -&amp;gt; Chop Trees)&lt;br /&gt;
&lt;br /&gt;
Walls -&amp;gt; none/Stone Detailing -&amp;gt; Room Quality (Happiness/Money)&lt;br /&gt;
 (designate -&amp;gt; Smooth, Engrave)&lt;br /&gt;
&lt;br /&gt;
Water -&amp;gt; none/Fishing -&amp;gt; Fish&lt;br /&gt;
 (designate -&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;Crossbow&amp;lt;/I&amp;gt;,Bolts/Hunting -&amp;gt; Corpses&lt;br /&gt;
 (assign any dwarf the hunt job)&lt;br /&gt;
&lt;br /&gt;
Plants -&amp;gt; none/Gather Plants -&amp;gt; Crops&lt;br /&gt;
&lt;br /&gt;
== Second Tier Materials ==&lt;br /&gt;
(only raw materials needed as input)&lt;br /&gt;
&lt;br /&gt;
Stone -&amp;gt; Mason Shop/Masonry -&amp;gt; Furniture, Blocks&lt;br /&gt;
&lt;br /&gt;
Wood -&amp;gt; Carpenters Shop/Carpentry -&amp;gt; Furniture, Blocks, Barrels&lt;br /&gt;
&lt;br /&gt;
Stone -&amp;gt; Craftsdwarfs Shop/Stonecrafting -&amp;gt; Goods (Money)&lt;br /&gt;
&lt;br /&gt;
Wood -&amp;gt; Craftsdwarfs Shop/Woodcrafting -&amp;gt; Goods (Money)&lt;br /&gt;
&lt;br /&gt;
Bone -&amp;gt; Craftsdwarfs Shop/Bonecarving -&amp;gt; Goods (Money)&lt;br /&gt;
&lt;br /&gt;
Fish -&amp;gt; Fishery/Fish Cleaning -&amp;gt; Edible Fish&lt;br /&gt;
&lt;br /&gt;
Stone -&amp;gt; Mechanic's Workshop/Mechanics -&amp;gt; Stone Mechanics&lt;br /&gt;
&lt;br /&gt;
== Higher Tier Materials ==&lt;br /&gt;
Seeds -&amp;gt; Farm Plot/Farming -&amp;gt; Crops&lt;br /&gt;
 (note that the Farm Plot while it is a building is not a workshop)&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;
&lt;br /&gt;
Barrels, Crops -&amp;gt; Still/Brewing -&amp;gt; Drink, Seeds&lt;br /&gt;
&lt;br /&gt;
Crops and/or Meat -&amp;gt; Kitchen/Cooking -&amp;gt; Prepared Meals&lt;br /&gt;
&lt;br /&gt;
== To be assigned ==&lt;br /&gt;
(workshops)&lt;br /&gt;
Leather Works&lt;br /&gt;
Quern&lt;br /&gt;
Millstone&lt;br /&gt;
Loom&lt;br /&gt;
Clothier's Shop&lt;br /&gt;
Bowyer's Workshop&lt;br /&gt;
Carpenter's Workshop&lt;br /&gt;
Magma Forge&lt;br /&gt;
Jewweler's Workshop&lt;br /&gt;
Butcher's Shop&lt;br /&gt;
Tanner's Shop&lt;br /&gt;
Siege Workshop&lt;br /&gt;
(forges)&lt;/div&gt;</summary>
		<author><name>Matryx</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:V0.31_creatures&amp;diff=886</id>
		<title>Template:V0.31 creatures</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:V0.31_creatures&amp;diff=886"/>
		<updated>2007-11-06T11:53:03Z</updated>

		<summary type="html">&lt;p&gt;Matryx: Typo correction. Megabeats -&amp;gt; Megabeasts (Dragonrap yo)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;br&amp;gt;&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;collapsible collapsed infobox&amp;quot; style=&amp;quot;background-color: #f9f9f9; border: 1px solid #aaa; font-size: 90%; margin: 1em 0em 0em; padding: 2px; text-align: center; width: 60%;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;border: 1px solid #aaa; font-weight:bold; background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; | Creatures&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; | [[:Category:Animals|Animals]]&lt;br /&gt;
| [[Camel]] - [[Carp]] - [[Cat]] - [[Cougar]] - [[Creature]] - [[Creatures]] - [[Deer]] - [[Elephant]] - [[Fire imp]] - [[Fox]] - [[Giant cave spider]] - [[Grizzly bear]] - [[Groundhog]] - [[Hoary marmot]] - [[Mountain goat]] - [[Muskox]] - [[Raccoon]] - [[Rhesus macaque]] - [[Unicorn]] - [[Wolf]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; | [[:Category:Megabeasts|Megabeasts]]&lt;br /&gt;
| [[Dragon]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; | [[:Category:Races|Races]]&lt;br /&gt;
| [[Dwarves]] - [[Elves]] - [[Humans]] - [[Goblins]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Matryx</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Workshop&amp;diff=6088</id>
		<title>40d Talk:Workshop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Workshop&amp;diff=6088"/>
		<updated>2007-11-06T11:50:06Z</updated>

		<summary type="html">&lt;p&gt;Matryx: Still != distillery? Discuss?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Maybe something about what the workshops actually do? --[[User:Mizipzor|Mizipzor]] 13:39, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Should this page's title be singluar, in keeping with the rules on the community portal?--[[User:BahamutZERO|BahamutZERO]] 15:31, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Probably, if we choose to keep it.  However, I'm thinking that this page should really just be a redirect to [[:Category:Workshops]].  But not until we make sure that all the content here is also in the individual workshop pages. --[[User:Peristarkawan|Peristarkawan]] 15:35, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Too bad we can't get the hotkeys in the Category--[[User:Vaevictus|Vaevictus]] 15:57, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Do we need them?  There's a perfectly good list of workshops with their hotkeys in the game itself. --[[User:Peristarkawan|Peristarkawan]] 16:04, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::We could add the shortcut key to that little template thingy on the right. --[[User:Mizipzor|Mizipzor]] 21:25, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Either A: We will put many of the workshop descriptions on this page and have those workshop names redirect here, or B: We will delete this page and have any info on this page on the workshop pages.&amp;lt;br&amp;gt;&lt;br /&gt;
The old wiki had two sections as an introduction to workshops for newbies, a very brief list of the workshops and what they did, and a list of the workshop walls created by each workshop. Since the two sections would belong in a newbie tutorial page, and the descriptions of the workshops would belong in the workshop pages, [[workshop]] needs a &amp;lt;nowiki&amp;gt;{{del}}&amp;lt;/nowiki&amp;gt;. --[[User:Savok|Savok]] 22:47, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
What does the CLT thing mean?&lt;br /&gt;
:CLT means that the workshop is cluttered with objects and the dwarves working there will work at a slower pace.  If you press {{k|t}} over the workshop, you can see what's inside the building cluttering it up so that you can haul it away.  This needs to be mentioned somewhere. --[[User:Mechturk|Mechturk]] 01:32, 5 November 2007 (EST)&lt;br /&gt;
::Perhaps a page should be set up for game-used contractions, like CLT, TSK, HAM, SWD etc (the last two from the military/weapons page as further examples).--[[User:Matryx|Matryx]] 05:43, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Should it really be labelled &amp;quot;Materials needed to build&amp;quot; - in all cases except the fishery there they are actually objects.  Perhaps a 'can be built out of' and 'objects required to build'? --[[User:Matryx|Matryx]] 05:41, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Someone has detailed that 'still' is short for 'distillery'.  This is partially incorrect as a still is actually a completely different word and has a different meaning.  A distillery is a an entire establishment (industrial plant and works for example) for distilling things (particularly alcohol) - whereas a still is an apparatus (usually heating/vapour cooling) which would be used inside a distillery to produce alcohol. --[[User:Matryx|Matryx]] 06:50, 6 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Matryx</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Block&amp;diff=20860</id>
		<title>40d Talk:Block</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Block&amp;diff=20860"/>
		<updated>2007-11-05T15:21:10Z</updated>

		<summary type="html">&lt;p&gt;Matryx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Actually the values are off. the base value of wood is 1. But a piece of wood has a value multiplier of 3. And a block a multiplier of 5. Should I add this, this might confuse newbies. --[[User:Soyweiser|Soyweiser]] 10:02, 5 November 2007 (EST)&lt;br /&gt;
:Raw value, shape modifier, resultant value? I think people can cope with that.  --[[User:Matryx|Matryx]] 10:21, 5 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Matryx</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Crossbow&amp;diff=20802</id>
		<title>40d Talk:Crossbow</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Crossbow&amp;diff=20802"/>
		<updated>2007-11-05T14:22:39Z</updated>

		<summary type="html">&lt;p&gt;Matryx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Training with Crossbows, Wooden/Bone Bolts more than preferred ==&lt;br /&gt;
&lt;br /&gt;
Dwarves will automatically use only wooden or bone bolts, you needn't worry about metal bolts being wasted on practice.&lt;br /&gt;
&lt;br /&gt;
Based on classic DF, bone or wooden bolts will indeed be used to fight if the dwarf doesn't have anything else though, and they sometimes would just coincidentally have a handful of &amp;quot;practice&amp;quot; bolts when they went out to battle thus having a useful backup. Especially nice when they're very highly skilled and 35-45 bolts isn't enough to last the duration of a fight!&lt;br /&gt;
&lt;br /&gt;
== Out of ammo ==&lt;br /&gt;
&lt;br /&gt;
Is it worth noting (on this page) that dwarves will use the hammer skill to bludgeon with their crossbow if they run out of ammo? --[[User:Matryx|Matryx]] 09:22, 5 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Matryx</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Military&amp;diff=19863</id>
		<title>40d:Military</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Military&amp;diff=19863"/>
		<updated>2007-11-05T14:20:32Z</updated>

		<summary type="html">&lt;p&gt;Matryx: /* Training / Sparring */   Amending information with new details about sparring injuries.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== About drafting ==&lt;br /&gt;
You can draft any dwarves in your fortress by pressing {{k|v}} -&amp;gt; {{k|p}}. Then you press {{k|A}} (note: 'A', not 'a'), or alternatively via the military screen {{k|m}} and then {{k|a}} on the dwarves in question (note: 'a', not 'A' on this screen).&lt;br /&gt;
&lt;br /&gt;
If you draft dwarves without any (non-dabbling) combat skills, it will generally produce an unhappy thought. Dwarves with little or no (non-dabbling) &amp;quot;normal&amp;quot; skills will not like being undrafted.&lt;br /&gt;
&lt;br /&gt;
== Promotion / Squads ==&lt;br /&gt;
Pressing {{k|m}} will lead you to the military screen. Here you can promote dwarves and create squads.&lt;br /&gt;
This is done by pressing 'enter' on recruits.  You cannot task a soldier with leading dwarves more skilled than they are.&lt;br /&gt;
&lt;br /&gt;
== Choosing weapons / Armour ==&lt;br /&gt;
Pressing {{k|m}} and then {{k|w}} will show you a weird screen containing: &lt;br /&gt;
*Shortened names for weapon types.&lt;br /&gt;
*A number indicating the number of weapons you want them to carry (note: this is not dual wielding, this is the dwarf carrying a backup weapon slung across their back in case the first weapon becomes stuck in a combatant)&lt;br /&gt;
*A Shortened name for the level of armour they should aim to wear and the shield they should carry.&lt;br /&gt;
Note: Giving a dwarf a weapon will affect their non-military professions, if the weapon in question conflicts with their labour tasks.  E.g. Issueing a mace to a dwarf, will cause them to discard any axe they may be carrying for Woodcutting, or a pick they might use for mining.&lt;br /&gt;
&lt;br /&gt;
== Controlling your squads ==&lt;br /&gt;
By pressing {{k|x}} you will select squads near your marker. You can {{k|s}}tation the squads at the current cursor position if the squad in question is on-duty.&lt;br /&gt;
&lt;br /&gt;
== Training / Sparring ==&lt;br /&gt;
Squads that you marked as &amp;quot;Off Duty&amp;quot; by the squad-management screen in the military screen will head to the barracks and begin sparring to train their skills.  It is possible to get horrendous injuries by letting your dwarves spar with weapons, so it is strongly advisable to make them train first without weapons to improve their [[wrestling]] skill, and then outfit them with armour before you give them real weapons to practice with.  {{k|m}} then select the squad in question, press {{k|v}} to view the squad's setting and then {{k|t}} to toggle their on-duty status.&lt;/div&gt;</summary>
		<author><name>Matryx</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Military&amp;diff=20401</id>
		<title>40d Talk:Military</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Military&amp;diff=20401"/>
		<updated>2007-11-05T14:19:16Z</updated>

		<summary type="html">&lt;p&gt;Matryx: /* Injuries while sparring */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;AFAIK, drafting unhappiness is more precice - ANY military skills will mitigate the &amp;quot;draft&amp;quot; thought, and ANY civilian skills will prevent grumpiness about &amp;quot;being relieved.&amp;quot; Don't have proof, though, and I can't check just ATM - can someone look at this?[[User:Thexor|Thexor]] 20:53, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I checked a little.  Dabbling skills are not enough, but novice military skills are sufficient to prevent unhappiness about being drafted, while novice civilian skills prevent angst when the dwarves are relived.  Is it ok as long as they don't become peasants or recruits? --[[User:Mechturk|Mechturk]] 21:53, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Tests:&lt;br /&gt;
* Novice Jeweler&lt;br /&gt;
** enlisted - unhappy&lt;br /&gt;
** trained to Novice Marksdwarf&lt;br /&gt;
** unenlist - did not complain&lt;br /&gt;
* Dabbling Butcher&lt;br /&gt;
** enlisted - unhappy&lt;br /&gt;
** trained to Novice Marksdwarf&lt;br /&gt;
** unenlist - unhappy&lt;br /&gt;
Will update again when dwarfs are no longer unhappy.  Also, it seems to me that marksdwarves need to be stationed near the barracks to practice when they are standing down - can anyone confirm this? --[[User:Mechturk|Mechturk]] 21:53, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I can also add results to the tests above:&lt;br /&gt;
* Novice Marksdwarf / Novice Butcher&lt;br /&gt;
** enlisted - No unhappy thought&lt;br /&gt;
** unenlisted - No unhappy thought&lt;br /&gt;
* Novice Butcher only&lt;br /&gt;
** enlisted - unhappy&lt;br /&gt;
** unenlisted - no unhappy thought&lt;br /&gt;
* Novice Axedwarf / Dabbling Planter&lt;br /&gt;
** enlisted - No unhappy thought&lt;br /&gt;
** unenlisted - unhappy.&lt;br /&gt;
Dwarves don't need to be stationed near the barracks for sparring practice when off-duty, mine (Axedwarves and Marksdwarves) are stationed almost 5 full screens away. [[User:Matryx|Matryx]] 03:59, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Injuries while sparring ==&lt;br /&gt;
&lt;br /&gt;
It IS still possible to get grievous injuries while sparring. I currently have two guards resting with injuries, one maimed and one with a broken limb. Mitigating circumstances? Near-masterwork steel battleaxes and no armor. On the other hand, none of them are Strong or anything (or Tough, for that matter). Also I just checked and I have a Wrestler with a left lung and upper spine maimed too, couldn't be from anything else but sparring with the over-equipped guards, and he was wearing iron chainmail AND was Agile, Tough. I'd make the change myself but I'm too clueless about wikis and don't want to break some law of etiquette.&lt;br /&gt;
&lt;br /&gt;
I wrote the paragraph before, I shall amend if with your new information --[[User:Matryx|Matryx]] 09:19, 5 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Matryx</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Quickstart_guide&amp;diff=11339</id>
		<title>40d:Quickstart guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Quickstart_guide&amp;diff=11339"/>
		<updated>2007-11-05T14:17:52Z</updated>

		<summary type="html">&lt;p&gt;Matryx: Switching to the key template&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Dwarf Fortress Starter Guide ==&lt;br /&gt;
&lt;br /&gt;
=== Overview ===&lt;br /&gt;
&lt;br /&gt;
This quick and cheerful guide aims to help those of you brave enough to tackle this game over the first few hurdles that it presents.&lt;br /&gt;
&lt;br /&gt;
Before we start, I must stress that this game can get very complicated very fast, and you may get overwhelmed at multiple points. Don't give up, you'll get the hang of it eventually. Focus on getting food and shelter first, and you'll have plenty of time to take the rest of the game slowly.&lt;br /&gt;
&lt;br /&gt;
=== Aim of the game ===&lt;br /&gt;
&lt;br /&gt;
The basic premise of the game is to build, with the help of your starting seven dwarves and any children or immigrants, a successful, prosperous fortress. By keeping up with the needs of your dwarves, they will gladly do anything you ask and soon your fortress will be magnificent (if it all goes well).&lt;br /&gt;
&lt;br /&gt;
=== Fundamentals ===&lt;br /&gt;
&lt;br /&gt;
Your dwarves need food, drink and a bed generally, so these will be your first objectives. However, when you start, your dwarves are just sitting on the surface of your newly generated world, so we have to get them under the earth, where they belong. The new version of Dwarf Fortress implements a whole new way of digging, the Z-Axis. Using this, you can not only dig sideways, but downwards and upwards as well. Press {{K|d}} to open the [[designation panel]], and you'll be greeted by a lot of possible designations. Firstly, choose &amp;quot;Downwards Stairway&amp;quot;. Using your mouse, click somewhere on the screen to place it. Then, press {{K|Shift + .}} ({{K|&amp;gt;}}) Your view will then change, showing blackness, with periodic grey %,. signs.  You just went down a z-level. Think of it as going one level down. You should see that underneath the downwards stairway you placed just a second ago, there will be a grey block. Go back into the {{K|d}} menu, and select &amp;quot;Upwards Stairway&amp;quot;. Click in the grey block to place it, and the two stairways will link up. Press {{K|Shift + ,}} ({{K|&amp;lt;}}) (To go up a z-level) and then {{K|Space}} and your miner dwarf will run over and dig the stairways. Once the stairs are built, you can continue to build. Using {{K|d}} again, designate an area no larger than 7x7 squares away next to the stairs on your first -z level for mining. Make sure that the mining designation is connected to an open room or space, or else the dwarves will not be able to mine. The area you designated for mining should turn yellow, and when you hit {{K|Space}} again, your mining dwarf/s will hurry to mine out the selected area. This is the basic skill in Dwarf Fortress, being able to dig.&lt;br /&gt;
&lt;br /&gt;
{{Notice Box|In Progress|While this page has some good general information, a much more detailed introduction can be found at the [[Your first fortress]] page.}}&lt;br /&gt;
&lt;br /&gt;
=== Storage ===&lt;br /&gt;
&lt;br /&gt;
All of your dwarves' possessions are on the wagons on the surface, including food, seeds, equipment and anything else you brought. Storing food inside is a good idea, so hit {{K|p}} to open the stockpile menu, then hit {{K|f}} for food. Move the keyboard over to the start corner of a big room, hit enter, then move to the other corner, hitting enter again will place the pile, and your dwarves should begin hauling food to it immediately.&lt;br /&gt;
&lt;br /&gt;
You should also make a {{K|p}}-&amp;gt;{{K|w}} wood and refuse pile outside.&lt;br /&gt;
&lt;br /&gt;
Stone is dug out of the earth itself, while wood is collected from trees (usually outside). To designate trees to be cut, open the {{K|d}} menu, and select {{K|t}} for trees, then drag a box around the trees you want felled.&lt;br /&gt;
&lt;br /&gt;
=== Construction ===&lt;br /&gt;
&lt;br /&gt;
Next up: Constructing buildings and objects. You can place many buildings (almost all 3x3) that carry out various tasks from making food to carving stone, smelting ore to generating power.&lt;br /&gt;
&lt;br /&gt;
Hit {{K|b}}uild menu, and then {{K|w}}orkshop. You'll be seeing the build menu often as you build and expand your fortress. Build a mason's and a carpenter's workshop, so that you can craft stone and wood that you collect. Your dwarves should begin construction reasonably quickly.&lt;br /&gt;
&lt;br /&gt;
You may need to reassign dwarves to other jobs in order to get them to do something (build, work at certain workshop, move something etc). Hit {{K|v}} to view dwarves, and scroll until you find one. The {{K|g}}eneral panel will show name, skills and current actions. Change to {{K|p}}references and {{K|l}}abour. This is where you change what tasks the dwarf will carry out. Use the {{K|+}} and {{K|-}} keys to scroll down to masonry and enable it with the enter button, to allow this dwarf to use the masons workshop.&lt;br /&gt;
&lt;br /&gt;
Building items: hit {{K|q}} to search buildings and move your cursor to the masons workshop. {{K|a}} will add a new task, and hit {{K|d}} for door. Space to un-pause, and the mason should grab a rock and set about building you a door. When he is done, you can place this via the {{K|b}}uild menu ({{K|d}}oor). Note that there are some buildings that {{K|q}} doesn't work with. Use {{K|t}} for these instead.&lt;br /&gt;
&lt;br /&gt;
Beds are constructed in the same way ({{K|b}} on the build menu), but can only be made from wood in the carpenters workshop.&lt;br /&gt;
&lt;br /&gt;
=== Food and drink ===&lt;br /&gt;
&lt;br /&gt;
Food is sometimes difficult to get right. There are many ways to provide food for your dwarves, be it butchering animals from hunting or slaughtering your own, farming, fishing, trading etc, but the most reliable way is to farm. The new version of the game added the ability to farm certain plants/crops outside your fortress, aswell as inside. There are many guides on farming, so I won't go into it here, but sufficed to say, you build farm plots with {{K|b}}uild {{K|p}}lot on either soil (clay, loam, sand, etc) or rock that has been muddied by water, and once it is built by your farmers, select {{K|q}} and choose the seed type. Plump helmet is the best choice just now. As seeding is seasonal, you might want to choose ahead of time. {{K|a}}, {{K|b}}, {{K|c}} and {{K|d}} choose spring, summer, autumn and winter. Just choose the seed type for each season.&lt;br /&gt;
&lt;br /&gt;
Drink is created from the still with crops grown in the fields. Drink is good, as it increases dwarf efficiency. Water is attained in a number of different ways. If your map has a river or brook on it, dwarves will automatically go to it to drink. If this is not the case, hope that there is a lake or pond on the surface of your map, or else it will be a while before you get access to water. I hope you brought lots of drink with you.&lt;br /&gt;
&lt;br /&gt;
Well, that is the basics of Dwarf Fortress. What you want to do now is set up a steady supply of food, keep digging downwards and along, and make sure you are prepared for winter. Expect a trade [[caravan]] to come to your fortress just before winter, so make sure you build a trade depot. Oh, and you could get a group of 5-12 dwarves arriving before winter as well, so make sure you have enough food to feed everyone.&lt;br /&gt;
&lt;br /&gt;
Good luck.&lt;br /&gt;
&lt;br /&gt;
Other points of interest&lt;br /&gt;
&lt;br /&gt;
* {{K|z}} will give you an overview of your fortress, and will allow you to select animals for slaughter (just hit enter when the word &amp;quot;Animals&amp;quot; at the top is highlighted).&lt;br /&gt;
&lt;br /&gt;
* {{K|u}} gives you information on individual dwarves and their current tasks.&lt;br /&gt;
&lt;br /&gt;
* You can use the mouse to designate areas (mine, trees, etc), and right-clicking gives a new scroll option.&lt;br /&gt;
&lt;br /&gt;
* To exit the game, you must save first, and it will automatically move you to the start screen again.&lt;br /&gt;
&lt;br /&gt;
* If you want to look at something, use {{K|q}}, {{K|t}}, {{K|k}}, or {{K|v}}. {{K|q}} and {{K|t}} looks at buildings and other constructions, and depending on the structure, will let you change the build queue, look at the contents of the building, destroy the building, or let you toggle settings on doors and such.&lt;br /&gt;
&lt;br /&gt;
* {{K|k}} will show individual items in a tile, and {{K|v}} shows individual dwarves and other creatures. In any combat you will find it easier to keep track on what's going on by pressing {{K|v}} to select creatures and {{K|w}} to look at their wounds.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Matryx</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Lever&amp;diff=14990</id>
		<title>40d:Lever</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Lever&amp;diff=14990"/>
		<updated>2007-11-05T11:20:17Z</updated>

		<summary type="html">&lt;p&gt;Matryx: Confirmation of lever-&amp;gt;hatch behaviour, added point similar to doors.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A lever is a device that can be linked to other devices to control them. A lever is pulled through its {{k|q}} menu with {{k|a}}{{k|P}}. A nearby dwarf will then pull it. [[Pressure plate]]s are like levers, but are activated automatically by creatures stepping on it.&lt;br /&gt;
&lt;br /&gt;
A list of objects controlled by a lever:&lt;br /&gt;
&lt;br /&gt;
* [[Bridge]] &amp;amp;ndash; Turns the bridge into either a raised drawbridge, or a retracted bridge, depending on which option was chosen when the the bridge was constructed. The lever will raise/lower/retract/extend the bridge.&lt;br /&gt;
&lt;br /&gt;
* [[Door]] &amp;amp;ndash; Opens/closes the door. Note that once you connect a door, it is either completely open, or locked. There is no &amp;quot;closed, but can be opened by a dwarf&amp;quot; state anymore.&lt;br /&gt;
&lt;br /&gt;
* [[Floodgate]] &amp;amp;ndash; Opens/closes the floodgate. After the lever is installed, it's pretty much exactly like a door.&lt;br /&gt;
&lt;br /&gt;
* [[Cage/Chain]] &amp;amp;ndash; Opens the cage/chain/rope and releases whatever it held. This is permanent and you will have to reinstall and relink the cages/restraints after one use. You recover the mechanism used in the cage/restraint.&lt;br /&gt;
&lt;br /&gt;
* [[Floor hatch|Hatch]] &amp;amp;ndash; Opens/closes the hatch.  When open it just disappears and allows water through. Note it is suspected that like doors - once you connect a hatch, it is either completely open, or locked. There is no &amp;quot;closed, but can be opened by a dwarf&amp;quot; state anymore.&lt;br /&gt;
&lt;br /&gt;
* [[Grate]] &amp;amp;ndash; Opens/closes the grate. When it it open, it just disappears. Water goes through it just the same, but it cannot be walked on anymore. Anybody on it will probably fall through (more testing needed).&lt;br /&gt;
&lt;br /&gt;
* [[Support]] &amp;amp;ndash; Deconstructs the support, except without a dwarf next to it.&lt;br /&gt;
&lt;br /&gt;
* [[Spear/Spikes]] &amp;amp;ndash; Retracts spears/spikes.&lt;br /&gt;
&lt;br /&gt;
* [[Gear assembly]] &amp;amp;ndash; Engages/disengages the gear assembly. When it is disengaged, no power goes through it and anything on top of it falls down&lt;/div&gt;</summary>
		<author><name>Matryx</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Children&amp;diff=20130</id>
		<title>40d:Children</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Children&amp;diff=20130"/>
		<updated>2007-11-05T11:18:15Z</updated>

		<summary type="html">&lt;p&gt;Matryx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In fortress mode, dwarves will get married and have children. This doesn't happen too often though. Children will not work, but have been known to be able to enter a [[strange mood]].&lt;br /&gt;
&lt;br /&gt;
Children will eventually grow into adults, and can then be designated work-tasks like normal dwarves.&lt;br /&gt;
&lt;br /&gt;
Children are also the target of goblin snatchers, who will sneak into your fortress and try to kidnap the young dwarf in a sack.&lt;/div&gt;</summary>
		<author><name>Matryx</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Community_Portal&amp;diff=298</id>
		<title>Dwarf Fortress Wiki:Community Portal</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Community_Portal&amp;diff=298"/>
		<updated>2007-11-05T11:16:32Z</updated>

		<summary type="html">&lt;p&gt;Matryx: /* Water level style */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is for organizing the war effort against entropy.&lt;br /&gt;
&lt;br /&gt;
== We are doing this! Let us do it right. ==&lt;br /&gt;
&lt;br /&gt;
* '''A'''lphabet: OK, the first rule is that there must be a rule for each letter of the alphabet. That leaves 25 rules to go. (Sorry, my [http://en.wikipedia.org/wiki/Nomic nomic] instincts flared up.) --[[User:Peristarkawan|Peristarkawan]]&lt;br /&gt;
&lt;br /&gt;
* '''C'''ategories: When editing a page, stop to think about what categories it should be included in, and add them if necessary. Don't forget to consider categories that don't yet exist.&lt;br /&gt;
&lt;br /&gt;
* '''D'''rama Bomb: Please, let's be civilized and limit the flamewars, personal attacks and insults. &lt;br /&gt;
&lt;br /&gt;
* '''F'''acts: Try to avoid creating one-liner pages without links. Add as much pertinent information as you can.&lt;br /&gt;
&lt;br /&gt;
* '''G'''ravitas (corollary to '''F'''acts): Try to avoid creating pages for topics about which there is little of substance to say. Creating such a page will waste your time and the time of the reader who ends up there. For example, we don't need a page for every different type of alcohol that exists in the game; all that needs to be said about the topic (possibly including a list of alcohols) can easily be said in a single, general page on [[alcohol]].&lt;br /&gt;
&lt;br /&gt;
* '''H'''eadings: Try to organize the content of each page into sections of related information. The heading of each section should follow the style for '''P'''age titles.&lt;br /&gt;
&lt;br /&gt;
* '''K'''eys: Keys to be pressed should be written using the [[:Template:K|k]] or [[:Template:Key|key]] templates. For example, the syntax &amp;lt;span style=&amp;quot;font-family:monospace&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;{{k|q}}&amp;lt;/nowiki&amp;gt;&amp;lt;/span&amp;gt; will generate {{k|q}}, a standardized and visually pleasing representation of the &amp;quot;q&amp;quot; key.&lt;br /&gt;
&lt;br /&gt;
* '''P'''age titles: The titles of new pages should be singular nouns, with only the first word capitalized. Example: ''Screw pump'', not ''Screw Pump'' or ''Screw pumps''. The exceptions to these rules are for terms that are always plural and for proper nouns.&lt;br /&gt;
&lt;br /&gt;
* '''R'''edundancy: Before creating a new page, do a search to find out if the topic is already discussed in detail somewhere else. If you find that redundant pages already exist, merge their content and have one redirect to the other.&lt;br /&gt;
&lt;br /&gt;
* '''S'''tyle: In general, try to follow the [http://en.wikipedia.org/wiki/Wikipedia:Manual_of_Style Wikipedia Manual of Style] when writing articles.&lt;br /&gt;
&lt;br /&gt;
* '''T'''imelessness: The wiki is intended as a guide for all players, even new ones. As such, references to differences from or similarities to old versions of DF should be reduced and eliminated, except on pages specifically dealing with said differences or similarities. Avoid phrases like &amp;quot;now marble can be used to make steel&amp;quot; or &amp;quot;before, farms required two floodgates&amp;quot;, etc. For facts that are likely to change, or placeholder features, use [[Template:Version]]. For example, you might say, &amp;quot;[[Cave-in]]s are buggy right now.&amp;lt;nowiki&amp;gt;{{version|0.27.169.33a}}&amp;lt;/nowiki&amp;gt;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== Redirects and article titles ==&lt;br /&gt;
&lt;br /&gt;
How do you do that thing that makes a certain term redirect to a different page? Like [[Elephants]] redirecting to [[Elephant]], for example. --[[User:BahamutZERO|BahamutZERO]] 15:20, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:If [[Elephants]] already exists, you can move the page to [[Elephant]], and it will create the redirect for you.  Otherwise, just edit [[Elephants]] to read: &amp;lt;nowiki&amp;gt;#REDIRECT [[Elephant]]&amp;lt;/nowiki&amp;gt; --[[User:Peristarkawan|Peristarkawan]] 15:26, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I see, thanks! --[[User:BahamutZERO|BahamutZERO]] 15:27, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Just FYI, if at all possible, ''do not create pages as plurals''.  Use the following syntax: &amp;lt;nowiki&amp;gt;[[Elephant]]s&amp;lt;/nowiki&amp;gt;: example [[Elephant]]s. --[[User:JT|JT]] 20:20, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
What about titles that are verbs? Should they be in &amp;quot;base-form&amp;quot;? Or whatever its called (my english on this level isnt the best). Example: should the title be '''Mine''' or '''Mining'''? --[[User:Mizipzor|Mizipzor]] 17:30, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Based on the Wikipedia style, titles should be nouns.  So in your example it should be the gerund '''Mining''', and '''Mine''' would be the title for an article about mines. I've updated the rule to reflect this. --[[User:Peristarkawan|Peristarkawan]] 17:35, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::What about skills and professions?  Should we have a '''Bone carving''' (labor preference) article and a '''Bone carver''' (skill) article, or would this be redundant?  I've seen both styles linked to, but tend to think that the -ing form should redirect to the -er form.  Opinions? --[[User:Mechturk|Mechturk]] 03:11, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Btw, shouldnt all these comments be moved into [[DwarfFortressWiki talk:Community Portal|talk]]? --[[User:Mizipzor|Mizipzor]] 17:30, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Moved the account problem comments to the talk page. The rest are informative. --[[User:Turgid Bolk|Turgid Bolk]] 13:26, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Tutorials ==&lt;br /&gt;
&lt;br /&gt;
New players are getting bogged down by the complexity at the start of their fortresses, I think we should get some &amp;quot;getting started&amp;quot; or &amp;quot;surviving your first winter&amp;quot; type tutorials up as soon as possible. --[[User:BahamutZERO|BahamutZERO]] 16:33, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:[[Getting started]] will be just that. --[[User:Savok|Savok]] 11:31, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Categories ==&lt;br /&gt;
&lt;br /&gt;
I saw that the category [[:category:buildings]] had been added to category [[:category:world]]. I started to look for categories without parents and adding them to world to sortof have a list of every category. Is this good thinking? --[[User:Mizipzor|Mizipzor]] 19:19, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:We already have a list of all categories at [[Special:Categories]], although it does include a few categories that aren't directly related to the game.&lt;br /&gt;
:Based upon the description of [[:Category:World]], it seems to me that most of the things that are currently in it don't really belong there. --[[User:Peristarkawan|Peristarkawan]] 19:27, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Ok, Ill remove them from [[:category:world]]. But how often is [[Special:Categories]] updated? I dont see [[:category:furnaces]] in there. --[[User:Mizipzor|Mizipzor]] 20:24, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::[[Special:Categories]] is automatically updated by the Wiki software as soon as it detects a change.  However, MediaWikis aggressively cache pages.  It's also possible you're looking a client-side cached page of it.  Finally, I don't see any content in that category so it's possible it's being ignored.  See [[Special:Unusedcategories]] instead. --[[User:JT|JT]] 20:28, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Deletion ==&lt;br /&gt;
&lt;br /&gt;
We now have a [[:category:deletion]], who has the power to delete pages? When are they deleted? Who make the final call? The same person that deletes them? What rules should we make regarding this? --[[User:Mizipzor|Mizipzor]] 11:57, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Anyone can mark a page for deletion using the &amp;lt;nowiki&amp;gt;{{del}}&amp;lt;/nowiki&amp;gt; tag, however it is usually recommended to get a consensus that it's not worth keeping. Exceptions are things like spam or empty pages. The &amp;lt;nowiki&amp;gt;{{del}}&amp;lt;/nowiki&amp;gt; tag just lets the admin know to delete it, ultimately it's his call to do so or not. Just ask around on the talk page first, if no one disagrees, add the tag. (Disclaimer: that's how it worked on the old wiki, the policy may change as this new wiki grows.) --[[User:Turgid Bolk|Turgid Bolk]] 13:02, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Water level style ==&lt;br /&gt;
&lt;br /&gt;
I think we should have a standard style for talking about water level. We could say it various ways, such as &amp;quot;6/7 water,&amp;quot; &amp;quot;water with a depth of 6,&amp;quot; &amp;quot;a depth of 6 pool,&amp;quot; or &amp;quot;water with a depth of six.&amp;quot; It seems using the numeral makes it clear that we mean water depth, without adding the /7. --[[User:Turgid Bolk|Turgid Bolk]] 13:02, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I'm not sure.  The /7 is definately unnessessary and that we should use 6 instead of six, maybe create a template to make the numberal blue/red (water/magma)?  If not &amp;quot;Water 6&amp;quot; and &amp;quot;Magma 5&amp;quot; seem short, simple, correct, and understandable.--[[User:Draco18s|Draco18s]] 03:27, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Like {{Raw Tile|6|#44F|#009}} / {{Raw Tile|6|#F44|#900}} or {{Raw Tile|6|#00F|#000}} / {{Raw Tile|6|#F00|#000}}? --[[User:Matryx|Matryx]] 05:38, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Too hard to read against the normal white background I think. But just the coloured number on its own would stand out weirdly. --[[User:Shades|Shades]] 06:10, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::: {{Raw Tile|6|#00F|#FFF}} / {{Raw Tile|6|#F00|#FFF}} or not even going so far as to use the tile template? --[[User:Matryx|Matryx]] 06:16, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Templates? ==&lt;br /&gt;
&lt;br /&gt;
Is there a page with a list of all the templates available to us? Are all of the templates migrated from the old wiki? --[[User:Felix the Cat|Felix the Cat]] 00:51, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:You can find a list at [[Special:Allpages?namespace=10]]. --[[User:Peristarkawan|Peristarkawan]] 01:44, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Forum references ==&lt;br /&gt;
&lt;br /&gt;
Where there is a bit saying &amp;quot;Toady said this&amp;quot;, what is the best way to link to the forum?  Currently in magma, I've got a link to http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=7&amp;amp;t=001504 which shows up as [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=7&amp;amp;t=001504] (not ''too'' bad).  Is there a better way of doing it akin to Wikipedia with &amp;lt;ref&amp;gt;something&amp;lt;/ref&amp;gt;? Maybe something like [[Template:version]] for future (but that doesn't cover the &amp;quot;this is how it works now&amp;quot; type thing. --[[User:Shagie|Shagie]] 02:17, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Crops categories ==&lt;br /&gt;
&lt;br /&gt;
My wiki-fu is weak, but surely there is a better way to present the myriad crops than having a different category for each season and biome? [[:Category:Crops]] could at least show the seasons grouped seperate from the biomes. Are we going to put each plant in its respective biome and seasons, ''and'' in [[:Category:Crops]], or is [[List of crops]] sufficient? Just seems like there's a lot of potential for a mess here, and we need to standardize the plant pages and various categories.&lt;br /&gt;
&lt;br /&gt;
Personally I like the way the old wiki did it, with some nice templates. Granted there are a lot more plants in this version, but not so much that we need 20 subcategories cluttering up the crops category. See [http://archive.dwarffortresswiki.net/index.php/Crops Crops] and [http://archive.dwarffortresswiki.net/index.php/Plump_Helmets Plump Helmets]; easy to tell what crops belong in what season. --[[User:Turgid Bolk|Turgid Bolk]] 02:52, 3 November 2007 (EDT)&lt;/div&gt;</summary>
		<author><name>Matryx</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Stone&amp;diff=8256</id>
		<title>40d Talk:Stone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Stone&amp;diff=8256"/>
		<updated>2007-11-05T11:10:20Z</updated>

		<summary type="html">&lt;p&gt;Matryx: Suggestion for stone template&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I notice that [[Economic stone]] lists economic + metal ores, my edit to the stone page&lt;br /&gt;
divides it as the stockpiles do. -- infinity&lt;br /&gt;
&lt;br /&gt;
Is there any kind of stone that isn't mineable?  If not, then I don't think that &amp;quot;Mineable Stone&amp;quot; makes sense as a section header. --[[User:Peristarkawan|Peristarkawan]] 13:36, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Good point, I think I was trying to separate that from &amp;quot;soil&amp;quot; and other things that don't leave behind anything ... I shouldn't edit so early in the morning.  --[[User:Infinity|Infinity]] 20:45, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Now all we need is graphical representations! [[User:Schm0|Schm0]] 16:24, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
What about ICE BLOCKS? those count as stones for some purposes. --[[User:Thehunterunseen|Thehunterunseen]] 19:27, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I haven't been able to get my dorfs to do anything with ice blocks yet.  Haven't managed them to go down (or up) the stairs into the frozen river I had anyway, so... (I was explicitly trying NOT to mine out the side of it)--[[User:Draco18s|Draco18s]] 00:48, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Shouldn't raw adamantine be under metal ore as opposed to &amp;quot;other stone&amp;quot;? --[[User:RedKing|RedKing]] 00:43, 2 November 2007 (EDT)&lt;br /&gt;
:It's probably due to where it's grouped in the raws. --[[User:Alfador|Alfador]] 14:40, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Why are we listing [[platinum nuggets]] instead of [[native platinum]], when talking about it in it's unmined state? --[[User:Trukkle|Trukkle]] 10:23, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
I am thinking about implementing a more detailed table style for this area. The existing tables are nice, but there should be much more information on this page. Perhaps something like this:&lt;br /&gt;
&lt;br /&gt;
{| border = 1&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Tile !! Type !! Uses&lt;br /&gt;
|-&lt;br /&gt;
| Olivine || sytle=&amp;quot;padding:0&amp;quot; | [[Image:olivine_raw.gif]][[Image:olivine_stone.gif]] || Generic || Stoneworking&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
What do you guys think? [[User:Schm0|Schm0]] 15:41, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I really like that, Schm0 --[[User:Tracker|Tracker]] 18:29, 3 November 2007 (EDT)&lt;br /&gt;
::I agree it looks good, but can it be accomplished without using gifs? we have a raw tile template so we could do something like this:&lt;br /&gt;
&lt;br /&gt;
{| border = 1 cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Name &lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Tiles &lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Type &lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Uses&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Value&lt;br /&gt;
|-&lt;br /&gt;
| Olivine &lt;br /&gt;
| {{Raw Tile|%|#0B0|#000}} {{Raw Tile|•|#0B0|#000}} {{Raw Tile|╬|#0B0|#000}}{{Raw Tile|║|#0B0|#000}}{{Raw Tile|═|#0B0|#000}} &lt;br /&gt;
| Generic &lt;br /&gt;
| Stoneworking&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Microcline&lt;br /&gt;
| {{Raw Tile|%|#66B|#000}} {{Raw Tile|•|#66B|#000}} {{Raw Tile|╬|#66B|#000}}{{Raw Tile|║|#66B|#000}}{{Raw Tile|═|#66B|#000}} &lt;br /&gt;
| Generic &lt;br /&gt;
| Stoneworking&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Native Platinum (Raw) | Platinum Nuggets (Mined)&lt;br /&gt;
| {{Raw Tile|*|#FFF|#000}} {{Raw Tile|•|#FFF|#000}} {{Raw Tile|╬|#FFF|#000}}{{Raw Tile|║|#FFF|#000}}{{Raw Tile|═|#FFF|#000}}&lt;br /&gt;
| Metal Ore &lt;br /&gt;
| Stoneworking, Smelting&lt;br /&gt;
| 40&lt;br /&gt;
|}&lt;br /&gt;
--[[User:Matryx|Matryx]] 06:10, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Someone, with correct formatting, add this to the bottom of the page. http://idisk.mac.com/fire_drake-Public/DF_StoneOre_Table.htm  -penguin&lt;br /&gt;
: I'd try, but what does the 'V' or 'C' mean in the table? --[[User:Valdemar|Valdemar]] 10:06, 4 November 2007 (EST)&lt;br /&gt;
:: &amp;quot;vein&amp;quot; and &amp;quot;cluster&amp;quot; [[User:VengefulDonut|VengefulDonut]] 17:29, 4 November 2007 (EST)&lt;br /&gt;
: Okay, I've added something like it with some of my own formatting through a program, but it will still need a lot of cleanup. --[[User:Valdemar|Valdemar]] 17:53, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Individual pages ==&lt;br /&gt;
&lt;br /&gt;
I'm of the opinion that [[ore]]s and [[economic stone]]s should probably get their own page, but the rest can just redirect here. There just isn't much to say about [[cryolite]] or [[jet]]. They're rocks, they have about such-and-such a value, the end. How about it? --[[User:Turgid Bolk|Turgid Bolk]] 20:59, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Yes, the pages about the all the stones in the 'other stone' category should be deleted, any information about them can just be included in the table on this page. All the info from the raws is now summed up in the table.  --[[User:Valdemar|Valdemar]] 21:06, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Instead of deleting, let's redirect to this page. Just replace them with &amp;lt;nowiki&amp;gt;#REDIRECT [[Stone]]. (The #R button above the edit box helps with this.)&amp;lt;/nowiki&amp;gt; --[[User:Turgid Bolk|Turgid Bolk]] 22:13, 4 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Matryx</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Workshop&amp;diff=6087</id>
		<title>40d Talk:Workshop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Workshop&amp;diff=6087"/>
		<updated>2007-11-05T10:43:34Z</updated>

		<summary type="html">&lt;p&gt;Matryx: Forgot to sign.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Maybe something about what the workshops actually do? --[[User:Mizipzor|Mizipzor]] 13:39, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Should this page's title be singluar, in keeping with the rules on the community portal?--[[User:BahamutZERO|BahamutZERO]] 15:31, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Probably, if we choose to keep it.  However, I'm thinking that this page should really just be a redirect to [[:Category:Workshops]].  But not until we make sure that all the content here is also in the individual workshop pages. --[[User:Peristarkawan|Peristarkawan]] 15:35, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Too bad we can't get the hotkeys in the Category--[[User:Vaevictus|Vaevictus]] 15:57, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Do we need them?  There's a perfectly good list of workshops with their hotkeys in the game itself. --[[User:Peristarkawan|Peristarkawan]] 16:04, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::We could add the shortcut key to that little template thingy on the right. --[[User:Mizipzor|Mizipzor]] 21:25, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Either A: We will put many of the workshop descriptions on this page and have those workshop names redirect here, or B: We will delete this page and have any info on this page on the workshop pages.&amp;lt;br&amp;gt;&lt;br /&gt;
The old wiki had two sections as an introduction to workshops for newbies, a very brief list of the workshops and what they did, and a list of the workshop walls created by each workshop. Since the two sections would belong in a newbie tutorial page, and the descriptions of the workshops would belong in the workshop pages, [[workshop]] needs a &amp;lt;nowiki&amp;gt;{{del}}&amp;lt;/nowiki&amp;gt;. --[[User:Savok|Savok]] 22:47, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
What does the CLT thing mean?&lt;br /&gt;
:CLT means that the workshop is cluttered with objects and the dwarves working there will work at a slower pace.  If you press {{k|t}} over the workshop, you can see what's inside the building cluttering it up so that you can haul it away.  This needs to be mentioned somewhere. --[[User:Mechturk|Mechturk]] 01:32, 5 November 2007 (EST)&lt;br /&gt;
::Perhaps a page should be set up for game-used contractions, like CLT, TSK, HAM, SWD etc (the last two from the military/weapons page as further examples).--[[User:Matryx|Matryx]] 05:43, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Should it really be labelled &amp;quot;Materials needed to build&amp;quot; - in all cases except the fishery there they are actually objects.  Perhaps a 'can be built out of' and 'objects required to build'? --[[User:Matryx|Matryx]] 05:41, 5 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Matryx</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Workshop&amp;diff=6086</id>
		<title>40d Talk:Workshop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Workshop&amp;diff=6086"/>
		<updated>2007-11-05T10:43:12Z</updated>

		<summary type="html">&lt;p&gt;Matryx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Maybe something about what the workshops actually do? --[[User:Mizipzor|Mizipzor]] 13:39, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Should this page's title be singluar, in keeping with the rules on the community portal?--[[User:BahamutZERO|BahamutZERO]] 15:31, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Probably, if we choose to keep it.  However, I'm thinking that this page should really just be a redirect to [[:Category:Workshops]].  But not until we make sure that all the content here is also in the individual workshop pages. --[[User:Peristarkawan|Peristarkawan]] 15:35, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Too bad we can't get the hotkeys in the Category--[[User:Vaevictus|Vaevictus]] 15:57, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Do we need them?  There's a perfectly good list of workshops with their hotkeys in the game itself. --[[User:Peristarkawan|Peristarkawan]] 16:04, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::We could add the shortcut key to that little template thingy on the right. --[[User:Mizipzor|Mizipzor]] 21:25, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Either A: We will put many of the workshop descriptions on this page and have those workshop names redirect here, or B: We will delete this page and have any info on this page on the workshop pages.&amp;lt;br&amp;gt;&lt;br /&gt;
The old wiki had two sections as an introduction to workshops for newbies, a very brief list of the workshops and what they did, and a list of the workshop walls created by each workshop. Since the two sections would belong in a newbie tutorial page, and the descriptions of the workshops would belong in the workshop pages, [[workshop]] needs a &amp;lt;nowiki&amp;gt;{{del}}&amp;lt;/nowiki&amp;gt;. --[[User:Savok|Savok]] 22:47, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
What does the CLT thing mean?&lt;br /&gt;
:CLT means that the workshop is cluttered with objects and the dwarves working there will work at a slower pace.  If you press {{k|t}} over the workshop, you can see what's inside the building cluttering it up so that you can haul it away.  This needs to be mentioned somewhere. --[[User:Mechturk|Mechturk]] 01:32, 5 November 2007 (EST)&lt;br /&gt;
::Perhaps a page should be set up for game-used contractions, like CLT, TSK, HAM, SWD etc (the last two from the military/weapons page as further examples).&lt;br /&gt;
&lt;br /&gt;
Should it really be labelled &amp;quot;Materials needed to build&amp;quot; - in all cases except the fishery there they are actually objects.  Perhaps a 'can be built out of' and 'objects required to build'? --[[User:Matryx|Matryx]] 05:41, 5 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Matryx</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Workshop&amp;diff=6085</id>
		<title>40d Talk:Workshop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Workshop&amp;diff=6085"/>
		<updated>2007-11-05T10:41:48Z</updated>

		<summary type="html">&lt;p&gt;Matryx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Maybe something about what the workshops actually do? --[[User:Mizipzor|Mizipzor]] 13:39, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Should this page's title be singluar, in keeping with the rules on the community portal?--[[User:BahamutZERO|BahamutZERO]] 15:31, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Probably, if we choose to keep it.  However, I'm thinking that this page should really just be a redirect to [[:Category:Workshops]].  But not until we make sure that all the content here is also in the individual workshop pages. --[[User:Peristarkawan|Peristarkawan]] 15:35, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Too bad we can't get the hotkeys in the Category--[[User:Vaevictus|Vaevictus]] 15:57, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Do we need them?  There's a perfectly good list of workshops with their hotkeys in the game itself. --[[User:Peristarkawan|Peristarkawan]] 16:04, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::We could add the shortcut key to that little template thingy on the right. --[[User:Mizipzor|Mizipzor]] 21:25, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Either A: We will put many of the workshop descriptions on this page and have those workshop names redirect here, or B: We will delete this page and have any info on this page on the workshop pages.&amp;lt;br&amp;gt;&lt;br /&gt;
The old wiki had two sections as an introduction to workshops for newbies, a very brief list of the workshops and what they did, and a list of the workshop walls created by each workshop. Since the two sections would belong in a newbie tutorial page, and the descriptions of the workshops would belong in the workshop pages, [[workshop]] needs a &amp;lt;nowiki&amp;gt;{{del}}&amp;lt;/nowiki&amp;gt;. --[[User:Savok|Savok]] 22:47, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
What does the CLT thing mean?&lt;br /&gt;
:CLT means that the workshop is cluttered with objects and the dwarves working there will work at a slower pace.  If you press {{k|t}} over the workshop, you can see what's inside the building cluttering it up so that you can haul it away.  This needs to be mentioned somewhere. --[[User:Mechturk|Mechturk]] 01:32, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Should it really be labelled &amp;quot;Materials needed to build&amp;quot; - in all cases except the fishery there they are actually objects.  Perhaps a 'can be built out of' and 'objects required to build'? --[[User:Matryx|Matryx]] 05:41, 5 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Matryx</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Community_Portal&amp;diff=296</id>
		<title>Dwarf Fortress Wiki:Community Portal</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Community_Portal&amp;diff=296"/>
		<updated>2007-11-05T10:38:20Z</updated>

		<summary type="html">&lt;p&gt;Matryx: /* Water level style */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is for organizing the war effort against entropy.&lt;br /&gt;
&lt;br /&gt;
== We are doing this! Let us do it right. ==&lt;br /&gt;
&lt;br /&gt;
* '''A'''lphabet: OK, the first rule is that there must be a rule for each letter of the alphabet. That leaves 25 rules to go. (Sorry, my [http://en.wikipedia.org/wiki/Nomic nomic] instincts flared up.) --[[User:Peristarkawan|Peristarkawan]]&lt;br /&gt;
&lt;br /&gt;
* '''C'''ategories: When editing a page, stop to think about what categories it should be included in, and add them if necessary. Don't forget to consider categories that don't yet exist.&lt;br /&gt;
&lt;br /&gt;
* '''D'''rama Bomb: Please, let's be civilized and limit the flamewars, personal attacks and insults. &lt;br /&gt;
&lt;br /&gt;
* '''F'''acts: Try to avoid creating one-liner pages without links. Add as much pertinent information as you can.&lt;br /&gt;
&lt;br /&gt;
* '''G'''ravitas (corollary to '''F'''acts): Try to avoid creating pages for topics about which there is little of substance to say. Creating such a page will waste your time and the time of the reader who ends up there. For example, we don't need a page for every different type of alcohol that exists in the game; all that needs to be said about the topic (possibly including a list of alcohols) can easily be said in a single, general page on [[alcohol]].&lt;br /&gt;
&lt;br /&gt;
* '''H'''eadings: Try to organize the content of each page into sections of related information. The heading of each section should follow the style for '''P'''age titles.&lt;br /&gt;
&lt;br /&gt;
* '''K'''eys: Keys to be pressed should be written using the [[:Template:K|k]] or [[:Template:Key|key]] templates. For example, the syntax &amp;lt;span style=&amp;quot;font-family:monospace&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;{{k|q}}&amp;lt;/nowiki&amp;gt;&amp;lt;/span&amp;gt; will generate {{k|q}}, a standardized and visually pleasing representation of the &amp;quot;q&amp;quot; key.&lt;br /&gt;
&lt;br /&gt;
* '''P'''age titles: The titles of new pages should be singular nouns, with only the first word capitalized. Example: ''Screw pump'', not ''Screw Pump'' or ''Screw pumps''. The exceptions to these rules are for terms that are always plural and for proper nouns.&lt;br /&gt;
&lt;br /&gt;
* '''R'''edundancy: Before creating a new page, do a search to find out if the topic is already discussed in detail somewhere else. If you find that redundant pages already exist, merge their content and have one redirect to the other.&lt;br /&gt;
&lt;br /&gt;
* '''S'''tyle: In general, try to follow the [http://en.wikipedia.org/wiki/Wikipedia:Manual_of_Style Wikipedia Manual of Style] when writing articles.&lt;br /&gt;
&lt;br /&gt;
* '''T'''imelessness: The wiki is intended as a guide for all players, even new ones. As such, references to differences from or similarities to old versions of DF should be reduced and eliminated, except on pages specifically dealing with said differences or similarities. Avoid phrases like &amp;quot;now marble can be used to make steel&amp;quot; or &amp;quot;before, farms required two floodgates&amp;quot;, etc. For facts that are likely to change, or placeholder features, use [[Template:Version]]. For example, you might say, &amp;quot;[[Cave-in]]s are buggy right now.&amp;lt;nowiki&amp;gt;{{version|0.27.169.33a}}&amp;lt;/nowiki&amp;gt;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== Redirects and article titles ==&lt;br /&gt;
&lt;br /&gt;
How do you do that thing that makes a certain term redirect to a different page? Like [[Elephants]] redirecting to [[Elephant]], for example. --[[User:BahamutZERO|BahamutZERO]] 15:20, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:If [[Elephants]] already exists, you can move the page to [[Elephant]], and it will create the redirect for you.  Otherwise, just edit [[Elephants]] to read: &amp;lt;nowiki&amp;gt;#REDIRECT [[Elephant]]&amp;lt;/nowiki&amp;gt; --[[User:Peristarkawan|Peristarkawan]] 15:26, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I see, thanks! --[[User:BahamutZERO|BahamutZERO]] 15:27, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Just FYI, if at all possible, ''do not create pages as plurals''.  Use the following syntax: &amp;lt;nowiki&amp;gt;[[Elephant]]s&amp;lt;/nowiki&amp;gt;: example [[Elephant]]s. --[[User:JT|JT]] 20:20, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
What about titles that are verbs? Should they be in &amp;quot;base-form&amp;quot;? Or whatever its called (my english on this level isnt the best). Example: should the title be '''Mine''' or '''Mining'''? --[[User:Mizipzor|Mizipzor]] 17:30, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Based on the Wikipedia style, titles should be nouns.  So in your example it should be the gerund '''Mining''', and '''Mine''' would be the title for an article about mines. I've updated the rule to reflect this. --[[User:Peristarkawan|Peristarkawan]] 17:35, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::What about skills and professions?  Should we have a '''Bone carving''' (labor preference) article and a '''Bone carver''' (skill) article, or would this be redundant?  I've seen both styles linked to, but tend to think that the -ing form should redirect to the -er form.  Opinions? --[[User:Mechturk|Mechturk]] 03:11, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Btw, shouldnt all these comments be moved into [[DwarfFortressWiki talk:Community Portal|talk]]? --[[User:Mizipzor|Mizipzor]] 17:30, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Moved the account problem comments to the talk page. The rest are informative. --[[User:Turgid Bolk|Turgid Bolk]] 13:26, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Tutorials ==&lt;br /&gt;
&lt;br /&gt;
New players are getting bogged down by the complexity at the start of their fortresses, I think we should get some &amp;quot;getting started&amp;quot; or &amp;quot;surviving your first winter&amp;quot; type tutorials up as soon as possible. --[[User:BahamutZERO|BahamutZERO]] 16:33, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:[[Getting started]] will be just that. --[[User:Savok|Savok]] 11:31, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Categories ==&lt;br /&gt;
&lt;br /&gt;
I saw that the category [[:category:buildings]] had been added to category [[:category:world]]. I started to look for categories without parents and adding them to world to sortof have a list of every category. Is this good thinking? --[[User:Mizipzor|Mizipzor]] 19:19, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:We already have a list of all categories at [[Special:Categories]], although it does include a few categories that aren't directly related to the game.&lt;br /&gt;
:Based upon the description of [[:Category:World]], it seems to me that most of the things that are currently in it don't really belong there. --[[User:Peristarkawan|Peristarkawan]] 19:27, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Ok, Ill remove them from [[:category:world]]. But how often is [[Special:Categories]] updated? I dont see [[:category:furnaces]] in there. --[[User:Mizipzor|Mizipzor]] 20:24, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::[[Special:Categories]] is automatically updated by the Wiki software as soon as it detects a change.  However, MediaWikis aggressively cache pages.  It's also possible you're looking a client-side cached page of it.  Finally, I don't see any content in that category so it's possible it's being ignored.  See [[Special:Unusedcategories]] instead. --[[User:JT|JT]] 20:28, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Deletion ==&lt;br /&gt;
&lt;br /&gt;
We now have a [[:category:deletion]], who has the power to delete pages? When are they deleted? Who make the final call? The same person that deletes them? What rules should we make regarding this? --[[User:Mizipzor|Mizipzor]] 11:57, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Anyone can mark a page for deletion using the &amp;lt;nowiki&amp;gt;{{del}}&amp;lt;/nowiki&amp;gt; tag, however it is usually recommended to get a consensus that it's not worth keeping. Exceptions are things like spam or empty pages. The &amp;lt;nowiki&amp;gt;{{del}}&amp;lt;/nowiki&amp;gt; tag just lets the admin know to delete it, ultimately it's his call to do so or not. Just ask around on the talk page first, if no one disagrees, add the tag. (Disclaimer: that's how it worked on the old wiki, the policy may change as this new wiki grows.) --[[User:Turgid Bolk|Turgid Bolk]] 13:02, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Water level style ==&lt;br /&gt;
&lt;br /&gt;
I think we should have a standard style for talking about water level. We could say it various ways, such as &amp;quot;6/7 water,&amp;quot; &amp;quot;water with a depth of 6,&amp;quot; &amp;quot;a depth of 6 pool,&amp;quot; or &amp;quot;water with a depth of six.&amp;quot; It seems using the numeral makes it clear that we mean water depth, without adding the /7. --[[User:Turgid Bolk|Turgid Bolk]] 13:02, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I'm not sure.  The /7 is definately unnessessary and that we should use 6 instead of six, maybe create a template to make the numberal blue/red (water/magma)?  If not &amp;quot;Water 6&amp;quot; and &amp;quot;Magma 5&amp;quot; seem short, simple, correct, and understandable.--[[User:Draco18s|Draco18s]] 03:27, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Like {{Raw Tile|6|#44F|#009}} / {{Raw Tile|6|#F44|#900}} or {{Raw Tile|6|#00F|#000}} / {{Raw Tile|6|#F00|#000}}? --[[User:Matryx|Matryx]] 05:38, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Templates? ==&lt;br /&gt;
&lt;br /&gt;
Is there a page with a list of all the templates available to us? Are all of the templates migrated from the old wiki? --[[User:Felix the Cat|Felix the Cat]] 00:51, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:You can find a list at [[Special:Allpages?namespace=10]]. --[[User:Peristarkawan|Peristarkawan]] 01:44, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Forum references ==&lt;br /&gt;
&lt;br /&gt;
Where there is a bit saying &amp;quot;Toady said this&amp;quot;, what is the best way to link to the forum?  Currently in magma, I've got a link to http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=7&amp;amp;t=001504 which shows up as [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=7&amp;amp;t=001504] (not ''too'' bad).  Is there a better way of doing it akin to Wikipedia with &amp;lt;ref&amp;gt;something&amp;lt;/ref&amp;gt;? Maybe something like [[Template:version]] for future (but that doesn't cover the &amp;quot;this is how it works now&amp;quot; type thing. --[[User:Shagie|Shagie]] 02:17, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Crops categories ==&lt;br /&gt;
&lt;br /&gt;
My wiki-fu is weak, but surely there is a better way to present the myriad crops than having a different category for each season and biome? [[:Category:Crops]] could at least show the seasons grouped seperate from the biomes. Are we going to put each plant in its respective biome and seasons, ''and'' in [[:Category:Crops]], or is [[List of crops]] sufficient? Just seems like there's a lot of potential for a mess here, and we need to standardize the plant pages and various categories.&lt;br /&gt;
&lt;br /&gt;
Personally I like the way the old wiki did it, with some nice templates. Granted there are a lot more plants in this version, but not so much that we need 20 subcategories cluttering up the crops category. See [http://archive.dwarffortresswiki.net/index.php/Crops Crops] and [http://archive.dwarffortresswiki.net/index.php/Plump_Helmets Plump Helmets]; easy to tell what crops belong in what season. --[[User:Turgid Bolk|Turgid Bolk]] 02:52, 3 November 2007 (EDT)&lt;/div&gt;</summary>
		<author><name>Matryx</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Hatch_cover&amp;diff=4151</id>
		<title>40d Talk:Hatch cover</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Hatch_cover&amp;diff=4151"/>
		<updated>2007-11-05T09:45:49Z</updated>

		<summary type="html">&lt;p&gt;Matryx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;can be made from wood at the carpenter's shop too&lt;br /&gt;
&lt;br /&gt;
This should be merged with the other [[Hatch Cover]] topic - I didn't realise this one existed already as I was working from the [[Furniture]] category. [[User:Matryx|Matryx]] 04:45, 5 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Matryx</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Hatch_Cover&amp;diff=20763</id>
		<title>Hatch Cover</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Hatch_Cover&amp;diff=20763"/>
		<updated>2007-11-05T09:43:48Z</updated>

		<summary type="html">&lt;p&gt;Matryx: New page - summary of information // Note: Symbol is wrong, can anyone find a c with a vertical line extruding from top/bottom?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''Hatch Cover''' is a circular covering for a hole in the ground, which is effectively a vertical door.  It is classed as [[furniture]] and can be built from several materials (e.g. [[rock]] at a [[mason's workshop]], [[wood]] at a [[carpenter's workshop]], or [[metal]] at a [[metalsmith's forge]]).&lt;br /&gt;
&lt;br /&gt;
When closed, hatches have the symbol {{Raw Tile|ç|Gray|Silver}}, and when open they look like empty space.&lt;br /&gt;
&lt;br /&gt;
== Hatch settings ==&lt;br /&gt;
&lt;br /&gt;
There are three options one can specify on a door from the {{K|q}} menu:&lt;br /&gt;
* {{K|l}} Forbid/Permit Passage&lt;br /&gt;
** A hatch set to Forbidden is impassable to any dwarves in the game. A hatch cannot be set Forbidden if it is open. Invading thieves may lock-pick and bypass a Forbidden hatch.&lt;br /&gt;
* {{K|o}} Keep Tightly Closed/Make Pet-Passable&lt;br /&gt;
** A hatchthat is pet-passable allows through traffic of pets. A pet can still pass through a hatch that is tightly closed if it does so while it is being held open by an object or dwarf.&lt;br /&gt;
* {{K|s}} Set as Internal/External&lt;br /&gt;
** A hatch set to external functions as a floor? when defining boundaries of a room such as a [[bedroom]]. A hatch set to internal allows the room boundaries to pour over.&lt;br /&gt;
&lt;br /&gt;
== Building Hatches ==&lt;br /&gt;
&lt;br /&gt;
After constructing a hatch at any of the above workshops, they must be &amp;quot;{{K|b}}uilt&amp;quot; (placed) like all other furniture.  Hatches can be built on any free floor tile, over empty space, or above down-staircases (or up/down staircases).  They cannot be placed over several constructions, like '''Floor''' or '''Wall''', and it is unknown if you can place them over traps.&lt;br /&gt;
&lt;br /&gt;
To be used effectively it either needs to be placed above a downstair (or in an up/down stair) where like doors it will impede liquid flow while still allowing access, or alternatively it can be linked up to a lever (and probably placed above a channel, or lava, or below a river etc), which when pulled will remove the hatch temporarily allowing whatever is above to fall down below.&lt;br /&gt;
When not placed above stairs, you need to ensure that there is no floor in the way, or the hatch cover will purely be decorative.&lt;br /&gt;
&lt;br /&gt;
[[Category:Furniture]]&lt;/div&gt;</summary>
		<author><name>Matryx</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Important_advice&amp;diff=10741</id>
		<title>40d:Important advice</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Important_advice&amp;diff=10741"/>
		<updated>2007-11-05T09:12:44Z</updated>

		<summary type="html">&lt;p&gt;Matryx: Note about seasonal auto-save.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here are a few things to keep in mind when playing Dwarf Fortress. These tips are useful for players old and new, so no matter how long you've been playing DF, don't be surprised if you learn something that'll really make playing more enjoyable!&lt;br /&gt;
&lt;br /&gt;
Above all, one must remember that losing is fun! Be prepared to lose a few fortresses before you get the hang of things &amp;amp;ndash; it can be easy to accidentally kill the entire fortress while playing around with the different mechanics.&lt;br /&gt;
But remember: losing means that next time, you'll remember how you lost! In a big way, Dwarf Fortress uses the principle of learning from one's mistakes.&lt;br /&gt;
&lt;br /&gt;
== Advice ==&lt;br /&gt;
&lt;br /&gt;
* Keep in mind that Dwarf Fortress doesn't have a &amp;quot;win&amp;quot; condition: It just has a long series of &amp;quot;lose&amp;quot; conditions.&lt;br /&gt;
&lt;br /&gt;
* Learn the [[controls]]. There's lots of them, and learning them may seem daunting at first, but once you get the basics down (like how to check the status of your dwarves or the hotkeys for building certain structures), you'll find yourself playing much more efficiently.&lt;br /&gt;
&lt;br /&gt;
* Save often! Although it can be a hassle to have to quit out and get back in, it's a lot better than having to build that long hallway of stone-fall traps, plant the whole bag of plump helmet seeds, and make that shipment of steel battleaxes for the caravan next year, &amp;lt;i&amp;gt;all over again.&amp;lt;/i&amp;gt;&lt;br /&gt;
** In this vein, there is now a seasonal auto-save feature which you can turn on by editing your /data/init/init.txt file.&lt;br /&gt;
&lt;br /&gt;
* If a dwarf drinks only water, the rate at which he gets tasks done decreases. If the fortress has no alcohol for years, it may come to a halt.&lt;br /&gt;
&lt;br /&gt;
* If you cannot find your answer on this wiki, check out the forums at [http://www.bay12games.com/cgi-local/ultimatebb.cgi?&amp;amp;category=3 Bay12games.com]&lt;/div&gt;</summary>
		<author><name>Matryx</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Set_traffic_areas&amp;diff=12541</id>
		<title>Set traffic areas</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Set_traffic_areas&amp;diff=12541"/>
		<updated>2007-11-05T09:09:48Z</updated>

		<summary type="html">&lt;p&gt;Matryx: Note about restricted != forbidden&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Traffic areas''' are used to manipulate the movements of dwarves.  Traffic areas can be designated as high, normal, low or restricted.  When walking from one point to another, dwarves consider these designations in finding the shortest path.&lt;br /&gt;
&lt;br /&gt;
For example, a dwarf will choose a 14 tile high traffic route (14*1=14) over a 3 tile low traffic route (3*5=15).{{verify}}&lt;br /&gt;
&lt;br /&gt;
Note: Setting Restricted does not appear to forbid a dwarf from travelling over those squares, no matter how high the cost per tile.&lt;br /&gt;
&lt;br /&gt;
==Default Traffic Weights==&lt;br /&gt;
These numbers have been taken from /data/init.txt&lt;br /&gt;
{|cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
!Designation!!Cost&lt;br /&gt;
|-&lt;br /&gt;
| High || 1&lt;br /&gt;
|-&lt;br /&gt;
| Normal || 2&lt;br /&gt;
|-&lt;br /&gt;
| Low || 5&lt;br /&gt;
|-&lt;br /&gt;
| Restricted || 25&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[category:designations]]&lt;/div&gt;</summary>
		<author><name>Matryx</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Military&amp;diff=19860</id>
		<title>40d:Military</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Military&amp;diff=19860"/>
		<updated>2007-11-05T09:00:16Z</updated>

		<summary type="html">&lt;p&gt;Matryx: Clarification&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== About drafting ==&lt;br /&gt;
You can draft any dwarves in your fortress by pressing {{k|v}} -&amp;gt; {{k|p}}. Then you press {{k|A}} (note: 'A', not 'a'), or alternatively via the military screen {{k|m}} and then {{k|a}} on the dwarves in question (note: 'a', not 'A' on this screen).&lt;br /&gt;
&lt;br /&gt;
If you draft dwarves without any (non-dabbling) combat skills, it will generally produce an unhappy thought. Dwarves with little or no (non-dabbling) &amp;quot;normal&amp;quot; skills will not like being undrafted.&lt;br /&gt;
&lt;br /&gt;
== Promotion / Squads ==&lt;br /&gt;
Pressing {{k|m}} will lead you to the military screen. Here you can promote dwarves and create squads.&lt;br /&gt;
This is done by pressing 'enter' on recruits.  You cannot task a soldier with leading dwarves more skilled than they are.&lt;br /&gt;
&lt;br /&gt;
== Choosing weapons / Armour ==&lt;br /&gt;
Pressing {{k|m}} and then {{k|w}} will show you a weird screen containing: &lt;br /&gt;
*Shortened names for weapon types.&lt;br /&gt;
*A number indicating the number of weapons you want them to carry (note: this is not dual wielding, this is the dwarf carrying a backup weapon slung across their back in case the first weapon becomes stuck in a combatant)&lt;br /&gt;
*A Shortened name for the level of armour they should aim to wear and the shield they should carry.&lt;br /&gt;
Note: Giving a dwarf a weapon will affect their non-military professions, if the weapon in question conflicts with their labour tasks.  E.g. Issueing a mace to a dwarf, will cause them to discard any axe they may be carrying for Woodcutting, or a pick they might use for mining.&lt;br /&gt;
&lt;br /&gt;
== Controlling your squads ==&lt;br /&gt;
By pressing {{k|x}} you will select squads near your marker. You can {{k|s}}tation the squads at the current cursor position if the squad in question is on-duty.&lt;br /&gt;
&lt;br /&gt;
== Training / Sparring ==&lt;br /&gt;
Squads that you marked as &amp;quot;Off Duty&amp;quot; by the squad-management screen in the military screen will head to the barracks and begin sparring to train their skills.  In previous versions of Dwarf Fortress it was possible to get horrendous injuries by letting your dwarves spar with weapons, but there hasn't been a reported case of this in the current version.  {{k|m}} then select the squad in question, press {{k|v}} to view the squad's setting and then {{k|t}} to toggle their on-duty status.&lt;/div&gt;</summary>
		<author><name>Matryx</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Military&amp;diff=20398</id>
		<title>40d Talk:Military</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Military&amp;diff=20398"/>
		<updated>2007-11-05T08:59:36Z</updated>

		<summary type="html">&lt;p&gt;Matryx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;AFAIK, drafting unhappiness is more precice - ANY military skills will mitigate the &amp;quot;draft&amp;quot; thought, and ANY civilian skills will prevent grumpiness about &amp;quot;being relieved.&amp;quot; Don't have proof, though, and I can't check just ATM - can someone look at this?[[User:Thexor|Thexor]] 20:53, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I checked a little.  Dabbling skills are not enough, but novice military skills are sufficient to prevent unhappiness about being drafted, while novice civilian skills prevent angst when the dwarves are relived.  Is it ok as long as they don't become peasants or recruits? --[[User:Mechturk|Mechturk]] 21:53, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Tests:&lt;br /&gt;
* Novice Jeweler&lt;br /&gt;
** enlisted - unhappy&lt;br /&gt;
** trained to Novice Marksdwarf&lt;br /&gt;
** unenlist - did not complain&lt;br /&gt;
* Dabbling Butcher&lt;br /&gt;
** enlisted - unhappy&lt;br /&gt;
** trained to Novice Marksdwarf&lt;br /&gt;
** unenlist - unhappy&lt;br /&gt;
Will update again when dwarfs are no longer unhappy.  Also, it seems to me that marksdwarves need to be stationed near the barracks to practice when they are standing down - can anyone confirm this? --[[User:Mechturk|Mechturk]] 21:53, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I can also add results to the tests above:&lt;br /&gt;
* Novice Marksdwarf / Novice Butcher&lt;br /&gt;
** enlisted - No unhappy thought&lt;br /&gt;
** unenlisted - No unhappy thought&lt;br /&gt;
* Novice Butcher only&lt;br /&gt;
** enlisted - unhappy&lt;br /&gt;
** unenlisted - no unhappy thought&lt;br /&gt;
* Novice Axedwarf / Dabbling Planter&lt;br /&gt;
** enlisted - No unhappy thought&lt;br /&gt;
** unenlisted - unhappy.&lt;br /&gt;
Dwarves don't need to be stationed near the barracks for sparring practice when off-duty, mine (Axedwarves and Marksdwarves) are stationed almost 5 full screens away. [[User:Matryx|Matryx]] 03:59, 5 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Matryx</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Military&amp;diff=19859</id>
		<title>40d:Military</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Military&amp;diff=19859"/>
		<updated>2007-11-05T08:53:40Z</updated>

		<summary type="html">&lt;p&gt;Matryx: Added information about sparring, corrected a few minor errors and reworded some sections for clarity.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== About drafting ==&lt;br /&gt;
You can draft any dwarves in your fortress by pressing {{k|v}} -&amp;gt; {{k|p}}. Then you press {{k|A}} (note: 'A', not 'a'), or alternatively via the military screen {{k|m}} and then {{k|a}} on the dwarves in question (note: 'a', not 'A' on this screen).&lt;br /&gt;
&lt;br /&gt;
If you draft dwarves without any combat skills, it will generally produce an unhappy thought. Dwarves with little or no &amp;quot;normal&amp;quot; skills will not like being undrafted.&lt;br /&gt;
&lt;br /&gt;
== Promotion / Squads ==&lt;br /&gt;
Pressing {{k|m}} will lead you to the military screen. Here you can promote dwarves and create squads.&lt;br /&gt;
This is done by pressing 'enter' on recruits.  You cannot task a soldier with leading dwarves more skilled than they are.&lt;br /&gt;
&lt;br /&gt;
== Choosing weapons / Armour ==&lt;br /&gt;
Pressing {{k|m}} and then {{k|w}} will show you a weird screen containing: &lt;br /&gt;
*Shortened names for weapon types.&lt;br /&gt;
*A number indicating the number of weapons you want them to carry (note: this is not dual wielding, this is the dwarf carrying a backup weapon slung across their back in case the first weapon becomes stuck in a combatant)&lt;br /&gt;
*A Shortened name for the level of armour they should aim to wear and the shield they should carry.&lt;br /&gt;
Note: Giving a dwarf a weapon will affect their non-military professions, if the weapon in question conflicts with their labour tasks.  E.g. Issueing a mace to a dwarf, will cause them to discard any axe they may be carrying for Woodcutting, or a pick they might use for mining.&lt;br /&gt;
&lt;br /&gt;
== Controlling your squads ==&lt;br /&gt;
By pressing {{k|x}} you will select squads near your marker. You can {{k|s}}tation the squads at the current cursor position if the squad in question is on-duty.&lt;br /&gt;
&lt;br /&gt;
== Training / Sparring ==&lt;br /&gt;
Squads that you marked as &amp;quot;Off Duty&amp;quot; by the squad-management screen in the military screen will head to the barracks and begin sparring to train their skills.  In previous versions of Dwarf Fortress it was possible to get horrendous injuries by letting your dwarves spar with weapons, but there hasn't been a reported case of this in the current version.  {{k|m}} then select the squad in question, press {{k|v}} to view the squad's setting and then {{k|t}} to toggle their on-duty status.&lt;/div&gt;</summary>
		<author><name>Matryx</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Volcano&amp;diff=13216</id>
		<title>40d:Volcano</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Volcano&amp;diff=13216"/>
		<updated>2007-11-01T15:25:13Z</updated>

		<summary type="html">&lt;p&gt;Matryx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In v.27 magma can only be found on map squares that either include a volcano or are directly adjacent to a Volcano.&lt;br /&gt;
&lt;br /&gt;
Volcanoes seem to be placed randomly in the world, so are not always associated with mountains or other rocky terrain.&lt;br /&gt;
&lt;br /&gt;
To start on a map that includes a volcano, you will have to search for one. In the fortress mode location chooser, they are not visible on the world map. Scroll around the world looking for a red ^ in the regional map. Select that space, and in the local map, move your starting area to include the square with a dark red ≈, which is the actual magma location.  There may also be additional local magma vents in any of the 8 squares immediately surrounding the volcano.&lt;/div&gt;</summary>
		<author><name>Matryx</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Water_wheel&amp;diff=8647</id>
		<title>40d Talk:Water wheel</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Water_wheel&amp;diff=8647"/>
		<updated>2007-10-31T21:34:34Z</updated>

		<summary type="html">&lt;p&gt;Matryx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I've not used waterwheels yet, so I'm unsure if this is the case, but couldn't you, theoretically, set up a perpetual motion machine using a waterwheel and a screw pump?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The article contradicts itself, it says on the first line &amp;quot;in&amp;quot; a flow, but the next line refers to a flow underneath, which is correct? [[User:Matryx|Matryx]] 17:34, 31 October 2007 (EDT)&lt;/div&gt;</summary>
		<author><name>Matryx</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Screw_pump/archive1&amp;diff=9049</id>
		<title>40d Talk:Screw pump/archive1</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Screw_pump/archive1&amp;diff=9049"/>
		<updated>2007-10-31T17:50:57Z</updated>

		<summary type="html">&lt;p&gt;Matryx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I made some mockups of east-to-west pumps using Unicode characters, but we should really get some full-fledged graphical examples. --[[User:JT|JT]] 07:47, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Is it essential that the rear of the pump be adjacent to an open square over liquid?  I need to do some tests of that, I had assumed from my testing it was sufficient to have the pump just over liquid (so for example, have the rear square on a ramp into a lake) [[User:Matryx|Matryx]] 13:50, 31 October 2007 (EDT)&lt;/div&gt;</summary>
		<author><name>Matryx</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Screw_pump/archive1&amp;diff=9048</id>
		<title>40d Talk:Screw pump/archive1</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Screw_pump/archive1&amp;diff=9048"/>
		<updated>2007-10-31T17:48:47Z</updated>

		<summary type="html">&lt;p&gt;Matryx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I made some mockups of east-to-west pumps using Unicode characters, but we should really get some full-fledged graphical examples. --[[User:JT|JT]] 07:47, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Is it essential that the rear of the pump be adjacent to an open square over liquid?  I need to do some tests of that, I had assumed from my testing it was sufficient to have the pump just over liquid (so for example, have the rear square on a ramp into a lake)&lt;/div&gt;</summary>
		<author><name>Matryx</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Windmill&amp;diff=3124</id>
		<title>40d Talk:Windmill</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Windmill&amp;diff=3124"/>
		<updated>2007-10-31T10:06:52Z</updated>

		<summary type="html">&lt;p&gt;Matryx: &lt;/p&gt;
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&lt;div&gt;I changed the number of required pieces to 4, apparently thats all it needs on my game&lt;br /&gt;
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Does anyone know if it's possible to connect multiple windmills together with gearboxes and axles, then send a single shaft over to your workshops? Will you get twice as much power from twice as many windmills? (I know common sense says you should, but has anyone tried it in the game?)&lt;br /&gt;
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I verified that connecting two windmills does double the power.  Also, added how to get power back to the surface, some folks were having problems with that.    -- Infinity&lt;br /&gt;
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Infinity: Doesn't using so many gear assemblies virtually drain all of the power? Would it not be a better idea to build a pedestal from a series of walls and floors to support a raised windmill, with a single gear assembly underneath it on the surface level? [[User:Matryx|Matryx]] 06:06, 31 October 2007 (EDT)&lt;br /&gt;
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There's an assumption in this article which states that all windmills generate the same amount of power.  I think there is wind-dependancy or height above the land changes how much power is generated.  I've had windmills that power up to 20, but never 40 (yet). We need more information to confirm how it works. --[[User:Gibbonofdoom|Gibbonofdoom]] 05:17, 31 October 2007 (EDT)&lt;/div&gt;</summary>
		<author><name>Matryx</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Screw_pump&amp;diff=4282</id>
		<title>40d:Screw pump</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Screw_pump&amp;diff=4282"/>
		<updated>2007-10-31T09:00:09Z</updated>

		<summary type="html">&lt;p&gt;Matryx: Adding information that screw pumps draw liquid *up*.&lt;/p&gt;
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&lt;div&gt;A '''screw pump''' can remove [[water]] from one location. Its size is two tiles by one tile, and it can be either manually operated by a [[dwarf]] with the [[pump operator]] job or by using a [[water wheel]] or [[windmill]] (along with [[axle]]s and [[Gear assembly|gear assemblies]] to move the [[power]]). The direction you want the water to travel must be chosen at the time of construction.&lt;br /&gt;
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Construction requires an enormous [[corkscrew]], [[stone blocks]], and a [[pipe]] section.&lt;br /&gt;
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Having specified the direction of travel, you must ensure that the source side of the pump is placed above (in the Z axis) a liquid. The screw pump will draw the liquid up from below, and distribute it out of the other side of the pump.&lt;/div&gt;</summary>
		<author><name>Matryx</name></author>
	</entry>
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