<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Midna</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Midna"/>
	<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php/Special:Contributions/Midna"/>
	<updated>2026-05-09T21:35:25Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Bee&amp;diff=136436</id>
		<title>v0.31:Bee</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Bee&amp;diff=136436"/>
		<updated>2011-02-17T23:19:42Z</updated>

		<summary type="html">&lt;p&gt;Midna: Added redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[DF2010:Honey bee]]&lt;/div&gt;</summary>
		<author><name>Midna</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Orpiment&amp;diff=133895</id>
		<title>v0.31:Orpiment</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Orpiment&amp;diff=133895"/>
		<updated>2010-12-22T20:25:30Z</updated>

		<summary type="html">&lt;p&gt;Midna: Rated article &amp;quot;Fine&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|20:25, 22 December 2010 (UTC)}}{{stonelookup/0}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Orpiment''' is an unremarkable yellow stone found in small quantities in igneous extrusive layers. It is one of the few stones which will ''boil'' in magma.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{stones}}&lt;/div&gt;</summary>
		<author><name>Midna</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Cave_floater&amp;diff=116956</id>
		<title>v0.31:Cave floater</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Cave_floater&amp;diff=116956"/>
		<updated>2010-06-05T00:05:22Z</updated>

		<summary type="html">&lt;p&gt;Midna: Added a period.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|08:00, 22 May 2010 (UTC)}}{{CreatureInfo v0.31|name=Cave Floater&lt;br /&gt;
|biome= * Subterranean {{L|caverns}}&lt;br /&gt;
* Underground depth 3&lt;br /&gt;
|symbol=f|color=6:0:1|bones=0|meat=0|fat=0|modvalue=1|skulls=0|skin=Yes&lt;br /&gt;
|wiki=no}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
:''A floating pod with eye-stalks.  It can spray poison and it gives off poison gas when punctured.''&lt;br /&gt;
&lt;br /&gt;
'''Cave floaters''' are small floating balls of {{L|syndrome}}. The good news is said syndrome won't kill your dwarfs, the bad news is it's nearly impossible to avoid contamination as it's an inhaled projectile weapon. Optimally you'll want to arrow it from afar.&lt;br /&gt;
&lt;br /&gt;
If you manage to kill a cave floater without puncturing it take care NOT to butcher the corpse, as it will detonate the gas right there in the butcher's shop. It's not generally worth it anyways, as the only thing produced will be a single cave floater skin. Cave Floaters can be kept as pets, but it probably isn't a good idea to do so, as cave floater gas doesn't play favorites.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Midna</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template_talk:ArticleVersion&amp;diff=105196</id>
		<title>Template talk:ArticleVersion</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template_talk:ArticleVersion&amp;diff=105196"/>
		<updated>2010-05-06T23:00:34Z</updated>

		<summary type="html">&lt;p&gt;Midna: /* Formatting */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Having one template that covers both old and new articles is, I think, a mistake. (I didn't know it was the same at first.)  When it comes time to change the latest to &amp;quot;old&amp;quot;, it will require that every one be checked - and there is no way to keep track of that. &lt;br /&gt;
&lt;br /&gt;
Instead, having one &amp;quot;old info&amp;quot; template, and one &amp;quot;current info&amp;quot; template would allow users/Admin to go out and change all the &amp;quot;current info&amp;quot; articles to &amp;quot;old&amp;quot;, and then proceed from there.  The serve diff functions, they should not be the same.--[[User:Albedo|Albedo]] 20:23, 17 March 2010 (UTC)&lt;br /&gt;
:You're absolutely right, of course. I'm not quite certain why I didn't think of splitting this into separate templates, but it clearly should be. There's also the matter of Emi's recent changes assuming the presence of a &amp;quot;DF2010&amp;quot; pseudonamespace which, at this moment, does not exist. --[[User:Quietust|Quietust]] 23:19, 17 March 2010 (UTC)&lt;br /&gt;
::Albedo, I'm getting the feeling that you don't understand how this template works. When it comes time to change the latest to &amp;quot;old&amp;quot; one line will have to be changed in this template's code, and then every single one will have changed to read &amp;quot;out of date&amp;quot;. The entire premise of having one template that uses parser functions to determine what appears, is so that no one will ever have to go through every article to check the templates. You'll notice that [[40d:Milk]] shows up as out of date, but that [[DF2010:Milk]] shows up as current. This is because the template is looking for what namespace the page it appears on is in, and it appears differently depending on what namespace it is. &lt;br /&gt;
&lt;br /&gt;
::Also, to Quietust, the 'fixes' you made to the template were actually to intentional errors. I wanted to avoid doing things that would have to be reversed later as much as possible, but still wanted to test. So to avoid having to ask Briess to temporarily add DF2010 as a namespace, I left the namespace check for current blank. As for the non-existent DF2010: I just wanted something to test with, I never meant to imply that the DF2010 namespace was the one people had agreed upon. &lt;br /&gt;
&lt;br /&gt;
::If you need me to explain more, I'd be happy to. I'm also lurking around on IRC (newnet as Emi). [[User:Emi|Emi]] 00:17, 18 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Why is this template not working?  I never see links to the old 40d articles that still actually have content.  It is very annoying. --[[User:Altaree|Altaree]] 13:14, 2 April 2010 (UTC)&lt;br /&gt;
:It's working fine for me.  What page are you seeing this on?  Remember, it only links to the 40d article if the 40d article exists with the exact same name. --[[User:Briess|Briess]] 13:16, 2 April 2010 (UTC)&lt;br /&gt;
::whoops, I'm wrong.  A new DF2010 page must be created with an av template to allow me to see the link back to the 40d article on the redirect.  ick. --[[User:Altaree|Altaree]] 13:18, 2 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Some notes... ==&lt;br /&gt;
&lt;br /&gt;
First off, for some reason, on the legacy and current versions of the template, there's an extra line at the top which screws up the layout of the page a bit. I can't find where it's getting that from.&lt;br /&gt;
&lt;br /&gt;
Secondly, I really don't think this template should throw the pages into a category. If it's going to be on every page, and it looks like it will, the categories will just become huge and useless. Categories are going to be tricky to work with now with the split, but this is certainly not the way to do it.&lt;br /&gt;
&lt;br /&gt;
Finally, if this is going to be on every page, it needs to be as discrete as possible. I suggest scaling down the text, and making the colors more subtle.&lt;br /&gt;
&lt;br /&gt;
Thoughts? --[[User:Mikaka|Mikaka]] 04:58, 3 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Previous versions were even less discrete, this was a compromise between discreteness and people being able to notice it and easily find different version of the articles. &lt;br /&gt;
&lt;br /&gt;
:As for the layout problem, could you link me to a page where this problem is occurring? &lt;br /&gt;
&lt;br /&gt;
:As for the categories, I'm not sure what I think about them. [[user:Emi|&amp;lt;span style=&amp;quot;color:#8a4e4e&amp;quot;&amp;gt;Emi&amp;lt;/span&amp;gt;]] [[user_talk:Emi|&amp;lt;span style=&amp;quot;color:#6a3e4e&amp;quot;&amp;gt;[T]&amp;lt;/span&amp;gt;]] 05:01, 3 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Your recent edit fixed the layout. The template table now rests snugly against the top of the articles in question. Thanks. Perhaps we can turn up the discreteness once people become used to having to the new system. For now it works. --[[User:Mikaka|Mikaka]] 05:12, 3 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Font Size==&lt;br /&gt;
Could you please increase the font size of the alternate version links? Particularly 40d? They are very small at the moment and I think they could be quite easily missed by a lot of the &amp;lt;s&amp;gt;congregation&amp;lt;/s&amp;gt; users. [[User:Garanis|Garanis]] 15:12, 8 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Formatting ==&lt;br /&gt;
&lt;br /&gt;
Shouldn't this be using style sheets for its links and such? People seem to be having a lot of individual issues with it, but if the template were using CSS, they could fix it themselves. That is, they could do it '''without''' being lynched by people who liked it the way it was before they made their edits. ~ [[User:Midna|Midna]] 23:00, 6 May 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Midna</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Midna/magmawiki.css&amp;diff=105192</id>
		<title>User:Midna/magmawiki.css</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Midna/magmawiki.css&amp;diff=105192"/>
		<updated>2010-05-06T22:06:51Z</updated>

		<summary type="html">&lt;p&gt;Midna: Created page with 'div#projw-left, div#projw-right, div#p-googleadsense { display: none; }'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;div#projw-left, div#projw-right, div#p-googleadsense { display: none; }&lt;/div&gt;</summary>
		<author><name>Midna</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Creature_token&amp;diff=103103</id>
		<title>v0.31:Creature token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Creature_token&amp;diff=103103"/>
		<updated>2010-05-04T20:24:29Z</updated>

		<summary type="html">&lt;p&gt;Midna: Added to list of tokens&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{fine}}&lt;br /&gt;
&lt;br /&gt;
Tentative at best in some cases. Legacy stuff unlisted.&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==A==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| ALCOHOL_DEPENDENT &lt;br /&gt;
|  &lt;br /&gt;
| Creature needs alcohol to get through the working day.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ALL_ACTIVE &lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in day, night, and twilight. Seems to be a separate value from DIURNAL/NOCTURNAL/CREPUSCULAR, rather than implying them. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ALTTILE &lt;br /&gt;
|  &lt;br /&gt;
| If set, the creature will blink between its [TILE] and its [ALTTILE]. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| AMBUSHPREDATOR &lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature start out hidden. Used by giant cave spiders. May make webs hidden too&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| AMPHIBIOUS &lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to breathe with or without water. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| APP_MOD_GENETIC_MODEL&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| APP_MOD_IMPORTANCE&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| Determines how important the appearance modifier is, for determining whether it shows up in the creature description.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| APP_MOD_NOUN &lt;br /&gt;
| &lt;br /&gt;
*noun&lt;br /&gt;
*SINGULAR or PLURAL &lt;br /&gt;
| creates a noun for the appearance and whether it is singular or plural&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| APP_MOD_RATE &lt;br /&gt;
| &lt;br /&gt;
*Rate (integer)&lt;br /&gt;
*Scale (DAILY,  YEARLY)&lt;br /&gt;
*min:max  of growth&lt;br /&gt;
*start year:end year &lt;br /&gt;
| setting the growth rate of the modifier&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| APPLY_CREATURE_VARIATION &lt;br /&gt;
| &lt;br /&gt;
*CV TEMPLATE NAME &lt;br /&gt;
| Loads the [[Creature Variation]] Template specified.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| APPLY_CURRENT_CREATURE_VARIATION &lt;br /&gt;
|  &lt;br /&gt;
| Applies loaded [[Creature Variation]]&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| AQUATIC &lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to breathe underwater, but causes it to &amp;quot;drown&amp;quot; out of water. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ARENA_RESTRICTED &lt;br /&gt;
|  &lt;br /&gt;
| Does not appear in arena mode list&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK &lt;br /&gt;
| &lt;br /&gt;
*token&lt;br /&gt;
*bodypart&lt;br /&gt;
*selection criteria&lt;br /&gt;
*location &lt;br /&gt;
| Defines the attack name, and the body part used.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_CONTACT_PERC &lt;br /&gt;
| &lt;br /&gt;
*% value &lt;br /&gt;
| amount of available tissue used in attack&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_FLAG_CANLATCH &lt;br /&gt;
|  &lt;br /&gt;
| Enables an attacker to occasionally latch on with the bodypart used by an attack when an attack with this flag in it's definition is made.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_FLAG_EDGE &lt;br /&gt;
|  &lt;br /&gt;
| attack type&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_FLAG_WITH &lt;br /&gt;
|  &lt;br /&gt;
| In adventure mode, displays the name of the body part used by an attack when announcing the attack.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_PENETRATION_PERC &lt;br /&gt;
| &lt;br /&gt;
*% value &lt;br /&gt;
| probably amount of material that makes contact when penetration is done&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_PRIORITY &lt;br /&gt;
| &lt;br /&gt;
*MAIN or SECOND &lt;br /&gt;
| use of the attack in combat. Secondary attacks are only used if main attacks are impossible.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_SKILL &lt;br /&gt;
| &lt;br /&gt;
*skill used ({{L|Skill tokens}})&lt;br /&gt;
| defines the attack skill used&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_TRIGGER &lt;br /&gt;
| pop:exported wealth:created wealth{{verify}}&lt;br /&gt;
| stages when a megabeast will attack a site&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_VERB &lt;br /&gt;
| 2nd person:3rd person &lt;br /&gt;
| descriptive text for the attack&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==B==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| BABY &lt;br /&gt;
| integer &lt;br /&gt;
| age at which creature is considered a child&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BABYNAME &lt;br /&gt;
| singular:plural &lt;br /&gt;
| name at caste level&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BEACH_FREQUENCY &lt;br /&gt;
|  &lt;br /&gt;
| Whales and jellyfish have this. Controls the beaching frequency of the creature. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BENIGN &lt;br /&gt;
|  &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;tame&amp;quot; maps (includes elephants), which will generally avoid dwarves, although they may chase and/or attack them if they get too close). &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BIOME &lt;br /&gt;
| &lt;br /&gt;
* biome token&lt;br /&gt;
| Select a {{L|Biome}} the creature may appear in. See {{L|Biome Tokens}}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BLOOD, PUS, OTHER MATERIAL state definition &lt;br /&gt;
| &lt;br /&gt;
*selection criteria. Often LOCAL_CREATURE_MAT, although other selection criteria may work too.&lt;br /&gt;
*selected material&lt;br /&gt;
*matter state (LIQUID, GAS, ALL_SOLID) | Controls bleeding behaviour&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BODY &lt;br /&gt;
| body parts &lt;br /&gt;
| Draws body parts from OBJECT:BODY files (such as body_default.txt)&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BODY_APPEARANCE_MODIFIER &lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest | These body modifiers give individual dwarves different characteristics.  In the case of HEIGHT, BROADNESS and LENGTH, the modifier is also a percentage change to the BODY_SIZE of the individual creature.  The seven numbers afterward give a distribution of ranges.  Each interval has an equal chance of occurring.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BODY_DETAIL_PLAN &lt;br /&gt;
| PlanName, PlanName:type:type:type:etc &lt;br /&gt;
| loads a plan listed OBJECT:BODY_DETAIL_PLAN files, such as b_detail_plan_default.txt. Mass applies USE_MATERIAL_TEMPLATE, mass alters RELSIZE, alters body part positions, and will allow tissue layers to be defined. Tissue layers are defined in order of skin to bone here.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BODY_SIZE&lt;br /&gt;
| years:days:size &lt;br /&gt;
| sets up size at a given time. Size is roughly equal to the creature's average weight in grams.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BODYGLOSS &lt;br /&gt;
| gloss &lt;br /&gt;
| Substitutes body part text with replacement text. Draws gloss information from OBJECT:BODY files (such as body_default.txt)&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BONECARN &lt;br /&gt;
|  &lt;br /&gt;
| Creature 'eats' bones. Eating bones makes their happiness go up, but can cause death (suffocation). This tag implies CARNIVORE. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BP_APPEARANCE_MODIFIER &lt;br /&gt;
| &lt;br /&gt;
*QUALITY&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest &lt;br /&gt;
| sets up the breadth of possibilities for appearance qualities for a selected BP group. EG. Eyes (CLOSE_SET, DEEP_SET, ROUND_VS_NARROW, LARGE_IRIS),Lips (THICKNESS), Nose (BROADNESS, LENGTH, UPTURNED, CONVEX), Ear (SPLAYED_OUT, HANGING_LOBES, BROADNESS, HEIGHT), Tooth (GAPS), Skull (HIGH_CHEEKBONES, BROAD_CHIN, JUTTING CHIN, SQUARE_CHIN), Neck (DEEP_VOICE, RASPY_VOICE), Head (BROADNESS, HEIGHT)&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BUILDINGDESTROYER &lt;br /&gt;
| 1 or 2 &lt;br /&gt;
| Allows a creature to destroy furniture and buildings. Value [1] targets mostly doors, hatches, furniture and the like. Value [2] targets anything not made with the b + C commands. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| CAN_LEARN &lt;br /&gt;
|  &lt;br /&gt;
| CAN_LEARN &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CAN_SPEAK &lt;br /&gt;
|  &lt;br /&gt;
| Can talk. Note that it is not necessary for a creature to gain social skills. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CANNOT_UNDEAD &lt;br /&gt;
|  &lt;br /&gt;
| Cannot be turned into a zombie or skeletal undead&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CANOPENDOORS &lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to open doors. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CARNIVORE &lt;br /&gt;
|  &lt;br /&gt;
| Creature eats meat&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CASTE &lt;br /&gt;
| &lt;br /&gt;
*name &lt;br /&gt;
| defines a caste&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CASTE_ALTTILE&lt;br /&gt;
|&lt;br /&gt;
*tile number or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific alttile. Expects CASTE_TILE&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CASTE_COLOR&lt;br /&gt;
|&lt;br /&gt;
*fg&lt;br /&gt;
*bg&lt;br /&gt;
*brightness&lt;br /&gt;
| Creature tile color of the caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CASTE_GLOWCOLOR&lt;br /&gt;
|&lt;br /&gt;
*fg&lt;br /&gt;
*bg&lt;br /&gt;
*brightness&lt;br /&gt;
| GLOWTILE color of the caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CASTE_GLOWTILE&lt;br /&gt;
|&lt;br /&gt;
*tile value or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific glowtile&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CASTE_NAME &lt;br /&gt;
| singular:plural:adjective &lt;br /&gt;
| The name of the caste of the creature in the game.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CASTE_PROFESSION_NAME &lt;br /&gt;
| &lt;br /&gt;
*Profession&lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| alters the name of the given profession, caste-specific&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CASTE_SPEECH&lt;br /&gt;
| speech file?&lt;br /&gt;
| Possibly a caste-specific instance of the SPEECH token&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CASTE_TILE&lt;br /&gt;
|&lt;br /&gt;
* tile number or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific creature tile.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CAVE_ADAPT &lt;br /&gt;
|  &lt;br /&gt;
| Gives the creature a bonus in caves. Also causes [[Cave adaptation]]. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CE_X &lt;br /&gt;
| &lt;br /&gt;
*SEV:&amp;lt;value&amp;gt;  (severity, higher is worse)&lt;br /&gt;
*PROB:&amp;lt;value(1-100)&amp;gt; (probability)&lt;br /&gt;
*RESISTABLE (optional) allows resistance&lt;br /&gt;
*SIZE_DILUTES (optional) lessens effect based on size &lt;br /&gt;
Place effected:&lt;br /&gt;
*LOCALIZED (optional)&lt;br /&gt;
*VASCULAR_ONLY (optional)&lt;br /&gt;
*MUSCULAR_ONLY (optional)&lt;br /&gt;
*BP:(select BY_CATEGORY, BY_TYPE, or BY_TOKEN):category, type or token:tissues affected (specific or ALL) (optional)&lt;br /&gt;
Timeline:&lt;br /&gt;
*Start:effect start time&lt;br /&gt;
*Peak:effect peak time&lt;br /&gt;
*End:effect end time&lt;br /&gt;
| Specifies the way that a syndrome affects a creature - more detail can be found on the [[Syndrome#Creature effect tokens|Syndromes page]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHANGE_BODY_SIZE_PERC&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CHILD &lt;br /&gt;
| integer &lt;br /&gt;
| age at which creature is considered an adult&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CHILD_BODYPART_GROUP &lt;br /&gt;
| &lt;br /&gt;
*master selection, BY_CATEGORY, BY_TYPE, BY_TOKEN.&lt;br /&gt;
*master location&lt;br /&gt;
*specific selection, BY_CATEGORY, BY_TYPE, BY_TOKEN.&lt;br /&gt;
*specific location &lt;br /&gt;
| selects all parts of a group to be used.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CHILDNAME &lt;br /&gt;
| singular:plural &lt;br /&gt;
| name at caste level&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CLUSTER_NUMBER &lt;br /&gt;
|&lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
| The minimum/maximum numbers of how many creatures per spawned cluster. Certain vermin fish use this token in combination with temperate ocean and river biome tokens to perform seasonal migrations.&lt;br /&gt;
e.g. [CLUSTER_NUMBER:1:3] &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| COLDDAM_POINT &lt;br /&gt;
| value &lt;br /&gt;
| The minimum temperature limit before the creature starts taking damage from freezing. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| COLOR &lt;br /&gt;
| foreground:background:brightness &lt;br /&gt;
| Color  of the creature's tile. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| COMMON_DOMESTIC &lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be brought with immigrants and when creating a new fortress, as long as the creature also includes at least one of the following tokens: PET, PACK_ANIMAL, WAGON_PULLER, MOUNT.  In addition, the creature must be NATURAL rather than FANCIFUL&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| COOKABLE_LIVE &lt;br /&gt;
|  &lt;br /&gt;
| Set this to allow the creature to be cooked in meals without first being cleaned.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| COPY_TAGS_FROM &lt;br /&gt;
| &lt;br /&gt;
*CREATURE NAME&lt;br /&gt;
| Copies tags from another specified creature.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CREATURE &lt;br /&gt;
| name &lt;br /&gt;
| What the game looks for when generating creatures.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CREATURE_CLASS &lt;br /&gt;
|&lt;br /&gt;
*classname&lt;br /&gt;
| Creature class. Can be anything, but only existing use is GENERAL_POISON. Appears to only be used for Syndromes. Supposedly can also be used for entity positions.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CREATURE_TILE &lt;br /&gt;
| 'character' or tile number &lt;br /&gt;
| The symbol of the creature in ASCII mode.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CREPUSCULAR &lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in twilight. This tag functions as a combination of the two tags VESPERTINE and MATUTINAL. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CURIOUSBEAST_EATER &lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to steal and eat edible items from you. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CURIOUSBEAST_GUZZLER &lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to (very quickly) drink your alcohol. Also affects undead versions of the creature. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CURIOUSBEAST_ITEM &lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to steal things (apparently the highest value it can find). &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CV_ADD_TAG &lt;br /&gt;
| &lt;br /&gt;
*TAG NAME &lt;br /&gt;
| Adds a tag. Used in conjunction with creature variation templates.  &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CV_REMOVE_TAG &lt;br /&gt;
| &lt;br /&gt;
*TAG NAME &lt;br /&gt;
| Removes a tag. Used in conjunction with creature variation templates. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==D==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| DEMON&lt;br /&gt;
|  &lt;br /&gt;
| Typically found on genned [[demon]]s; sets the creature as a potential spawn for [[Hidden Fun Stuff]]&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| DEMON_UNIQUE&lt;br /&gt;
|  &lt;br /&gt;
| Typically found on genned [[demon]]s; sets the creature as capable of &amp;quot;emerging from the underworld&amp;quot; and taking over during worldgen.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| DESCRIPTION &lt;br /&gt;
| text &lt;br /&gt;
| A brief description of the creature type.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| DIFFICULTY &lt;br /&gt;
| integer &lt;br /&gt;
| Toady: &amp;quot;Difficulty determines how deep it places them in adventure mode/reclaim caves, and the chance that they are wounded the first few river attacks.&amp;quot; Also increases experience gain during adventure mode. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| DIURNAL &lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in day. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| DOES_NOT_EXIST &lt;br /&gt;
|  &lt;br /&gt;
| Creature does not actually exist; used for fanciful creatures.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| DRAGONFIREBREATH &lt;br /&gt;
|  &lt;br /&gt;
| Creature breathes fire in a cone. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==E==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EQUIPMENT_WAGON &lt;br /&gt;
|  &lt;br /&gt;
| Implies two unknown flags, NOSTUN, NONAUSEA, NOBLEED, NOEMOTION, NOSTUCKINS, SEVERONBREAKS, NOSKULL, NOSKIN, NOBONES, NOMEAT, PARALYZEIMMUNE, NOFEAR, NOSMELLYROT, NOTHOUGHT, NO_GENDER. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| EQUIPS &lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to wear or wield items.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| EVIL &lt;br /&gt;
|  &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;evil&amp;quot; maps&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| EXTRAVISION &lt;br /&gt;
|  &lt;br /&gt;
| Creature can see regardless of whether it has working eyes. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==F==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| FANCIFUL &lt;br /&gt;
|  &lt;br /&gt;
| Makes every civilization know about the creature. The creature won't occur in regular material preference lists. The tag also adds some art value modifiers. Used for things like dragons and other legendary creatures. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FEATURE_ATTACK_GROUP&lt;br /&gt;
|&lt;br /&gt;
| Found on subterranean animalmen.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FEMALE &lt;br /&gt;
|  &lt;br /&gt;
| all female&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FIREBREATH &lt;br /&gt;
|  &lt;br /&gt;
| The creature breathes fire projectiles (as opposed to DRAGONFIREBREATH, which is in a cone).&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FIREIMMUNE &lt;br /&gt;
|  &lt;br /&gt;
| As of versionv0.28.181.40d, the FIREIMMUNE token had no effect on a creature's resistance to flame or heat. However, it did affect ability to swim in magma in adventure mode, as well as display of &amp;quot;You are caught in a pool of magma!&amp;quot; warning messages.  It is unknown if these effects persist in DF 2010.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FIREIMMUNE_SUPER &lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to DRAGONFIREBREATH. AI acts as if FIREIMMUNE. May or may not imply FIREIMMUNE. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FISHITEM &lt;br /&gt;
|  &lt;br /&gt;
| Needs to be cleaned at a fishery&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FIXED_TEMP &lt;br /&gt;
| temperature &lt;br /&gt;
| The natural heat generated by the creature.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FLEEQUICK &lt;br /&gt;
|  &lt;br /&gt;
| Determines how soon a creature flees in a losing battle. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FLIER &lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to fly. Currently, an AI bug prevents this from being useful on PC races in fortress mode. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FREQUENCY &lt;br /&gt;
|&lt;br /&gt;
*number, max 100&lt;br /&gt;
| Determines the time between creature spawns in Fortress Mode. Higher is more occurrences per time unit. Creatures without a frequency statement default to 50. Almost all others have either [FREQUENCY:5] or [FREQUENCY:100].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==G==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| GENERAL_BABY_NAME &lt;br /&gt;
| singular:plural &lt;br /&gt;
| name at creature level&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GENERAL_CHILD_NAME &lt;br /&gt;
| singular:plural &lt;br /&gt;
| name at creature level&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GENERATED&lt;br /&gt;
|  &lt;br /&gt;
| Found on generated creatures like [[Forgotten beast]]s and [[Demon]]s.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GETS_INFECTIONS_FROM_ROT &lt;br /&gt;
|  &lt;br /&gt;
| can be infected by rot&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GETS_WOUND_INFECTIONS &lt;br /&gt;
|  &lt;br /&gt;
| can be infected from wounds&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GLOWCOLOR &lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*brightness &lt;br /&gt;
| The colour of the GLOWTILE of the creature &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GLOWTILE &lt;br /&gt;
| ascii character &lt;br /&gt;
| If present, the being glows in the dark (generally used for Adventure Mode). The tile is what replaces the being's current tile when it is obscured from your sight by darkness. The default setting for kobolds (a yellow quotation mark) provides a nice &amp;quot;glowing eyes&amp;quot; effect. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GNAWER &lt;br /&gt;
| verb (gnawed) &lt;br /&gt;
| The creature chews on food storage containers. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GO_TO_END &lt;br /&gt;
|  &lt;br /&gt;
| uncertain use, definitely refers to Creature Variants template&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GO_TO_START &lt;br /&gt;
|  &lt;br /&gt;
| uncertain use, definitely refers to Creature Variants template&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GOOD &lt;br /&gt;
|  &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;good&amp;quot; maps&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GRASSTRAMPLE &lt;br /&gt;
| value &lt;br /&gt;
| Determines the percentage chance of trampling and killing grass when a creature steps on it. Set [GRASSTRAMPLE:0] to make grass never trampled by the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GRAVITATE_BODY_SIZE&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==H==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| HAS_NERVES &lt;br /&gt;
|  &lt;br /&gt;
| This makes the creature susceptible to severed nerves when muscles are torn in limb, grasp and stance parts.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| HEATDAM_POINT &lt;br /&gt;
| value &lt;br /&gt;
| The maximum temperature limit before the creature will start recieving damage from heat.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| HOMEOTHERM &lt;br /&gt;
|  &lt;br /&gt;
| Default 'NONE'. The creature's normal body [[DF2010:Temperature |temperature]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==I==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| IF_EXISTS_SET_BOILING_POINT &lt;br /&gt;
| value &lt;br /&gt;
| The temperature at which the creature boils into goo.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| IF_EXISTS_SET_MELTING_POINT &lt;br /&gt;
| value &lt;br /&gt;
| The temperature at which the creature will melt into goo. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| IGNITE_POINT &lt;br /&gt;
| value &lt;br /&gt;
| The temperature at which the creature will burst into flames&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| IMMOBILE_LAND &lt;br /&gt;
|  &lt;br /&gt;
| The creature is immobile while on land &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| IMMOLATE &lt;br /&gt;
|  &lt;br /&gt;
| Will ignite, and potentially completely destroy, items the creature is standing on. Keep booze away from critters with this tag. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| INSULATION &lt;br /&gt;
| value &lt;br /&gt;
| increases the insulation of a selected material&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| INTELLIGENT &lt;br /&gt;
|  &lt;br /&gt;
| Implies CAN_CIV, CAN_SPEAK, CAN_LEARN.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ITEMCORPSE &lt;br /&gt;
|     &lt;br /&gt;
* Item token&lt;br /&gt;
    * subtype &lt;br /&gt;
NO_SUBTYPE&lt;br /&gt;
    * matgloss token&lt;br /&gt;
    * NO_RACEGLOSS &lt;br /&gt;
USE_RACEGLOSS USE_SHARPSTONE &lt;br /&gt;
| Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, etc). The first parameter determines the item type; the second parameter is the subtype indicated in the raw file (such as WEAPON_WHIP); the third indicates the material type if the item type takes a specific material (e.g. &amp;quot;&amp;quot;IRON&amp;quot;&amp;quot; if the corpse type is &amp;quot;&amp;quot;STATUE&amp;quot;&amp;quot;). USE_RACEGLOSS applies if the creature has a material glossary assigned by the &amp;quot;&amp;quot;HAS_RACEGLOSS:&amp;quot;&amp;quot; flag and will select neccesary adjectives and material from that glossary.&lt;br /&gt;
As of 31_01, RACEGLOSS may no longer be in the game.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ITEMCORPSE_QUALITY &lt;br /&gt;
|  &lt;br /&gt;
| The quality of an item-type corpse left behind; 5 is masterpiece-level. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==L==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| LARGE_PREDATOR &lt;br /&gt;
|  &lt;br /&gt;
| Will attack things that are smaller than it (like dwarves). Only one group of &amp;quot;large predators&amp;quot; will appear on any given map (possibly two groups on &amp;quot;savage&amp;quot; maps). In adventure mode, large predators will try to ambush and attack you (and your party will attack them back). Also, they can be mentioned in the intro paragraph when starting a fortress e.g. &amp;quot;ere the wolves get hungry.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| LARGE_ROAMING &lt;br /&gt;
|  &lt;br /&gt;
| In Fortress Mode, spawns outdoors and is not a vermin creature. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| LIGAMENTS &lt;br /&gt;
| &lt;br /&gt;
*selection criteria. Often LOCAL_CREATURE_MAT, although other selection criteria may work too.&lt;br /&gt;
*selected material&lt;br /&gt;
*healing rate &lt;br /&gt;
| defines the qualities of ligaments&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| LIGHT_GEN &lt;br /&gt;
|  &lt;br /&gt;
| The creature will generate light, such as in adventurer mode at night. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| LIKES_FIGHTING &lt;br /&gt;
|  &lt;br /&gt;
| The creature will attack enemies rather than flee from them. This tag has the same effect on player-controlled creatures - included modded dwarves. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| LISP &lt;br /&gt;
|  &lt;br /&gt;
| Creature multiplies 'S' when talking. Ex: &amp;quot;My name isss Recisssiz.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LITTERSIZE&lt;br /&gt;
| &lt;br /&gt;
* minumum&lt;br /&gt;
* maximum&lt;br /&gt;
| Determines the random chance of how many creatures are generated when giving birth. [LITTERSIZE:1:2]&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| LOCKPICKER &lt;br /&gt;
|  &lt;br /&gt;
| Lets a creature open doors that are set to forbidden in Fortress Mode.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| LOOSE_CLUSTERS &lt;br /&gt;
|  &lt;br /&gt;
| The creatures will scatter if they have this tag, or form tight packs if they don't. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==M==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MAGMA_VISION &lt;br /&gt;
|  &lt;br /&gt;
| Creature's able to see while covered in magma. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MALE &lt;br /&gt;
|  &lt;br /&gt;
| all male&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MANNERISM_?? &lt;br /&gt;
| &lt;br /&gt;
*occassionally body part &lt;br /&gt;
| Adds a possible mannerism to the creature's profile.&lt;br /&gt;
Refer to {{L|Creature Token Mannerisms|Mannerisms}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MATERIAL&lt;br /&gt;
|&lt;br /&gt;
*material id&lt;br /&gt;
| Begins defining a new material.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MATERIAL_BREATH_ATTACK &lt;br /&gt;
| &lt;br /&gt;
*MATERIAL TYPE (TISSUE, INORGANIC)&lt;br /&gt;
*MATERIAL NAME&lt;br /&gt;
*MATERIAL STATE (TRAILING_DUST_FLOW, TRAILING_VAPOR_FLOW, TRAILING_GAS_FLOW, SOLID_GLOB, LIQUID_GLOB, UNDIRECTED_GAS, UNDIRECTED_VAPOR, UNDIRECTED_DUST) &lt;br /&gt;
| Creates an attack referencing a material, using a given type of breath attack.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MAXAGE &lt;br /&gt;
| min:max &lt;br /&gt;
| range of time in which death from old age may occur&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MEANDERER &lt;br /&gt;
|  &lt;br /&gt;
| Gives a creature random movement. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MEGABEAST &lt;br /&gt;
|  &lt;br /&gt;
| Appears on fortress territory in Fortress Mode occasionally. Implies SEMIMEGABEAST. Also can be worshipped&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|MENT_ATT_CAP_PERC&lt;br /&gt;
|&lt;br /&gt;
*ATTRIBUTE Token&lt;br /&gt;
*Cap %&lt;br /&gt;
|Default is 200.  This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MENT_ATT_RANGE &lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest | sets up a mental attribute's range of values. Max of 5000.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MENT_ATT_RATES&lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE Token&lt;br /&gt;
*cost to improve&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&lt;br /&gt;
| Attribute gain/decay rates. Defaults for are 500:2:3:2, except for RECUPERATION and DISEASE_RESISTANCE that don't have change rates. The last three slots may be replaced by NONE.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MILKABLE &lt;br /&gt;
| &lt;br /&gt;
*LOCAL_CREATURE_MAT:MILK:amount &lt;br /&gt;
| Allows the creature to be milked. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MISCHIEVIOUS &lt;br /&gt;
|  &lt;br /&gt;
| Will pull any levers it comes across (requires confirmation). &amp;quot;They go on little missions to mess with various fortress buildings, not just levers.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MOUNT &lt;br /&gt;
|  &lt;br /&gt;
| Creature may be used as a mount&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MOUNT_EXOTIC &lt;br /&gt;
|  &lt;br /&gt;
| You need the Dungeon master noble to mount the creature. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MULTIPLE_LITTER_RARE &lt;br /&gt;
|  &lt;br /&gt;
| Makes litters with more than one offspring rare. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MULTIPLY_VALUE &lt;br /&gt;
| &lt;br /&gt;
*Multiplier &lt;br /&gt;
| multiplies value of materials&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MUNDANE &lt;br /&gt;
|  &lt;br /&gt;
| Marks if the creature is an actual real-life creature. Only used for age-names at present. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==N==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| NAME &lt;br /&gt;
| singular:plural:adjective &lt;br /&gt;
| What the creature is actually called in game.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NATURAL &lt;br /&gt;
|  &lt;br /&gt;
| Animal is considered to be natural.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_AUTUMN  &lt;br /&gt;
|  &lt;br /&gt;
| does not appear this season.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_DIZZINESS &lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot become dizzy&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_DRINK &lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to drink. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_EAT &lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to eat. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_FEVERS &lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot suffer fevers&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_SLEEP &lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to sleep. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_SPRING &lt;br /&gt;
|  &lt;br /&gt;
| does not appear this season.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_SUMMER &lt;br /&gt;
|  &lt;br /&gt;
| does not appear this season.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_THOUGHT_CENTER_FOR_MOVEMENT &lt;br /&gt;
|  &lt;br /&gt;
| Probably shorthand for movement being unaffected by damage in general.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_WINTER &lt;br /&gt;
|  &lt;br /&gt;
| does not appear this season.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOBONES &lt;br /&gt;
|  &lt;br /&gt;
| Creature has no bones.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOBREATHE &lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't need to breathe or have [BREATHE] parts in body. Cannot drown or be strangled. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOCTURNAL &lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in night. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOEMOTION &lt;br /&gt;
|  &lt;br /&gt;
| The creature has no emotions, and does not rage.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOEXERT &lt;br /&gt;
|  &lt;br /&gt;
| Creature can't become tired or over-exerted. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOFEAR &lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't feel fear and will never run away from battle. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOMEAT &lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop meat on butcher. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NONAUSEA &lt;br /&gt;
|  &lt;br /&gt;
| Creature can't vomit.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOPAIN &lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't feel pain. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOSKIN &lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop skin on butcher. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOSKULL &lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop skull on butcher, rot, or decay of severed head. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOSMELLYROT &lt;br /&gt;
|  &lt;br /&gt;
| Does not produce miasma when rotting&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOSTUCKINS &lt;br /&gt;
|  &lt;br /&gt;
| Weapons can't be stuck in creature. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOSTUN &lt;br /&gt;
|  &lt;br /&gt;
| Creature can't be stunned. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOT_BUTCHERABLE &lt;br /&gt;
|  &lt;br /&gt;
| Cannot be butchered&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOTHOUGHT &lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't think, or doesn't require a [BRAIN] body part. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==P==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| PACK_ANIMAL &lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be used as a pack animal. Currently only used by merchants.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PARALYZEIMMUNE &lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to all paralyzing special attacks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PATTERNFLIER&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PEARL &lt;br /&gt;
|  &lt;br /&gt;
| Creature will generate pearls. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PENETRATEPOWER &lt;br /&gt;
| value &lt;br /&gt;
| Controls the ability of vermin to find a way into containers when they are eating food from your stockpiles. Wood and cloth objects roll a 0-9 and if it greater than the penetrate power, their contents escape for the time being. Other objects roll a 0-99. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PERSONALITY &lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest:median:highest &lt;br /&gt;
| Determines chance of personality traits. Standard is 0:50:100. See Personality traits  for more info.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PET &lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be tamed. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PET_EXOTIC &lt;br /&gt;
|  &lt;br /&gt;
| You need a Dungeon master noble in your fortress for the creature to be tamable (but any Animal trainer can do the taming). &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PETVALUE &lt;br /&gt;
| value &lt;br /&gt;
| How valuable a tamed animal/pet is. Actual cost in points in the embarking screen is (PETVALUE/2)+1 for an untrained animal, PETVALUE+1 for a trained(War or Hunting) one. Note that for an animal to be selectable in this screen, it must have the COMMON_DOMESTIC token. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|PHYS_ATT_CAP_PERC&lt;br /&gt;
|&lt;br /&gt;
*ATTRIBUTE Token&lt;br /&gt;
*Cap %&lt;br /&gt;
|Default is 200.  This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PHYS_ATT_RANGE &lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*highest &lt;br /&gt;
| sets up a physical attribute's range of values. Max of 5000.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PHYS_ATT_RATES&lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE Token&lt;br /&gt;
*cost to improve&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&lt;br /&gt;
| Attribute gain/decay rates. Defaults for are 500:2:3:2, except for RECUPERATION and DISEASE_RESISTANCE that don't have change rates. The last three slots may be replaced by NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PLUS_BP_GROUP&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY, or BY_TOKEN&lt;br /&gt;
*body type, category, or token&lt;br /&gt;
| Adds a body part group to selected body part group.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PLUS_MATERIAL&lt;br /&gt;
| &lt;br /&gt;
*material&lt;br /&gt;
| Adds a material to selected materials.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PLUS_TISSUE_LAYER &lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token &lt;br /&gt;
| Adds a tissue to those selected&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PLUS_TL_GROUP &lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token&lt;br /&gt;
*tissue &lt;br /&gt;
| continues a selection of tissue layers&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| POP_RATIO &lt;br /&gt;
|  &lt;br /&gt;
| Weighted population of caste&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| POPULATION_NUMBER &lt;br /&gt;
| min:max &lt;br /&gt;
| The minimum/maximum numbers of how many of these creatures can show up on a map per year.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|POWER&lt;br /&gt;
|&lt;br /&gt;
|Allows the being to represent itself as a deity. Requires CAN_SPEAK to actually do anything more than settle at a location.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PREFSTRING &lt;br /&gt;
| string&lt;br /&gt;
| Sets what other creatures like about this creature. &amp;quot;Blarghh likes dwarves for their beards.&amp;quot; Multiple entries will be chosen from at random&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PROFESSION_NAME &lt;br /&gt;
| &lt;br /&gt;
*Profession&lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| alters the name of the given profession&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==R==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| RELSIZE &lt;br /&gt;
| &lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*body category, type, or token&lt;br /&gt;
*Relsize &lt;br /&gt;
| Specifies a new relative size for a part than what is stated in the body plan. For example, Dwarves have larger livers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REMAINS_COLOR&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REMAINS_UNDETERMINED&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| REMOVE_MATERIAL &lt;br /&gt;
| &lt;br /&gt;
*material token &lt;br /&gt;
| Removes a material from a creature&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REMOVE_TISSUE&lt;br /&gt;
|&lt;br /&gt;
*material token&lt;br /&gt;
| Removes a tissue from a creature.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| SAVAGE &lt;br /&gt;
|  &lt;br /&gt;
| Allows creature to show up on (and limits it to) &amp;quot;savage&amp;quot; maps.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SECRETION &lt;br /&gt;
| &lt;br /&gt;
*MATERIAL REF (eg LOCAL_CREATURE_MAT&lt;br /&gt;
*Material name&lt;br /&gt;
*Material State&lt;br /&gt;
*location secreted from (by_type, by_category, by_token)&lt;br /&gt;
*body part &lt;br /&gt;
*tissue layer &lt;br /&gt;
| creates a secreted material on given tissue on a given part of the body.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SELECT_ADDITIONAL_CASTE&lt;br /&gt;
| &lt;br /&gt;
*caste name&lt;br /&gt;
| adds an additional previously defined caste to the selection&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SELECT_CASTE &lt;br /&gt;
| &lt;br /&gt;
*caste name, or ALL &lt;br /&gt;
| selects a previously defined caste&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SELECT_MATERIAL &lt;br /&gt;
| &lt;br /&gt;
*MATERIAL NAME &lt;br /&gt;
| Selects the material. Can be ALL.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SELECT_TISSUE&lt;br /&gt;
|&lt;br /&gt;
*tissue token&lt;br /&gt;
| Selects a tissue for editing.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SELECT_TISSUE_LAYER &lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token | Selects a tissue at a location&lt;br /&gt;
* (optional) FRONT, BACK, LEFT, RIGHT, TOP, BOTTOM, AROUND.&lt;br /&gt;
| Selects a tissue layer for descriptor and cosmetic purposes.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SEMIMEGABEAST &lt;br /&gt;
| &lt;br /&gt;
| Appears as boss creature in quests. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SET_BP_GROUP &lt;br /&gt;
| &lt;br /&gt;
*selection criteria BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*category, type, or token &lt;br /&gt;
| selection token&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SET_TL_GROUP &lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token&lt;br /&gt;
*tissue &lt;br /&gt;
| begins a selection of tissue laters&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SKILL_RATES&lt;br /&gt;
|  &lt;br /&gt;
*% of improvement points you get&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&lt;br /&gt;
| Affects skill gain and decay. Lower numbers in the last three slots make decay occur faster ([SKILL_RATES:100:1:1:1] would cause rapid decay). These slots may also be replaced with NONE. Cannot yet be applied to individual skills.&lt;br /&gt;
Default is [SKILL_RATES:100:8:8:16].   [SLOW_LEARNER] changes the 100 to a 50.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SLOW_LEARNER &lt;br /&gt;
|  &lt;br /&gt;
| Similar to [CAN_LEARN], but slower; skills are gained at a fraction of the rate. Present in the entries for ogres and giants; can be applied to civ or player races. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SMALL_REMAINS &lt;br /&gt;
|  &lt;br /&gt;
| If a creature has this token, it'll leave a small corpse that only rots once, and without miasma.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SPEC_HEAT &lt;br /&gt;
| value &lt;br /&gt;
| Amount of energy required for the creature to heat up or cool down. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SPECIALATTACK_INJECT_EXTRACT &lt;br /&gt;
| &lt;br /&gt;
*LOCAL_CREATURE_MAT&lt;br /&gt;
*MATERIAL eg.POISON&lt;br /&gt;
*MATTERSTATE (ALL_SOLID, LIQUID, GAS)&lt;br /&gt;
*min:max&lt;br /&gt;
| attack type addition that injects a material into the victim.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPECIALATTACK_SUCK_BLOOD&lt;br /&gt;
| min:max&lt;br /&gt;
| Successful attack draws out an amount of blood randomised between the min and max value.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SPEECH &lt;br /&gt;
| speech file &lt;br /&gt;
| Boasting speeches relating to killing this creature. Examples include dwarf.txt and elf.txt in the Speech folder in Data.u&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SPEED &lt;br /&gt;
| value &lt;br /&gt;
| Sets the creatures' movement and work speed, 1000/[100 + SPEED X] is the resulting effect on creatures movement and work rates from default. See Speed  for more information.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SPHERE &lt;br /&gt;
| &lt;br /&gt;
*sphere name &lt;br /&gt;
| Sets what religious spheres the creature is aligned to, for purposes of being worshipped via the [POWER] token. Also affects the layout of hidden fun stuff, and the creature's name.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SWIM_SPEED &lt;br /&gt;
| &lt;br /&gt;
*speed &lt;br /&gt;
| How fast the creature swims. Typically 2500 (0.38 times the default speed). &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SWIMS_INNATE &lt;br /&gt;
|  &lt;br /&gt;
| The creature naturally knows how to swim, as opposed to [SWIMS_LEARNED] below. Currently, an AI bug prevents this from being useful on PC races in fortress mode. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SWIMS_LEARNED &lt;br /&gt;
|  &lt;br /&gt;
| The creature must learn to swim. Requires [CAN_LEARN], obviously. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SYN_AFFECTED_CLASS &lt;br /&gt;
|  &lt;br /&gt;
| adds a class of creatures to those affected, such as CREATURE_CLASS:GENERAL_POISON&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SYN_AFFECTED_CREATURE &lt;br /&gt;
| Creature Name &lt;br /&gt;
| adds a specific creature to those affected.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SYN_CONTACT &lt;br /&gt;
|  &lt;br /&gt;
| syndrome can be contracted on contact&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SYN_IMMUNE_CREATURE &lt;br /&gt;
|  &lt;br /&gt;
| creates an exception for the creature so that it not affected by the syndrome.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SYN_INHALED &lt;br /&gt;
|  &lt;br /&gt;
| syndrome can be contracted by inhaled.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SYN_INJECTED &lt;br /&gt;
|  &lt;br /&gt;
| syndrome can be contracted by injection.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SYN_NAME &lt;br /&gt;
| text &lt;br /&gt;
| defines the name of the syndrome&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SYNDROME &lt;br /&gt;
|  &lt;br /&gt;
| begins definition of a Syndrome for poison use&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==T==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| TENDONS &lt;br /&gt;
| &lt;br /&gt;
*selection criteria. Often LOCAL_CREATURE_MAT, although other selection criteria may work too.&lt;br /&gt;
*selected tissue&lt;br /&gt;
*healing rate &lt;br /&gt;
| Defines the qualities of tendons&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| THICKWEB &lt;br /&gt;
|  &lt;br /&gt;
| The creature's webs can catch larger creatures. May imply [AMBUSHPREDATOR]&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TISSUE &lt;br /&gt;
| name &lt;br /&gt;
| Begins defining a tissue in the creature file.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TISSUE_LAYER &lt;br /&gt;
| &lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
*LOCATION &lt;br /&gt;
| Adds the tissue layer to wherever it is required.&lt;br /&gt;
Non-argument Locations can be FRONT, RIGHT, LEFT, TOP, BOTTOM. Argument locations are AROUND and CLEANS, requiring a further body part and a % of coverage/cleansing&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TISSUE_LAYER_UNDER &lt;br /&gt;
| &lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
*LOCATION &lt;br /&gt;
| Adds the tissue layer under a given part ex. is Iron Man he has a gasous poison within him and this tissue (GAS is its name) has the token [TISSUE_LEAKS] and its state is GAS so when you puncture the iron outside and damage this tissue it leaks gas (can have a syndrome by using a previous one in the creature) sample	[TISSUE_LAYER_UNDER:BY_CATEGORY:ALL:{tissue}] {tissue} is what will be under the TISSUE_LAYER here is an example Tissue from Iron Man &lt;br /&gt;
        [TISSUE:GAS]&lt;br /&gt;
		[TISSUE_NAME:gas:NP]&lt;br /&gt;
		[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:GAS]&lt;br /&gt;
		[TISSUE_MAT_STATE:GAS]&lt;br /&gt;
		[RELATIVE_THICKNESS:50]&lt;br /&gt;
		[TISSUE_LEAKS]&lt;br /&gt;
		[TISSUE_SHAPE:LAYER]&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TISSUE_LAYER_APPEARANCE_MODIFIER &lt;br /&gt;
| &lt;br /&gt;
*QUALITY&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest &lt;br /&gt;
| sets the range of qualities, including LENGTH, DENSE, HIGH_POSITION, CURLY, GREASY, WRINKLY&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TISSUE_STYLE_UNIT &lt;br /&gt;
| &lt;br /&gt;
*tissue&lt;br /&gt;
*shaping &lt;br /&gt;
| sets tissue to be in a certain shape&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TL_COLOR_MODIFIER &lt;br /&gt;
| COLOR:freq:COLOR:freq etc &lt;br /&gt;
| Creates a list of color patterns, giving each a frequency. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TL_MAJOR_ARTERIES &lt;br /&gt;
|  &lt;br /&gt;
| Gives Major Artery attribute to selected layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TLCM_GENETIC_MODEL&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TLCM_IMPORTANCE&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| Modifies the importance of the tissue layer color modifier, for description purposes.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TLCM_NOUN &lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
*SINGULAR or PLURAL&lt;br /&gt;
| names the tissue layer color modifier, and determines the noun&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TLCM_TIMING &lt;br /&gt;
| &lt;br /&gt;
*ROOT&lt;br /&gt;
*start change window years:days:end change window years:days | determines the point in the creature's life where the color change begins&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TRADE_CAPACITY &lt;br /&gt;
|  &lt;br /&gt;
| How much the creature can carry when used by merchants. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TRAINABLE &lt;br /&gt;
|  &lt;br /&gt;
| Allows a tame creature to be trained into a &amp;quot;War&amp;quot; or &amp;quot;Hunting&amp;quot; variation by way of Kennels. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TRAINABLE_HUNTING &lt;br /&gt;
|  &lt;br /&gt;
| Can be trained as hunting beasts by way of kennels&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TRAINABLE_WAR &lt;br /&gt;
|  &lt;br /&gt;
| Can be trained as war beasts by way of kennels&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TRANCES &lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to go into martial trances.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TRAPAVOID &lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to traps. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TRIGGERABLE_GROUP &lt;br /&gt;
| min:max &lt;br /&gt;
| A large swarm of vermin can be disturbed, usually in Adventure mode.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TSU_NOUN &lt;br /&gt;
| &lt;br /&gt;
*noun&lt;br /&gt;
*SINGULAR or PLURAL &lt;br /&gt;
| creates a noun for the tissue used and whether it is singular or plural&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==U==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| UNDERGROUND_DEPTH &lt;br /&gt;
|&lt;br /&gt;
*mindepth&lt;br /&gt;
*maxdepth &lt;br /&gt;
| Depth the creature appears underground. Numbers can be from 1 to 5. Only magma creatures use 4 or 5 in the default raws. A single argument may be used instead of min and max.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| UNDERSWIM &lt;br /&gt;
|  &lt;br /&gt;
| Creature swims under the water and can't be seen.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_CASTE&lt;br /&gt;
|&lt;br /&gt;
*caste token&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_MATERIAL&lt;br /&gt;
|&lt;br /&gt;
*new material token&lt;br /&gt;
*old material id&lt;br /&gt;
| Uses a local creature mat to define a new material?{{verify}}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| USE_MATERIAL_TEMPLATE &lt;br /&gt;
|&lt;br /&gt;
*new material token&lt;br /&gt;
*material template &lt;br /&gt;
| Loads a material, and gives it a shortname for later reference&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_TISSUE&lt;br /&gt;
|&lt;br /&gt;
*new tissue token&lt;br /&gt;
*old tissue id&lt;br /&gt;
| Uses a local creature mat to define a new material?{{verify}}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| USE_TISSUE_TEMPLATE &lt;br /&gt;
|&lt;br /&gt;
*new tissue token&lt;br /&gt;
*tissue template&lt;br /&gt;
| Loads a tissue template listed in OBJECT:TISSUE_TEMPLATE files, such as tissue_template_default.txt. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| UTTERANCES &lt;br /&gt;
|  &lt;br /&gt;
| Changes the language of the creature into an unintelligible mess.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==V==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| VEGETATION &lt;br /&gt;
|  &lt;br /&gt;
| unknown&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VIEWRANGE&lt;br /&gt;
| value&lt;br /&gt;
| Value should determine how close you have to get to a critter before it attacks (or prevents adv mode travel etc.)  Default is 20.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_BITE &lt;br /&gt;
| &lt;br /&gt;
*amount&lt;br /&gt;
*verb (bitten, stung)&lt;br /&gt;
*LOCAL_CREATURE_MAT&lt;br /&gt;
*MATERIAL &lt;br /&gt;
| vermin bites, and injects something.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_EATER&lt;br /&gt;
|&lt;br /&gt;
| Vermin can nibble food?{{verify}}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_FISH &lt;br /&gt;
|  &lt;br /&gt;
| Acts like a fish&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_GROUNDER &lt;br /&gt;
|  &lt;br /&gt;
| The creature can be picked up if you stand over it. (Requires confirmation)&lt;br /&gt;
'I think this is a habitat flag like VERMIN_SOIL, VERMIN_CHASM, etc. It seems to appear on creatures that don't otherwise have one. – Peristarkawan 17:27, 24 May 2007 (EDT)'&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_HATEABLE &lt;br /&gt;
|  &lt;br /&gt;
| Some dwarves will hate the creature and get unhappy thoughts when around it. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_MICRO &lt;br /&gt;
|  &lt;br /&gt;
| This makes the creature move in a swarm of creatures of the same race as it. I.E. Swarm of flies, swarm of ants, etc. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_NOFISH &lt;br /&gt;
|  &lt;br /&gt;
| The creature cannot be caught by fishing. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_NOROAM &lt;br /&gt;
|  &lt;br /&gt;
| The creature will not be observed randomly roaming about the map. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_NOTRAP &lt;br /&gt;
|  &lt;br /&gt;
| The creature cannot be caught by trappers or animal traps. However, this may not work in all cases, as both dragonflies and fairies can be caught by trappers. This is possibly overridden by the VERMIN_GROUNDER token, allowing trappers set to Catch a Live Land Animal to pick up and thus trap the animal. (speculation by Flippantelf  04:45, 15 June 2009 (UTC)) &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_ROTTER &lt;br /&gt;
|  &lt;br /&gt;
| Present on flies, knuckle worms, acorn flies, and blood gnats. Probably means either the creature is attracted to rot, the creature speeds rotting, or both. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_SOIL &lt;br /&gt;
|  &lt;br /&gt;
| The creature randomly appears near dirt or mud. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_SOIL_COLONY &lt;br /&gt;
|  &lt;br /&gt;
| The vermin will appear in a single tile cluster of many vermin, such as a colony of ants.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMINHUNTER &lt;br /&gt;
|  &lt;br /&gt;
| A creature with this tag will hunt down vermin and kill them. Sometimes they will eat the vermin, but most of the time they will bring it to their owner. This tag also makes impossible to assign an owner to the animal. The animal chooses it's own owner instead (like a cat). If assigned to a playable race, members of that race will ONLY be able to eat vermin. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VESPERTINE &lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in evening.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==W==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| WAGON_PULLER &lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to pull caravan wagons. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| WEBBER &lt;br /&gt;
| &lt;br /&gt;
*LOCAL_CREATURE_MAT&lt;br /&gt;
*MATERIAL (eg SILK)&lt;br /&gt;
| allows the creature to web, and defines what the webs are made of.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| WEBIMMUNE &lt;br /&gt;
|  &lt;br /&gt;
| The creature will not get caught in webs.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]][[Category:Tokens]]&lt;/div&gt;</summary>
		<author><name>Midna</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Giant_desert_scorpion/raw&amp;diff=97602</id>
		<title>v0.31:Giant desert scorpion/raw</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Giant_desert_scorpion/raw&amp;diff=97602"/>
		<updated>2010-04-23T01:14:37Z</updated>

		<summary type="html">&lt;p&gt;Midna: Let's see if this works....&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[CREATURE:SCORPION_DESERT_GIANT]&lt;br /&gt;
	[DESCRIPTION:A gigantic insect with huge pincers and a poisonous barbed tail.  It is found in the savage lands.]&lt;br /&gt;
	[NAME:giant desert scorpion:giant desert scorpions:giant desert scorpion]&lt;br /&gt;
	[CASTE_NAME:giant desert scorpion:giant desert scorpions:giant desert scorpion]&lt;br /&gt;
	[CREATURE_TILE:'S'][COLOR:6:0:0]&lt;br /&gt;
	[PETVALUE:2500]&lt;br /&gt;
	[PET_EXOTIC]&lt;br /&gt;
	[BIOME:DESERT_BADLAND]&lt;br /&gt;
	[BIOME:DESERT_ROCK]&lt;br /&gt;
	[BIOME:DESERT_SAND]&lt;br /&gt;
	[NOPAIN][EXTRAVISION][NOSTUN][NOEMOTION][NOFEAR]&lt;br /&gt;
	[LARGE_ROAMING][FREQUENCY:5][DIFFICULTY:3]&lt;br /&gt;
	[POPULATION_NUMBER:5:10]&lt;br /&gt;
	[CLUSTER_NUMBER:1:3]&lt;br /&gt;
	[CARNIVORE][NATURAL]&lt;br /&gt;
	[PARALYZEIMMUNE]&lt;br /&gt;
	[BUILDINGDESTROYER:1]&lt;br /&gt;
	[LARGE_PREDATOR][MEANDERER]&lt;br /&gt;
	[NOBONES]&lt;br /&gt;
	[SAVAGE]&lt;br /&gt;
	[GRASSTRAMPLE:10]&lt;br /&gt;
	[PREFSTRING:tails]&lt;br /&gt;
	[BODY:SPIDER:2EYES:HEART:GUTS:BRAIN:TAIL:TAIL_STINGER:UPPERBODY_PINCERS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_MATERIALS]&lt;br /&gt;
		[REMOVE_MATERIAL:HAIR]&lt;br /&gt;
		[REMOVE_MATERIAL:SKIN]&lt;br /&gt;
		[REMOVE_MATERIAL:LEATHER]&lt;br /&gt;
		[USE_MATERIAL_TEMPLATE:CHITIN:CHITIN_TEMPLATE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_TISSUES]&lt;br /&gt;
		[REMOVE_TISSUE:HAIR]&lt;br /&gt;
		[REMOVE_TISSUE:SKIN]&lt;br /&gt;
		[USE_TISSUE_TEMPLATE:CHITIN:CHITIN_TEMPLATE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:CHITIN:FAT:MUSCLE]&lt;br /&gt;
	[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]&lt;br /&gt;
		[TL_MAJOR_ARTERIES]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]&lt;br /&gt;
	[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[HAS_NERVES]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:ICHOR:ICHOR_TEMPLATE]&lt;br /&gt;
	[BLOOD:LOCAL_CREATURE_MAT:ICHOR:LIQUID]&lt;br /&gt;
	[CREATURE_CLASS:GENERAL_POISON]&lt;br /&gt;
	[GETS_WOUND_INFECTIONS]&lt;br /&gt;
	[GETS_INFECTIONS_FROM_ROT]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]&lt;br /&gt;
	[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]&lt;br /&gt;
	[BODY_SIZE:0:0:20000]&lt;br /&gt;
	[BODY_SIZE:1:0:100000]&lt;br /&gt;
	[BODY_SIZE:2:0:200000]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:102:105:110]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]&lt;br /&gt;
	[MAXAGE:20:30]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:POISON:CREATURE_EXTRACT_TEMPLATE]&lt;br /&gt;
		[STATE_NAME:ALL_SOLID:frozen giant desert scorpion venom]&lt;br /&gt;
		[STATE_ADJ:ALL_SOLID:frozen giant desert scorpion venom]&lt;br /&gt;
		[STATE_NAME:LIQUID:giant desert scorpion venom]&lt;br /&gt;
		[STATE_ADJ:LIQUID:giant desert scorpion venom]&lt;br /&gt;
		[STATE_NAME:GAS:boiling giant desert scorpion venom]&lt;br /&gt;
		[STATE_ADJ:GAS:boiling giant desert scorpion venom]&lt;br /&gt;
		[PREFIX:NONE]&lt;br /&gt;
		[ENTERS_BLOOD]&lt;br /&gt;
		[SYNDROME]&lt;br /&gt;
			[SYN_NAME:giant desert scorpion sting]&lt;br /&gt;
			[SYN_AFFECTED_CLASS:GENERAL_POISON]&lt;br /&gt;
			[SYN_IMMUNE_CREATURE:SCORPION_DESERT_GIANT:ALL]&lt;br /&gt;
			[SYN_INJECTED]&lt;br /&gt;
			Closest thing I've got to a neurotoxin is making the brain and spine rot.  Stay out of the savage deserts!&lt;br /&gt;
			[CE_NECROSIS:SEV:100:PROB:100:RESISTABLE:BP:BY_TYPE:THOUGHT:ALL:BP:BY_TYPE:NERVOUS:ALL:START:30:PEAK:60:END:1200]&lt;br /&gt;
	[ATTACK:STING:BODYPART:BY_CATEGORY:STINGER]&lt;br /&gt;
		[ATTACK_SKILL:STANCE_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:sting:stings]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:5]&lt;br /&gt;
		[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
		[ATTACK_FLAG_EDGE]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
		[SPECIALATTACK_INJECT_EXTRACT:LOCAL_CREATURE_MAT:POISON:LIQUID:100:100]&lt;br /&gt;
	[ATTACK:PINCER:BODYPART:BY_CATEGORY:PINCER]&lt;br /&gt;
		[ATTACK_SKILL:GRASP_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:snatch:snatches]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
		[ATTACK_FLAG_EDGE]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
		[ATTACK_FLAG_CANLATCH]&lt;br /&gt;
		[ATTACK_FLAG_WITH]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[HOMEOTHERM:10067]&lt;br /&gt;
	[CASTE:FEMALE]&lt;br /&gt;
		[FEMALE]&lt;br /&gt;
	[CASTE:MALE]&lt;br /&gt;
		[MALE]&lt;br /&gt;
	[SELECT_CASTE:ALL]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:ALL:CHITIN]&lt;br /&gt;
			[TL_COLOR_MODIFIER:BROWN:1]&lt;br /&gt;
				[TLCM_NOUN:chitin:SINGULAR]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]&lt;br /&gt;
			[TL_COLOR_MODIFIER:BLACK:1]&lt;br /&gt;
				[TLCM_NOUN:eyes:SINGULAR]&lt;br /&gt;
	[SELECT_MATERIAL:ALL]&lt;br /&gt;
		[MULTIPLY_VALUE:4]&lt;/div&gt;</summary>
		<author><name>Midna</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:Tl&amp;diff=88621</id>
		<title>Template:Tl</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:Tl&amp;diff=88621"/>
		<updated>2010-04-10T02:57:55Z</updated>

		<summary type="html">&lt;p&gt;Midna: Added 'includeonly' tags.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{{[[Template:{{{1}}}|{{{1}}}]]}}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;{{documentation}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Midna</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Midna/monobook.js&amp;diff=84384</id>
		<title>User:Midna/monobook.js</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Midna/monobook.js&amp;diff=84384"/>
		<updated>2010-04-05T19:57:48Z</updated>

		<summary type="html">&lt;p&gt;Midna: Created page with 'importScript('User:Briess/hideAnnouncements.js');'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;importScript('User:Briess/hideAnnouncements.js');&lt;/div&gt;</summary>
		<author><name>Midna</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Workshop_design&amp;diff=83529</id>
		<title>v0.31:Workshop design</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Workshop_design&amp;diff=83529"/>
		<updated>2010-04-05T08:23:16Z</updated>

		<summary type="html">&lt;p&gt;Midna: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
Workshop design is effectively unchanged from the old versions; until this is updated, please check the [[40d:Workshop design|previous version]] of this article.&lt;/div&gt;</summary>
		<author><name>Midna</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Workshop_design&amp;diff=83527</id>
		<title>40d:Workshop design</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Workshop_design&amp;diff=83527"/>
		<updated>2010-04-05T08:21:47Z</updated>

		<summary type="html">&lt;p&gt;Midna: Manual reversion: There's a reason this was on a seperate page - it's a little large. Additionally, the explanation was cut out.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Workshop layout is very important to making a fortress run smoothly.  [[Workshops]] should be close to [[stockpiles]] containing their inputs and outputs in order to minimize the amount of [[hauling]] necessary.  In many cases, it is also desirable to be able to lock workshops either to force the use of certain materials or to contain a dwarf in the case of a failed [[strange mood]].&lt;br /&gt;
&lt;br /&gt;
Pair workshops that have similar inputs or similar outputs or where the output of one is the input of another. Examples: Pair a mechanic's workshop with a mason's workshop because both consume stone and produce furniture, or a forge surrounded by smelters. If multiple inputs are required (smelter, smith..), it is better to make specialized stockpiles rather than having a single 'input' stockpile because you want to make sure that there is always some of every input. Use the 'take from stockpile' interface to fill these subsidiary stockpiles from your main stockpile and vice versa.&lt;br /&gt;
&lt;br /&gt;
For more information on organizing stockpiles see [[Stockpile Design]]&lt;br /&gt;
&lt;br /&gt;
There are several possible layouts for workshops and stockpiles, including but not limited to the following.&lt;br /&gt;
&lt;br /&gt;
== Basement stockpiles ==&lt;br /&gt;
&lt;br /&gt;
This design gives workshops easy access to input and output stockpiles.&lt;br /&gt;
&lt;br /&gt;
   Level 1:              Level 2 (below, as shown, but could be above as well)&lt;br /&gt;
 &lt;br /&gt;
 ╔══════╦══════╗            ╔══════╦══════╗&lt;br /&gt;
 ║WWWWWW║WWWWWW║            ║iiiiii║iiiiii║&lt;br /&gt;
 ║WWWWWW║WWWWWW║            ║iiiiii║iiiiii║&lt;br /&gt;
 ║WWWWWW║WWWWWW║            OiiiiiiOiiiiiiO&lt;br /&gt;
 ║..&amp;gt;&amp;gt;..║..&amp;gt;&amp;gt;..║            ...&amp;lt;&amp;lt;.....&amp;lt;&amp;lt;...&lt;br /&gt;
 ╚══════╩══════╝            OooooooOooooooO&lt;br /&gt;
                            ║oooooo║oooooo║&lt;br /&gt;
 W = workshop               ║oooooo║oooooo║&lt;br /&gt;
 i = input item             ╚══════╩══════╝&lt;br /&gt;
 o = output item&lt;br /&gt;
&lt;br /&gt;
Alternatively you can place input above and output below the workshops or the other way round, depending, for example, on the location of your trade depot, or other workshops involved in the chain of production.  Additional stairs may be useful.&lt;br /&gt;
&lt;br /&gt;
== 3x3 rooms ==&lt;br /&gt;
&lt;br /&gt;
This design makes it easier to contain berserk dwarves.&lt;br /&gt;
&lt;br /&gt;
 ╔═══╦═══┼..&lt;br /&gt;
 ║WWW║WWW║..&lt;br /&gt;
 ║WWW║WWW║..&lt;br /&gt;
 ║WWW║WWW║..&lt;br /&gt;
 ╩══┼╩┼══┼..&lt;br /&gt;
 ....X......&lt;br /&gt;
 ╦══┼╦┼══┼..&lt;br /&gt;
 ║WWW║WWW║..&lt;br /&gt;
 ║WWW║WWW║..&lt;br /&gt;
 ║WWW║WWW║..&lt;br /&gt;
 ╚═══╩═══┼..&lt;br /&gt;
&lt;br /&gt;
 W = workshop&lt;br /&gt;
 X = up/down staircase&lt;br /&gt;
 ... = hallway&lt;br /&gt;
&lt;br /&gt;
Access and stockpiles are placed above and below the room.  Similar workshops can be grouped together for easier checking on, and doors can be locked should a moody dwarf's wishes be unmet.  This concept can be used for your entire fortress:&lt;br /&gt;
&lt;br /&gt;
Below you can see a piece from around the central staircase, to see how the design should start.  Notice that it is pretty modular, you can have two workshops pushed together, or you can separate them all, and you have a couple options on how you set up your entrances, connecting two workshops with one door, or leaving them with separate entrances.  Up to you.  Notice the initial diagonal terminates at a workshop, and starts the grid pattern.&lt;br /&gt;
&lt;br /&gt;
 ║WWW║.║```║.║WWW║`&lt;br /&gt;
 ║WWW║.╠═══╣.║WWW║`&lt;br /&gt;
 ║WWW║.║WWW║.║WWW║`&lt;br /&gt;
 ╩═══┼.║WWW║.┼═══╩═&lt;br /&gt;
 ......║WWW║.......&lt;br /&gt;
 ══════┼═╦═┼═══┼═══&lt;br /&gt;
 WWWWWW║.O.║WWW║WWW&lt;br /&gt;
 WWWWWW╠OXO╣WWW║WWW&lt;br /&gt;
 WWWWWW║.O.║WWW║WWW&lt;br /&gt;
 ══════┼═╩═┼═══┼═══&lt;br /&gt;
 ......║WWW║.......&lt;br /&gt;
 ╦═══┼.║WWW║.┼═══╦═&lt;br /&gt;
 ║WWW║.║WWW║.║WWW║`&lt;br /&gt;
 ║WWW║.╠═══╣.║WWW║`&lt;br /&gt;
 ║WWW║.┼WWW┼.║WWW║`&lt;br /&gt;
 ╚═══╣.║WWW║.╠═══╝`&lt;br /&gt;
 ````║.║WWW║.║`````&lt;br /&gt;
 ````║.╠═══╣.║`````&lt;br /&gt;
&lt;br /&gt;
The floors alternate workshop/storage.  On workshop floors the diagonals immediate to the main stairway are mined out a couple spaces to make room for the first workshops; around those you can start mining in straight lines and start a grid pattern.  For storage floors you can leave a wall of stone around the staircase with only one or two walls mined out for access; then mine out everything around it.  On the ground level you start by mining into a cave, clear out space for a trade depot, and mine out one spot where you build a single downward staircase; here the entire fortress starts.  It works great and is very efficient, though it takes a while to get setup right.&lt;br /&gt;
&lt;br /&gt;
== Decentralized Workshop Complex ==&lt;br /&gt;
Designed for use with the [[Bedroom_Design#Decentralized_living|decentralized living]] plan, this plan emphasizes fine-grained planning with many small, specific stockpiles and planned workshop quarters.  It therefore requires some micro-management to get going.  However, once you have it working, things work extremely smoothly and you should never have a significant delay in production again.&lt;br /&gt;
&lt;br /&gt;
[[Image:Workshops.GIF]]&lt;br /&gt;
&lt;br /&gt;
Total workshop loadout for 1 floor:&lt;br /&gt;
* Sixteen (16) 3x3 workshops&lt;br /&gt;
* Four (4) 4x3 workshops&lt;br /&gt;
* Two (2) 5x5 workshops&lt;br /&gt;
&lt;br /&gt;
Maximum walk to stockpile on same wing: 18.&lt;br /&gt;
&lt;br /&gt;
The light gray crosses are optional doors.  They can be useful for sealing off a Kitchen or Butcher's Shop to keep [[miasma]] from annoying the neighbors.  Beyond that, the blue field is the stairwell access (recommend separate up stairs and down stairs for safety reasons), and the gray fields are stockpiles.&lt;br /&gt;
&lt;br /&gt;
4x3 workshops are useful for workshops with strange blocked square formations (the Bowyer's shop is an example).  They can also be nice for setting up a tiny 1x2 or 1x3 stockpile for a specific workshop - with bins, this can be a significant reserve of material.  Imagine a Clothier or Leatherworker with 3 full bins of cloth or leather right next to them.&lt;br /&gt;
&lt;br /&gt;
The 5x5 workshops are useful for [[shop]]s, [[kennel]]s, and [[siege workshop]]s.  You can even put your [[trade depot]] in one of them if you've got a mind to.  Maintaining proper security can be a nightmare in that situation (remember that [[troll]]s and others can break down doors and floodgates), but if you manage to get it done it can be a trader's dream come true.  They can also be useful for making a specialty shop with a few stockpiles designed to accomplish only one thing (encrusting statues with gems, for example).&lt;br /&gt;
&lt;br /&gt;
The 3x3 workshops are best organized into wings, where a pair of workshops share a similar function with the pair directly next to them.  They share stockpile space better this way.  When set up correctly, less than 10 dwarves will regularly use each stockpile room, so traffic is a non-issue.  There tends to be a lot of dwarves in the halls, though, because [[peasant]] haulers visit the workshops frequently, hence the 3-wide corridors.&lt;br /&gt;
&lt;br /&gt;
Finally, this design offers lots and lots of wall space for smoothing and engraving.  Free wealth is good.&lt;br /&gt;
&lt;br /&gt;
== Interconnected 6x6 rooms with stockpiles ==&lt;br /&gt;
&lt;br /&gt;
 ╬══┼┼══╬══┼┼══╬&lt;br /&gt;
 ║.****.║.****.║&lt;br /&gt;
 ║**..**║**..**║&lt;br /&gt;
 ┼*....*┼*....*┼&lt;br /&gt;
 ┼*....*┼*....*┼&lt;br /&gt;
 ║**..**║**..**║&lt;br /&gt;
 ║.****.║.****.║&lt;br /&gt;
 ╬══┼┼══╬══┼┼══╬&lt;br /&gt;
 ║.****.║.****.║&lt;br /&gt;
 ║**..**║**..**║&lt;br /&gt;
 ┼*....*┼*....*┼&lt;br /&gt;
 ┼*....*┼*....*┼&lt;br /&gt;
 ║**..**║**..**║&lt;br /&gt;
 ║.****.║.****.║ * = pathway&lt;br /&gt;
 ╬══┼┼══╬══┼┼══╬&lt;br /&gt;
&lt;br /&gt;
In this design, each room functions as workshop, hallway, and stockpile.  A workshop is placed near the center of each room, preferably so that only a walkable tile overlaps the (*) pathways.  The pathways form a virtual double-wide diagonal hallway, allowing dwarves to move through the fortress easily.  The pathways, as well as the remainder of each room, are filled with the appropriate stockpiles.  Each room should have at least one set of stairs for easy access to adjacent z-levels.&lt;br /&gt;
&lt;br /&gt;
Each workshop has a short path to several nearby workshops on the same and other z-levels, allowing for a lot of flexibility in which workshops are placed in which rooms.  Each room is also lockable if necessary.  Optionally, the corner can be replaced with a door to allow faster movement between diagonally adjacent workshops.&lt;br /&gt;
&lt;br /&gt;
== Fluid workshop locations ==&lt;br /&gt;
Alternatively, you can employ a &amp;quot;work site&amp;quot; methodology where workshops are constructed and destroyed as necessary.  For example, if you mine out a huge dining hall and it is completely filled with stone, build a masonry shop in the hall to manufacture tables and chairs.  This eliminates the need for a stone hauler because your mason only has to travel a few squares to get raw material.  In addition it makes furniture hauling more efficient because the tables and chairs are right next to their eventual location.  And of course it clears stone out of your dining hall, eliminating the need for a refuse hauler to dump it all.&lt;br /&gt;
&lt;br /&gt;
== Smelting Operations ==&lt;br /&gt;
In very resource-heavy maps, 10-12 [[smelters]] may be necessary to keep up with mining operations. I've had very efficient results with this setup - and it looks good, to boot. The stairways lead down into a high Z-level mining operation (keeps the [[noise]] away from the bedrooms, too), with additional [[bar]] storage 1-2 levels below.  One or more [[magma forge]]s would be down the hall from the bar stockpiles.&lt;br /&gt;
&lt;br /&gt;
      ╔════════════╗&lt;br /&gt;
      ║SMSSMSSMSSMS║&lt;br /&gt;
      ║SSSSSSSSSSSS║&lt;br /&gt;
      ║SSSSSSSSSSSS║&lt;br /&gt;
      ║OOOOOOOOOOOO║&lt;br /&gt;
      ║OOOOOOOOOOOO║&lt;br /&gt;
      ║OOOOOOOOOOOO║&lt;br /&gt;
      ╠┼┼═══┼┼═══┼┼╣&lt;br /&gt;
      ║............║&lt;br /&gt;
      ║............╠══════╗&lt;br /&gt;
      ║..╔═....═╗..┼OOOSMS║&lt;br /&gt;
      ║..║&amp;gt;&amp;gt;BBBB║..┼OOOSSS║&lt;br /&gt;
 ═════╝...&amp;gt;&amp;gt;BBBB...║OOOSSS║&lt;br /&gt;
 .........BBBBBB...║OOOSMS║&lt;br /&gt;
 .........BBBBBB...║OOOSSS║&lt;br /&gt;
 .........BBBBBB...║OOOSSS║&lt;br /&gt;
 ═════╗...BBBB&amp;gt;&amp;gt;...║OOOSMS║&lt;br /&gt;
      ║..║BBBB&amp;gt;&amp;gt;║..┼OOOSSS║&lt;br /&gt;
      ║..╚═....═╝..┼OOOSSS║&lt;br /&gt;
      ║............╠══════╝&lt;br /&gt;
      ║............║&lt;br /&gt;
      ╠┼┼═══┼┼═══┼┼╣&lt;br /&gt;
      ║OOOOOOOOOOOO║&lt;br /&gt;
      ║OOOOOOOOOOOO║&lt;br /&gt;
      ║OOOOOOOOOOOO║&lt;br /&gt;
      ║SMSSMSSMSSMS║&lt;br /&gt;
      ║SSSSSSSSSSSS║&lt;br /&gt;
      ║SSSSSSSSSSSS║&lt;br /&gt;
      ╚════════════╝&lt;br /&gt;
&lt;br /&gt;
 *S = Smelter&lt;br /&gt;
 *M = Magma access (lines up with unpassable tile on magma smelter)&lt;br /&gt;
 *B = Bar Stockpile&lt;br /&gt;
 *O = Ore Stockpile&lt;br /&gt;
&lt;br /&gt;
== Pillars ==&lt;br /&gt;
See Midna's page on [[User:Midna/Pillars|pillar design]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:World]]&lt;br /&gt;
[[Category:Design]]&lt;/div&gt;</summary>
		<author><name>Midna</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Magma&amp;diff=62315</id>
		<title>40d Talk:Magma</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Magma&amp;diff=62315"/>
		<updated>2010-02-03T02:33:07Z</updated>

		<summary type="html">&lt;p&gt;Midna: /* Vs. Windows?? */&lt;/p&gt;
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&lt;div&gt;==Steel?==&lt;br /&gt;
Are you certain that steel is a requirement for metals in contact with magma? This info conflicts with the [[Magma smelter]] article, which state that using [[Fire-safe materials]] is enough. Don't have a fort with magma yet, but could someone check which one is correct?[[User:Thexor|Thexor]] 19:23, 31 October 2007 (EDT)&lt;br /&gt;
:Magmaproof is not the same as fireproof. Buildings that work WITH magma need to be fireproof. Rocks and iron are fireproof. Wood is not. Buildings that are going IN the magma, such as floodgates, their mechanisms, and pumps need to be magmaproof materials such as steel and bauxite. [[User:Rkyeun|Rkyeun]] 01:51, 13 July 2009 (UTC)&lt;br /&gt;
::The &amp;quot;must have steel&amp;quot; thing is from the old 2d version. Now, it is only required to be fire safe, such as iron and steel, most other metals, and most types of rock.--[[User:Zchris13|Zchris13]] 15:10, 15 October 2009 (UTC)&lt;br /&gt;
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==Disabling temperature?==&lt;br /&gt;
If i disable temperature can my dwarfs swim through the magma unharmed? Will it still cause water to steam? [[User:Diabl0658|Diabl0658]] 22:28, 31 October 2007 (EDT)&lt;br /&gt;
: Yes, dwarves seem to be able to swim through magma unharmed when temperature is off(I've had them shoved in during a fight, not 100% sure), but they'll violently resist this, even without danger. Water will still steam, it seems to be hard coded. --[[User:Erathoniel|Erathoniel]] 16:50, 12 November 2008 (EST)&lt;br /&gt;
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==Mountain Layers &amp;amp; magma?==&lt;br /&gt;
Does the type of rock around the mountainous areas hint at magma? If you check out [http://en.wikipedia.org/wiki/Volcanic_rocks#Naming this article] and [http://en.wikipedia.org/wiki/Igneous_rock#Mineralogical_classification this site] list a bunch of common volcanic rocks: Granite, Rhyolite, Diorite, Andesite, Gabbro, Basalt, Peridotite and Komatite. Perhaps some clues as to where to find magma?&lt;br /&gt;
:It may be possible to find magma vents by searching for extrusive igneous rocks (such as basalt, felsite, rhyolite and andesite), but continental shelves and deep earth are just naturally made of intrusive igneous rock (such as granite, diorite and gabbro). It's generally indicative of rock that has been pushed up to the surface (or erosion has withered the rock down), and not a volcano.&lt;br /&gt;
::So areas with surface igneous rocks such as basalt, felsite, rhyolite and andesite have a high chance of finding a source of magma below the surface? I'd like to know if it's entirely random or if there is some order or pattern to it. [[User:Schm0|Schm0]] 08:38, 5 November 2007 (EST)&lt;br /&gt;
:::A small patch of obsidian is a dead giveaway for a magma pipe.--[[User:Zchris13|Zchris13]] 15:11, 15 October 2009 (UTC)&lt;br /&gt;
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==magma chamber not visible==&lt;br /&gt;
On a completely different topic: I keep setting up on magma vents but not actually having a magma chamber visible. I assumed one problem was the lack of a border on my plot (so somehow the volcano was actually outside my plot), but even after making it bigger there was still no magma (...but it did have a fancy cave)...This has happened the last 4 times I've tried to start on a volcano, and the world regenerating takes quite a while for ~10 named volcanoes, and then all of the livable ones don't actually have magma.--[[User:UltimaGecko|UltimaGecko]] 16:50, 3 November 2007 (EDT)&lt;br /&gt;
:You might try using reveal.exe to see if the volcano is underground. I just built on a site with a volcano which was not visible from the surface, and used reveal to make sure I hadn't lost my mind (then I killed DF and restarted it so I wouldn't still have the map revealed) - The volcano was entirely underground, covered by layer(s) of rock. I've also added a note to the article saying that it is possible to find a volcano which is visible on the starting screen but not from the surface on-site.--[[User:SL|SL]] 21:54, 7 November 2007 (EST)&lt;br /&gt;
::I think this is related to the temperature of the area. I've got a map with a magma vent in the middle of a glacier. There was no surface magma, but there was a nice flat, round patch of obsidian surrounded by ice. After digging down three levels through this &amp;quot;cap&amp;quot;, I hit live magma. It's actually a nice setup, as I've basically set up a small fort *in* the cap--basically my dwarves are living in the mouth of the volcano, with the basement level dedicated to magma smelters, forges, glass furnaces, etc. --[[User:RedKing|RedKing]] 04:26, 9 November 2007 (EST)&lt;br /&gt;
:::Turning on the &amp;quot;see magma pools and pipes&amp;quot; option in the init file would be a great help for trouble shooting on this topic.--[[User:Zchris13|Zchris13]] 12:44, 23 April 2009 (UTC)&lt;br /&gt;
::::I have seen this &amp;quot;cap&amp;quot; of obsidian over pipes in all temperatures.--[[User:Zchris13|Zchris13]] 15:17, 15 October 2009 (UTC)&lt;br /&gt;
== Magmapool/pipe section ==&lt;br /&gt;
Zara, you recently added some info about all magma pipes having cliffs over them -- this is incorrect. I've played a very large number of magma pipe maps, and very often they are completely exposed to the air. I've also removed the line about them being &amp;quot;as small as two z-levels!&amp;quot;, because it needs better phrasing. I may fix it later. [[User:MOOMANiBE|MOOMANiBE]] 22:39, 26 February 2008 (EST)&lt;br /&gt;
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:in the meantime I had figured that out, too. But what is the difference between a magma pipe and a volcano, then? &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Zara|Zara]]&amp;lt;/small&amp;gt;&lt;br /&gt;
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::As far as I know, the distinction comes down to whether it reaches the surface. If so, some would then call it a volcano rather than a magma pipe. I believe that magma pipes which reach the surface (or volcanoes, if you will) are the only ones which actually show up on the embark map, while underground magma pipes and magma pools do not (unless you use the Regional Prospector tool). --[[User:Janus|Janus]] 23:07, 10 March 2008 (EDT)&lt;br /&gt;
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:::No, similar to Moonanibe,I've played on several maps where, on the embark screen, the magma pipe was only visible using regional prospector. However, as soon as I took a look at the place, I found the magma partly (or completely) exposed on the surface. [[User:Zara|Zara]] 01:59, 11 March 2008 (EDT)&lt;br /&gt;
::::Magma pipes are not 'necessarily' part of a mountain, while volcanoes make a mountain around them during world gen.  Comes down to a number game.  Volcanoes have a magma number of 100, while pipes have a number between 99 and some lower value.--[[User:Zchris13|Zchris13]] 12:48, 23 April 2009 (UTC)&lt;br /&gt;
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== Added new section ==&lt;br /&gt;
I added a section regarding &amp;quot;Built objects vs. Magma&amp;quot;. I think it's absolutely vital we establish what does and doesn't melt in magma, in a clean list. There are quite a few things that could be added to that list (Constructed floors for one) so please, do add to it. [[User:MOOMANiBE|MOOMANiBE]] 17:31, 18 February 2008 (EST)&lt;br /&gt;
:Have you tested the bridges? I conjecture that all buildings and constructions without mechanisms are perfectly fine with magma contact. [[User:VengefulDonut|VengefulDonut]] 10:37, 19 February 2008 (EST)&lt;br /&gt;
:: The bridges part was cut from another section of the article and moved in there. Since it was already here, I assumed it was accurate. I haven't actually checked myself. [[User:MOOMANiBE|MOOMANiBE]] 16:54, 19 February 2008 (EST)&lt;br /&gt;
:I will verify bridges one way or the other. I'm pretty sure they cant melt, though. [[User:VengefulDonut|VengefulDonut]] 21:03, 19 February 2008 (EST)&lt;br /&gt;
::they dont melt, as they arent actually within the magma. that was copied over from the 2d wiki and nobody removed it -[[User:Chariot|Chariot]] 22:29, 19 February 2008 (EST)&lt;br /&gt;
::: I noticed you removed the line about bridges. It seems silly not to mention them at all, so I've written up a line about them working no matter what the material and stuck it in. [[User:MOOMANiBE|MOOMANiBE]] 23:12, 19 February 2008 (EST)&lt;br /&gt;
::::yea they should definately be mentioned, wasnt thinking when i removed it completely(recovering from a bad cold and brain is still a bit foggy) -[[User:Chariot|Chariot]] 00:49, 20 February 2008 (EST)&lt;br /&gt;
Tested. Non-magmaproof bridges -over- magma are fine. Non-magma-proof submerged in magma will melt. [[User:VengefulDonut|VengefulDonut]] 12:39, 21 February 2008 (EST)&lt;br /&gt;
: Interesting. I'll edit the article to say as much. [[User:MOOMANiBE|MOOMANiBE]] 15:30, 21 February 2008 (EST)&lt;br /&gt;
This is what I've found: ANY Construction is safe from magma (even wooden ones. Walls, stairs, fortifications, etc). Any building is unaffected by magma if the magma doesn't occupy the same tile as the building. Example: a door is safe if it's closed, even if it's made of non-safe rock or wood. If you lock it open with a mechanism, or if it's jammed, then the magma interacts with the components, burning/melting them if they can't stand the heat. A pump made of wood or any other material is also safe, as long as the magma doesn't flow *over* it. Since the &amp;quot;out&amp;quot; side acts as a wall, if it's correctly isolated from the magma it won't get damaged and will pump the magma without any trouble. --[[User:Sergius|Sergius]] 01:41, 21 May 2008 (EDT)&lt;br /&gt;
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Anyone clear on Vertical Bars in magma?  I am attempting to keep imps and such from moving through my magma feeding tunnel and was curious if anyone had any good solutions to this problem. --[[User:Stalinbulldog|Stalinbulldog]] 16:23, 14 June 2008 (EDT)&lt;br /&gt;
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:I just use a bauxite wall grate, it works fine for me. --[[User:Zombiejustice|Zombiejustice]] 01:02, 15 June 2008 (EDT)&lt;br /&gt;
:: Ah, thank you, I just wanted to be sure they didn't melt regardless --[[User:Stalinbulldog|Stalinbulldog]] 02:32, 15 June 2008 (EDT)&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
I made a few tests with magma and buildings/constructions and I can confirm some known results and I can provide a few new aspects. Constructions (b-&amp;gt;C) are magma safe (walls, floors, stairs, others not tested). No matter what the material is.&lt;br /&gt;
*&amp;lt;s&amp;gt;bridges build with bauxite *rocks* are not magma safe (bauxite mechanism or not)&amp;lt;/s&amp;gt;&lt;br /&gt;
*bridges build with bauxite *blocks* are magma safe (test with mechanism is pending)&lt;br /&gt;
*bridges build with steel bars are magma safe (test with mechanism is pending)&lt;br /&gt;
Open test: bridge with blocks considered as not magma safe.&lt;br /&gt;
&amp;lt;br&amp;gt;[[User:Imajia|Imajia]] 12:14, 11 July 2008 (EDT)&lt;br /&gt;
::I'm sorry, I made a mistake. The bridges build with bauxite rocks were previously connected with a lever. Unfortunately the mechanism is not removed from the bridge when you remove the lever. Well, at least it seems that the rules for magma safe materials are valid for bridges. With one exception: raised bridges can contain any mechanism, only when magma flows over the bridge it is destroyed.--[[User:Imajia|Imajia]] 13:18, 13 July 2008 (EDT)&lt;br /&gt;
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== Replenishing Magma ==&lt;br /&gt;
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Since magma replenishes now, I've rewritten that snippet from the article. If I've missed something(a kind of magma not regenerating, though this always worked for me on several maps), feel free to correct things. --[[User:Romantic Warrior|Romantic Warrior]] 15:47, 18 February 2008 (EST).&lt;br /&gt;
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I have a very good feeling that the replenishing magma is just &amp;quot;pressurized&amp;quot; magma. I haven't tested fully, but i have poured water over a magma pipe and re-mined it, and in that case the magma flow was upwards. --[[User:Sphexx|Sphexx]] 03:49, 23 May 2008 (EDT)&lt;br /&gt;
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I'm playing a magma pipe right now, and after filling a reservoir to build my forges over, I noticed the main pipe section refilled itself a little bit.  It's not back to what it used to be, but there is definitely some regeneration going on.  Seems to be going at an excruciatingly slow pace though.  About 7 years into the fort and the pipe is nowhere close to being completely refilled.  --[[Special:Contributions/65.94.8.163|65.94.8.163]] 14:12, 11 October 2009 (UTC)&lt;br /&gt;
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== Temperature ==&lt;br /&gt;
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Does magma increase the temperature of things around it? Can it be used to melt ice? --[[User:Ikkonoishi|Ikkonoishi]] 20:26, 3 November 2007 (EDT)&lt;br /&gt;
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:I'm not sure how the temperature calculations are done, but I CAN tell you that magma will melt nearby ice. Check out http://mkv25.net/dfma/movie-153-meltingwateronglacier to see it in action. [[User:Zaranthan|Zaranthan]] 15:23, 26 January 2008 (EST)&lt;br /&gt;
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::It should be a flow, just like the magma itself. One of the other visible results is warm stone. The same can probably be said for water and damp stone as well. --[[User:N9103|Edward]] 17:01, 26 January 2008 (EST)&lt;br /&gt;
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::It also makes sure water stays heated; a friend of mine keeps magma under a few of his natural pools to make sure they stay thawed during the cold winter months (all but the middle summer month!) --Gotthard 17:45, 12 July 2009 (UTC)&lt;br /&gt;
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==Flow?==&lt;br /&gt;
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I have a magma pipe (pit) in my current fortress... I breached the pipe from the lowest level because of the diagonal bug when I discovered it, and it filled some long exploratory shafts. Since then, the top magma layer is down to 5/7 and 6/7 running all over the surface. After a little while, it's easy to see that magma act curiously: instead of bouncing from wall to wall like real water physics, in my game the 5/7 (the flow) seems to all move in the same direction at the same time. The direction change often, and seem to change randomly. --[[User:Eagle of Fire|Eagle of Fire]] 22:43, 26 November 2007 (EST)&lt;br /&gt;
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There is another way to stop a flow of magma that's moving through a tunnel. You can go one z-level higher, dig to a spot above the magma-filled tunnel, then build a channel above where the magma is flowing and assign it as a Pond Zone. So long as you have buckets and a viable Water Source zone, a dwarf will come along and drop water on the magma, instantly turning it into obsidian and blocking the tunnel. --[[User:Stromko]] January 6th, 2007&lt;br /&gt;
: I've tried this - it rarely works. Usually you just destroy 1/7 of the magma per bucket, along with the water from the bucket, and nothing turns to obsidian. You need to hit it with larger quantities of water at once to get reliable results. --[[User:SL|SL]] 10:35, 6 January 2008 (EST)&lt;br /&gt;
::Actually, you have to hit it from two levels up. Just one won't do anything.--[[User:Demosthenes|Demosthenes]] 17:07, 18 February 2008 (EST)&lt;br /&gt;
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I have added a section to the main page on magma flow, based on frequent confusion in the forums, and on some investigations I have been making into the behavior of magma when pumped (I'm not the first to discover this behavior, but I did go to a fair degree of effort to test how it behaves in differing circumstances) --[[User:Kaypy|Kaypy]] 21:16, 8 October 2008 (EDT)&lt;br /&gt;
:Now THAT is how you make a diagram! Awesome. --[[User:GreyMario|GreyMaria]] 22:20, 8 October 2008 (EDT)&lt;br /&gt;
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==Criteria for Magma Buildings==&lt;br /&gt;
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Is there a special condition that must be met before Magma Smelters/Forges/Furnaces and so on will appear on the build menus?  I have a magma pit and some channels over it so that I can access it for magma, but I cannot build any magma-using buildings. - [[User:Confused Rat|Confused Rat]]&lt;br /&gt;
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:Magma furnaces and forges need a hole somewhere on the ground where they are built. This is to allow the furnace/forge to take the heat from the magma as they are used. --[[User:Eagle of Fire|Eagle of Fire]] 19:43, 25 January 2008 (EST)&lt;br /&gt;
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:What he means is that the magma furnaces don't even appear in the build menu. This is because you haven't discovered magma through natural means. The only way this can happen is if you used reveal to find the magma. You'll have to use the [[Utilities#Enable_Magma_Buildings|Enable Magma Buildings]] utility to make them appear. --[[User:Valdemar|Valdemar]] 20:03, 25 January 2008 (EST)&lt;br /&gt;
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:Reclaimed fortresses may be bugged. If you reclaimed you fortress you probably can't do anything with it without 3rd party programs (like one mentioned above). Magma in [[pit]]s isn't enough to allow magma buildings. You need to discover true magma pipe and get pop-up informing about this. --[[User:Someone-else|Someone-else]] 08:37, 23 May 2008 (EDT)&lt;br /&gt;
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:I had a similar problem in a human settlement, so I do not know if the bug applies there, too... but there IS a chance I abandoned and reclaimed at one point, so it could just be that --[[User:Zatnik|Zatnik]] 05:02, 7 January 2009 (EST)&lt;br /&gt;
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== Infinity Generators? ==&lt;br /&gt;
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Because magma is currently a finite resource, would it be a good idea to add how to make an infinity generator as workarround untill Toady gives us some more of the stuff?&amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:Highlord Asehujiko|Highlord Asehujiko]] ([[User talk:Highlord Asehujiko|talk]]•[[Special:Contributions/Highlord Asehujiko|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
:Not on the main article as it would easily be considered cheating. In here, or the [[cheating]] article itself would be fine, the latter probably more appropriate as it could be applied to water as well for those scorching maps. --[[User:N9103|Edward]] 19:16, 27 January 2008 (EST)&lt;br /&gt;
::Magma regenerates in most cases, which pretty much means it's infinite. --[[User:Someone-else|Someone-else]] 19:19, 26 April 2008 (EDT)&lt;br /&gt;
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== Lava vs. Magma ==&lt;br /&gt;
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I hadn't noticed it until just now, but both Lava and Magma occur in the game.  I haven't seen this fact referenced in the wiki.  Magma is a fluid which occurs in Magma Pipes, and in areas directly connected to Magma Pipes.  Lava appears to occur in disconnected areas.  I'm not sure what happens if you reconnect.  If you use {{k|k}} to view a square, you'll see either Magma or Lava depths given.  I'm not clear on what difference there is between the two fluids. --[[User:Doctorlucky|Doctorlucky]] 02:58, 23 March 2008 (EDT)&lt;br /&gt;
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:There is none, just the name. --[[User:Savok|Savok]] 10:30, 23 March 2008 (EDT)&lt;br /&gt;
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::both in df, and irl, molten rock in open air is called lava, while subterranean is called magma -[[User:Chariot|Chariot]] 15:40, 23 March 2008 (EDT)&lt;br /&gt;
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::: Ah, so magma which is ''Outside'' is lava.  Cool.  I guess my disjoint areas are all also outside :)  I suppose we ought to mention this somewhere on the page? --[[User:Doctorlucky|Doctorlucky]] 19:19, 23 March 2008 (EDT)&lt;br /&gt;
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== Magma vs puppy? ==&lt;br /&gt;
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I have encountered an interesting glitch. I have 2 puppies and a kitten in magma that aren't dying, and yes I have temperature setting on. http://mkv25.net/dfma/movie-570-magmavspuppy&lt;br /&gt;
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For those interested in trying to recreate it, I believe it has to do with designating the animal to slaughter while trying to throw it into a pit. A few of my dwarves were having pathing errors to try and slaughter them when I noticed the 3 invulnerable pests. After saving and reloading, the critters were insta-gibbed.&lt;br /&gt;
--[[User:Sphexx|Sphexx]] 04:59, 23 May 2008 (EDT)&lt;br /&gt;
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== Chasm Confusion ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The minerals directly adjacent to the magma vent will also be immediately visible, even at the lowest level of the map, which can give some hints about where to prospect for ores.&amp;quot;&lt;br /&gt;
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Magma, at least in my experience, has always been surrounded only by Obsidian, as a result you cannot get any kind of insight as to the surrounding minerals, this differs from a chasm where the veins coming up to a chasm are directly reflected in the walls.&lt;br /&gt;
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--[[User:Stalinbulldog|Stalinbulldog]] 04:18, 26 July 2008 (EDT)&lt;br /&gt;
:volcanoes and magmapipes can form large &amp;quot;chasms&amp;quot; above them, though it depends on how rocky the map is&lt;br /&gt;
:Confirmed, various minerals and gems were visible in the 'crater' area two levels above the magma in my magma pipe.  --[[User:Corona688|Corona688]] 15:05, 5 November 2008 (EST)&lt;br /&gt;
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== gruesome accident in older 2d version ==&lt;br /&gt;
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beware wooden floodgates&lt;br /&gt;
not only do they burn(as I planned)&lt;br /&gt;
but i scattered magma all around the room&lt;br /&gt;
it rolled around quickly in all directions, flooding the tunnels, burning miners, smelters, war dogs and puppies alike without remorse.&lt;br /&gt;
it has thus far filled the entire message screen with &amp;quot; someone&amp;quot; or &amp;quot;something&amp;quot; has burned to death &lt;br /&gt;
it appears to gain mass from creeping down hallways! oh god...&lt;br /&gt;
60 deaths, at least 25 dwarves and 15 puppies22:08, 28 July 2008 (EDT)[[User:Eerr|Eerr]]&lt;br /&gt;
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== Magma cooling? ==&lt;br /&gt;
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Ive noticed at a 1/7 depth, the magma seems to cool and go away. v40d  --[[User:OmegaX|OmegaX]] 17:28, 3 October 2008 (EDT)&lt;br /&gt;
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: That is probably what the author meant by &amp;quot;Magma that is only 1 deep &amp;quot;evaporates&amp;quot; over time.&amp;quot; [[User:MagicGuigz|MagicGuigz]] 19:58, 3 October 2008 (EDT)&lt;br /&gt;
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== Mechanisms on Non-Floodgates ==&lt;br /&gt;
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I want to power my underground smelting operations with magma, so I'm digging a tunnel into the side of a magma pipe. I don't want magma creatures coming in that way, so I need a set of [[bars]] across it. However, once I set up the bars, I need to open them to get a miner past and cut the last bit of stone and open the tunnel to the magma. I was going to just attach the bars to a level, but the question of what to use for the [[mechanism]] is bugging me. I don't want to waste my precious imported [[Bauxite]] on the mechanism, and once it closes behind the miner it never need to open again so it's fine it it melts, but not if the melting mechanism will cause the bars to deconstruct! Anyone know what happens to things other than floodgates when their mechanisms get melted off?&lt;br /&gt;
--17:11, 7 October 2008 (EDT)&lt;br /&gt;
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: Or you could make your life much simpler with [[Fortification]]s. [[User:RomeoFalling|RomeoFalling]] 23:09, 14 October 2008 (EDT)&lt;br /&gt;
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:: How? [[Fortification]]s allow liquid to pass through and stop creatures, yes, but you can't open them ''at all''. How am I supposed to get my dwarf back after he digs the last square of the channel if there's a fortification blocking the way?--[[User:Macdjord|Macdjord]] 15:49, 16 October 2008 (EDT)&lt;br /&gt;
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:::I used a fortification to keep fire imps out of my magma channel; I dug a stairway totally unconnected to the rest of my fortress to a spot adjacent to the top layer of the magma pipe, then dug a tunnel from within the fortress to within one tile of the stairway.  I fortified the tile that separated the two, then dug a channel (from outside) that let the magma flow against the &amp;quot;outside&amp;quot; face of the fortification.  The magma flowed through the fortification and into the &amp;quot;inside&amp;quot; tunnel.&lt;br /&gt;
&lt;br /&gt;
:::For good measure, in case I want to drain the inside tunnel at some point, I put an s-turn in the inside tunnel and situated a nickel/bauxite floodgate around the corner, out of sight of the fortification.&lt;br /&gt;
&lt;br /&gt;
:::Viewed from above, basically it looks like this:&lt;br /&gt;
&lt;br /&gt;
 ~============&lt;br /&gt;
 ~~=====..X...&lt;br /&gt;
 ~~=====.=====&lt;br /&gt;
 ~~=&amp;lt;#...=====&lt;br /&gt;
 ~~===========&lt;br /&gt;
 ~============&lt;br /&gt;
 &lt;br /&gt;
 ~ - Magma pipe&lt;br /&gt;
 = - Unmined tile (wall)&lt;br /&gt;
 . - Mined tile (channel)&lt;br /&gt;
 &amp;lt; - Stairway&lt;br /&gt;
 # - Fortification&lt;br /&gt;
 X - Floodgate&lt;br /&gt;
&lt;br /&gt;
:::The last step here is to remove the tile between the magma and the stairway by digging a channel from one z-level up.&lt;br /&gt;
:::--[[User:Maximus|Maximus]] 03:16, 17 October 2008 (EDT)&lt;br /&gt;
::::Why do you need a stairway? Couldn't you have just put the fortification on the tile where you have the stairway now? I'm also not sure why you need a turn as opposed to having the floodgate directly in line; i.e. {{qd|cols=7|~|`|╬|{{qd/ch{{!}}X{{!}}888|ccc}}|.|.|.}} &lt;br /&gt;
::::[[User:Random832|Random832]] 08:55, 17 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::I believe you can't create a fortification from above, though I could be wrong.  It doesn't cost anything to dig one extra z-level down to get yourself a tile with an open face front and back which fortifies up nicely.  Also, I put the kink in the tunnel just to be paranoid -- I don't want things shooting fireballs down it.  I'm not sure if a fireball can destroy a floodgate.  Again, it didn't cost me anything to make it a touch more elaborate.--[[User:Maximus|Maximus]] 18:29, 17 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Well, if I dug in from above, I could just use a non-retracting set of bars. Fortifications allow liquid to flow, but they slow it down. But I'm not digging at the top level of the pipe. I suppose I could just use a sacrificial non-magma-safe floodgate, set up the bars behind it, and then open it and let it melt.&lt;br /&gt;
::::--[[User:Macdjord|Macdjord]] 13:20, 17 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Magma Ate My Wall ==&lt;br /&gt;
While digging my channel to a magma pipe, I came across a vein of Lignite which ran perpendicular to my channel. I mined it out, hauled the lignite over to my fortress, and then built some walls over the side passages. It's now less than a year later, and one of those wall-units is missing. Unless there's some way a fire imp or other magma creature can destroy walls, the magma must have melted the wall. --[[User:RomeoFalling|RomeoFalling]] 07:12, 5 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Wasn't that wall a Lignite wall ? It may have burnt, then. [[User:Timst|Timst]] 09:46, 5 November 2008 (EST)&lt;br /&gt;
:Yes, it sounds like it was a liginite wall.  Magma will ignite coke-bearing rock, this has been the case for a long time. --[[User:ThunderClaw|ThunderClaw]] 09:56, 5 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:: No, the wall was built from rock salt. All the lignite was hauled away, and as an economic stone, not a material choice I could have made by accident. The floor is still lignite though. Think that may have been a factor? --[[User:RomeoFalling|RomeoFalling]] 09:58, 5 November 2008 (EST)&lt;br /&gt;
:::That's possible, but I find it unlikely.  Also, I misinterpreted what you meant by 'built a wall', didn't realize it was a construction.  I thought it was a smoothed rock face.  It's been a persisting question (at least in #df on synIRC) if magma will melt constructions not made of bauxite.  You may have just answered that for us.  Perhaps you could test by letting magma into a 5x5 room with one natural rock pillar in the middle, and a wall construction of the same type of stone?  That'd answer the question once and for all, I think. --[[User:ThunderClaw|ThunderClaw]] 10:11, 5 November 2008 (EST)&lt;br /&gt;
:::I've had magma against some of my constructed walls for years and years without damage.  A good thing too, I've got quarters on the other side!  They're almost certainly basalt.  I wouldn't rule out the vanishing wall being caused by a burning floor;  lignite can burn for years before vanishing.  --[[User:Corona688|Corona688]] 15:14, 5 November 2008 (EST)&lt;br /&gt;
::::Interesting.  It was probably the liginite floor, then, but that begs the question of how a burning floor could consume a wall; stone should be fire-safe.  A really interesting situation, to be sure. --[[User:ThunderClaw|ThunderClaw]] 17:26, 5 November 2008 (EST)&lt;br /&gt;
:::Also -- as for 'not a material choice I could have made by accident', I've found my masons will happily convert expensive imported ores and flux into blocks if they decide your depot's closer than the nearest basalt.  And once anything's blocked, it's useless but for constructions. --[[User:Corona688|Corona688]] 16:39, 5 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::: @Corona: That's for a mason's workshop, though. When you build walls, you choose the specific rocks to build from. Although, I have to say that I've never had a mason use a rock from the restricted list.&lt;br /&gt;
::::: For clarity, here's an image capture. The east-west shaft was my original tunnel towards the magma pipe. Every mined-out tile north or south of that shaft was Lignite. However, the opening just below the cursor, where my missing wall is supposed to be, is listed as Rock Salt as well. This is because dwarves kept building that section of wall from the wrong side, and I had to deconstruct it and put it back up several times -- which kills our &amp;quot;burning lignite floor&amp;quot; theory. Hrm.....now that I think about it, I can't be sure that I did build that wall in the end. I can't remember if a dwarf ever built it from the correct side. I'll let you know if another wall section disappears.&lt;br /&gt;
[[Image:romeofalling1.GIF]]&lt;br /&gt;
&lt;br /&gt;
--[[User:RomeoFalling|RomeoFalling]] 18:54, 5 November 2008 (EST)&lt;br /&gt;
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== Disambiguation ==&lt;br /&gt;
&lt;br /&gt;
I see the term ''magma pipe'' and ''magma vent'' being used interchangeably. Do these terms mean the same thing? --[[User:RomeoFalling|RomeoFalling]] 20:25, 8 November 2008 (EST)&lt;br /&gt;
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:Basically, yes. Magma vents, however, are visible from the surface, whereas magma pipes are not. --[[User:GreyMario|GreyMaria]] 00:26, 9 November 2008 (EST)&lt;br /&gt;
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== Magma Vs. Sand ==&lt;br /&gt;
&lt;br /&gt;
In a failed experiment with wooden screw pumps with magma proof blocks, I have discovered something horrible and intriguing.  Magma/lava can burn it's way through sand, so now I have an above ground magma cistern half flooding back into the magma pipe I filled it from, and half into my underground workshops through 2 z-levels of sand flooring.  I have picture proof too, but I have no idea how to upload pictures from my laptop to a wiki. --[[User:Alkyon|Alkyon]] 14:19, 11 November 2008 (EST)&lt;br /&gt;
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:&amp;quot;Upload file&amp;quot;, toolbox, left side of this page.--[[User:Maximus|Maximus]] 14:34, 11 November 2008 (EST)&lt;br /&gt;
::Ah, thanks. --[[User:Alkyon|Alkyon]] 20:12, 11 November 2008 (EST)&lt;br /&gt;
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Do you mean it goes down z-levels, or does it just move across the sand? magma can normally move across anything except water, I think. --[[User:Destor|Destor]] 14:41, 11 November 2008 (EST)&lt;br /&gt;
:Vertically, through z-levels.  It created a hole that wasn't there before through a sand floor, into my main hallway, and then through the floor there into my workshops and stockpiles.  From there, it simply followed the path of least resistance down the stairs and into the living quarters (not shown).  The magma seems to only tunnel through floor tiles that have no wall tile below them, which is understandable but I've never had this happen before.  Though, admittedly I have never tried to create a lava cistern on top of sand before. --[[User:Alkyon|Alkyon]] 20:12, 11 November 2008 (EST)&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:DF-0.JPG|Above ground (sorry for large size despite jpeg compression)&lt;br /&gt;
Image:DF-1.JPG|1 z-level down (main hallway)&lt;br /&gt;
Image:DF-2.JPG|2 z-levels down (workshops and rock, bar, and wood stockpiles)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
:::Oh what [[Losing|FUN!]]  --[[User:Arkenstone|Arkenstone]]&lt;br /&gt;
::::A bit late, but are you sure you didn't somehow cause a [[cave-in]] and punch a hole through the floor? I've '''never''' observed magma destroying walls or floors on its own, even those made of sand. --[[User:Quietust|Quietust]] 16:19, 8 October 2009 (UTC)&lt;br /&gt;
:::::Good timing because I just observed this myself and it definitely wasn't a cave in. Magma created an open space in a white sand floor and began flooding my fortress. Had breached the underground river so it could also have been a tower cap burning but I didn't think that happened. [[User:Pti|Pti]] 21:33, 8 October 2009 (UTC)&lt;br /&gt;
:::::Incidentally, that was with temperature off. [[User:Pti|Pti]] 21:35, 8 October 2009 (UTC)&lt;br /&gt;
::::::That would actually be an interesting thing to check - my current fort has a short underground magma channel, hollow underneath, and having sand floors, but the layer underneath is all chalk so no tower-caps would be able to grow. I could possibly test it by adding some mud next to the channels, since I've observed nearby muddy floors to permit tower-cap growth above stone layers. --[[User:Quietust|Quietust]] 22:00, 8 October 2009 (UTC)&lt;br /&gt;
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== Regarding Boatmurdered ==&lt;br /&gt;
&lt;br /&gt;
I have this intense desire to flood the world in magma. (yes, I'm playing the 2D Dwarf Fortress. Sue me.) How did they get the magma onto the surface? Last I checked, pumps don't exist, sooo... --[[User:GreyMario|GreyMaria]] 02:45, 28 November 2008 (EST)&lt;br /&gt;
:Channels and aqueducts... They'll transport any liquid anywhere. And bridges too!--[[User:Dorten|Dorten]]&lt;br /&gt;
::But magma's on the &amp;quot;Z-level&amp;quot; below. How's it supposed to get on the actual level of the elephants? --[[User:GreyMario|GreyMaria]] 13:50, 28 November 2008 (EST)&lt;br /&gt;
:::You're still thinking in 3D.  Magma is &amp;quot;in&amp;quot; the tiles where the river is, and will be in the tiles where you dig a channel, and you want to get it in the tiles where the elephants are, by digging a channel from the magma river to the outside and &amp;quot;releasing&amp;quot; it from the channel using a floodgate.  The miner who digs the part of the channel that connects it to the magma river itself might get killed, since they always stood ''in'' the channel square while digging it in the 2D version.  Put a floodgate just beyond it before digging it out so you can shut off the flow, since you will make mistakes.--[[User:Maximus|Maximus]] 16:36, 28 November 2008 (EST)&lt;br /&gt;
::::Yes, I realize I'm thinking in 3D. Exactly how does the magma get out of the channel and onto the ground? Because last I checked, fluids didn't do that naturally. --[[User:GreyMario|GreyMaria]] 18:44, 28 November 2008 (EST)&lt;br /&gt;
:::::That's just the way the 2D version works. Channel next to liquid = liquid now in channel. Tile at end of channel not floodgate (or other liquid stopper) = liquid now on ground. --[[User:N9103|Edward]] 18:47, 28 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::Read [http://archive.dwarffortresswiki.net/index.php/Channel#Game_mechanics Channel] and [http://archive.dwarffortresswiki.net/index.php/Irrigation#Controlled_flooding Irrigation] on the archive wiki.  You have to play with channels and floodgates for a bit before it all makes sense, though.  The 2D version tended to get real kludgy when it came to fluids.  Try to get a farm going to understand the basics of the 2D channels, floodgates, and fluids.--[[User:Maximus|Maximus]] 23:07, 28 November 2008 (EST)&lt;br /&gt;
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== No little errors ==&lt;br /&gt;
&lt;br /&gt;
I just made a discovery. There is nothing like small error in the terms of magma engineering. After attempting to make my lava moat, I accidentally dug channel one tile longer, than it should be. At first, it went good. But then, magma flowed over my wall and flooded entire fortress. Remember - no little errors. [[User:SanDiego|SanDiego]] 12:19, 30 November 2008 (EST)&lt;br /&gt;
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== Export the local map ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;...you can try exporting the local map of the world which can be much more quickly searched for the distinctive red ≈ symbol. &amp;quot; How does one do that? --[[User:Azaram|Azaram]] 02:08, 4 December 2008 (EST)&lt;br /&gt;
:Right after generating your world, there is an option to export the map. I think it maps to 'p' but I can't swear to it now. I don't know if there is a way to do it at a time other than right after generation. -[[User:Fuzzy|Fuzzy]] 14:45, 4 December 2008 (EST)&lt;br /&gt;
::Legends screen lets you export maps as well, but they don't have the special features enabled, even with all applicable options enabled. Probably on the todo list 'somewhere', but can't imagine it's even semi-important. So you'll have to rely on worldgen exports. --[[User:N9103|Edward]] 22:02, 4 December 2008 (EST)&lt;br /&gt;
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::I thought it was just the region map you can export, not the local map, and a red ≈ just means desert and/or red sand on that map.  You can see named volcanoes on it though -- red ^s.--[[User:Maximus|Maximus]] 22:16, 4 December 2008 (EST)&lt;br /&gt;
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::It's mapped to &amp;quot;P&amp;quot;. Capital. [[User:Zchris13|Zchris13]] 21:01, 12 February 2009 (EST)&lt;br /&gt;
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== Temperature setting ==&lt;br /&gt;
&lt;br /&gt;
While magma will not cause fires while the temperature is turned off in the init file, it seems the game remembers at least some of the fires it would have caused.  I was playing with temperature off and tunneled into magma rather carelessly, knowing it wouldn't hurt me, later, when I turned the temperature on in that game, the dwarves that came into contact with the magma were immediately set on fire.  This was about a year later in game.  I checked back several times by quitting without saving, every time I turned the temperature on, those same dwarves caught fire, with the temperature off, there was no indication of fire what so ever.--[[User:Sotanaht|Sotanaht]] 23:36, 23 January 2009 (EST)&lt;br /&gt;
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:Oh wow, I can imagine tons of uses for that, especially when toady makes it so that you can go and raid the goblins... Kamikaze dwarves, anyone? Well, I guess it should be in the article, but it would be nice to do more testing first. I think that if a dwarf falls in water, he stops burning. So if you could find out if they, after being put out with temperature off, still lit up next time we could put it in. Do more research, I would but I have had trouble with DF lately, it has been mad slow.--[[User:Destor|Destor]] 00:01, 24 January 2009 (EST)&lt;br /&gt;
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::Well, temperatures are flows, and items remember how warm they are, so presumably the dwarves that burst into flames are still at a ridiculous temperature and haven't cooled down. That, or the coating of magma on their bodies is causing them to burn...--[[User:Quil|Quil]] 00:36, 24 January 2009 (EST)&lt;br /&gt;
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::: It has got to be the coating, as you say.  Turning off the tempurature means that they should STOP remembering.  The flows should not be calculated, and the items should have nothing to remember.  Thats why turning it off speeds up the game, especially in extreme environs or around magma.  There was, however, nothing listed that I could find, so this &amp;quot;magma coating&amp;quot; is invisible to the interface.  It should also be noted that it was apparently the dwarves who caught fire first, and their burning flesh that apparently set their clothes on fire moments later.--[[User:Sotanaht|Sotanaht]] 12:29, 24 January 2009 (EST)&lt;br /&gt;
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::::Check specifically for magma splatters on the dwarfs in question. I wouldn't be surprised if they picked them up, similar to when creatures get doused in water. The liquid tends to stick all over them, and rarely goes away on it's own. Best bet to preserve them would be to construct a waterfall-shower, and hope it washes away the magma spatter, rather than creating obsidian ;) --[[User:N9103|Edward]] 07:11, 25 January 2009 (EST)&lt;br /&gt;
:::::Yer, looks like the dawrfs got their Pigtail socks a coating of magma. Then magma goes boom.--[[User:Cultiststeve|cultiststeve]] 08:08, 19 February 2009 (EST)&lt;br /&gt;
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==Site finder==&lt;br /&gt;
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Will magma Pipes always show up on the local map? Because my site finder keeps throwing up sites with no visible magma on the local map. --[[User:ArneHD|ArneHD]] 17:09, 12 February 2009 (EST)&lt;br /&gt;
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:No, magma pipes don't always reach the surface, and therefore won't always show up on the embark map.  You can find out it's actual location by taking a guess based off of what stone layers are shown where in the embark map, or you can go to your init.txt and change SHOW_EMBARK_M_PIPE to ALWAYS. --[[User:Alkyon|Alkyon]] 17:29, 12 February 2009 (EST)&lt;br /&gt;
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== Magma-swimming Baby ==&lt;br /&gt;
&lt;br /&gt;
For some reason, someone has dropped their baby into the magma. The strange thing is, it aint burning up. Its lying there, and apparently has done so for a long time. Its hungry and thirsty. --[[User:Myroc|Myroc]] 15:26, 21 February 2009 (EST)&lt;br /&gt;
:I once had a mother get trapped behind a magma bulkhead with her baby. She died promptly. The baby just sorta sat in the magma flow for about a year before it died too. [[User:HeWhoIsPale|HeWhoIsPale]] 16:40, 21 February 2009 (EST)&lt;br /&gt;
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== Spawn Distance For Creatures? ==&lt;br /&gt;
&lt;br /&gt;
How far from the magma pipe can fire snakes (and imps, if they spawn) appear?  Also, are they limited to spawning near the magma pipe itself, or ANY magma (i.e., a magma tap leading across the map into your fortress)?&lt;br /&gt;
:The pipe itself--[[User:Zchris13|Zchris13]] 23:51, 14 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Hidden Magma Pipe ==&lt;br /&gt;
So I just got the message 'You have discovered a magma pipe.' This made me very happy, because I had no idea that magma was on my map, and the area is completely devoid of trees, which means I won't have to worry about charcoal as much. Anywhos, after getting the message and looking around the level... I can't find it anywhere! I assumed that you get the message when your dwarf mines a tile next to the pipe or something, but I can't find it anywhere, not even on the local map. Magma forges are enabled, so that must mean that I did find one... But is there any way of finding the darn thing? I assumed it was from some of my exploratory mining, but after looking around that area and even digging further into the rock, I don't see anything. Is it possible that the magma pipe is off the level or something, so I get the message but can't see it? Arg, this is so annoying. --[[User:ZombieRoboNinja|ZombieRoboNinja]] 00:34, 5 May 2009 (UTC)&lt;br /&gt;
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:Try zooming in on any magma related creatures from the units menu. You could also zoom in on the newest (last) obsidian stone listed on the stocks menu I think. --[[User:Elvang|Elvang]] 04:21, 5 May 2009 (UTC)&lt;br /&gt;
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:Check for a [[Magma#Using_magma|Magma Cap]]. --[[User:N9103|Edward]] 09:12, 5 May 2009 (UTC)&lt;br /&gt;
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::I tried looking at the units list... Only a couple dead kobolds, a few camels, and my dwarves... So that's a no go. And there are 15 obsidian stones in my stocks, but the zoom function is grayed out... And my bookkeeper is at 100% efficiency. I also tried looking for a magma cap, but I couldn't find one. Aha! Success! I made an obsidian stockpile, and watched where my all-knowing dwarves went, and I found the source of the obsidian. I tried digging from that point, and I found it! It's a bit small, but I suppose the diameter doesn't matter much when it's a magma pipe. Thanks for your help, guys. Also, I know that talk pages aren't meant to be used as forums or anything, but is it against the rules and/or frowned upon to ask questions on the talk pages?&lt;br /&gt;
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::: It's fine, it might even be a good thing, since we can add other tidbit of information to a main article if needed. Feel free to ask question (as long as it is in the appropriate place. --[[User:Karl|Karl]] 13:19, 5 May 2009 (UTC)&lt;br /&gt;
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== Items Caught In Cooling Magma ==&lt;br /&gt;
After one of my wrestlers got pulled into a magma vent, I noticed that his Steel equipment only sank a single Z level. This brings up the idea that, if I were to pour water over the surface and harden that Z level, I could presumably recover the equipment. But will items caught in hardening magma be destroyed? Or merely trapped in obsidian that you can mine out? --[[User:Scarecrow|Scarecrow]] 16:37, 5 May 2009 (UTC)&lt;br /&gt;
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:Hm, good question. Wouldn't it make sense that the item just gets trapped, and you just have to mine out the hardened rock to get the item back? That is, if it's resistant to magma and/or the temperature's off. Right? Why would cooling the magma destroy the object? Unless the game had it coded where like, a tile of stone being created removes all the items from the block. Which would suck. --[[User:ZombieRoboNinja|ZombieRoboNinja]] 17:48, 9 May 2009 (UTC)&lt;br /&gt;
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:: Items lost in rivers or moats can be recovered by mining the ice in winter. It is not unreasonable to assume that magma/obsidian behaves like water/ice in this respect. This begs testing, obviously. --[[User:Aykavil|Aykavil]] 21:07, 6 May 2009 (UTC)&lt;br /&gt;
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:::Tested this by a) dropping (non-magma safe) rocks into a river and then pouring in Lava, they were recoverable. b) putting a couple of similar rocks as well as a nickel-silver bar and a constructed nickle-silver bridge into a room, letting enough magma in to cover the floor, and then adding water before the rocks had melted. All items were recoverable and the bridge was still intact after digging it out. --[[User:Mael|Mael]] 00:08, 15 July 2009 (UTC)&lt;br /&gt;
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::::Nice!  That means my Obsidian Tomb trap concept just got a lot better!  --[[User:Arkenstone|Arkenstone]] 14:10, 20 August 2009&lt;br /&gt;
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== Flies spawning from magma? ==&lt;br /&gt;
&lt;br /&gt;
I don't know why, but I've observed flies (normal and acorn flies, mostly normal flies) spawning at the edge of magma where its melting rock. It's particularily noticeable when you have magma channels under your forging area since the confined space tends to concentrate them. Also, they will come out of any magma access holes you have dug. I'm using the Mayday graphics mod, so no idea if it's an artifact. My theory is that they represent vapors coming out of the magma as it melts the rock it encounters. I also added this fact to the flies page as well. --[[User:Smjjames|Smjjames]] 14:14, 13 May 2009 (UTC)&lt;br /&gt;
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:This has happened to me as well, it dosn't have anything to do with the graphics mod because I don't use it, I thought it was part of the civi forge mod I have been using, my personal theory it that flies spawn from refuse and molten rocks are refuse, it might also be from the dirt that magma makes because once I found a dwarf going down to my obsidian farm to clean something, the magma had cleared because my watergate broke(I suspect that an elven plot or carp are the cause).The ground had marks on it and I saw my cleaner cleaning it up.The flies may be attracted to &amp;quot;dirty&amp;quot; tiles but i'm not sure.--[[User:Supercharazard|Supercharazard]] 17:30, 12 October 2009 (UTC)&lt;br /&gt;
::I have noticed this same behavior in vanilla DF--[[User:Zchris13|Zchris13]] 15:20, 15 October 2009 (UTC)&lt;br /&gt;
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== Digging into volcano wall ==&lt;br /&gt;
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While the article says you need unbelievably fast to avoid getting incinierated while digging into the obsidian wall, this doesn't seem to be true.  More important than speed is to make sure the digger has a designated mining section a few blocks away to immiedately start working on so he doesn't get that split second pause before switching labor.  With this method I got a miner with merely &amp;quot;agile&amp;quot; out safely. [[User:Greep|Greep]] 04:48, 14 July 2009 (UTC)&lt;br /&gt;
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== digging away the obsidian ==&lt;br /&gt;
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There's something that I've not been able to find an answer for anywhere, which is if I dig away at the obsidian walls of the magma pipe (without touching the very inner layer of obsidian), will magma thats above the obisidan tile be able to leak down or is there a floor under the magma tile (above the obsidian) that'll prevent it from spilling out? --[[User:Kain|Kain]] 21:26, 26 July 2009 (UTC)&lt;br /&gt;
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:If there was a natural tile one z-level down, then there is a floor there. --[[User:Elvang|Elvang]] 00:06, 29 July 2009 (UTC)&lt;br /&gt;
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== Producing Obsidian section ==&lt;br /&gt;
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The example directly on the page is difficult to understand--some diagrams would be helpful. Really, detailed designs like that should be on user pages anyway. It would be swell if the person who added this design put it on their own user page and linked to that from here. --[[User:King of the Internet|King of the Internet]] 01:29, 9 August 2009 (UTC)&lt;br /&gt;
:Agreed, needs some simple diagram(s) (not over-specific, easily understood/modified to suit individual needs), but also needs to be 1) [[Character_table|standard notation]], and 2) on this page.  If it's on a user page, other users really can't edit it if needed (for instance, to standardize the map symbols - the wall, specifically). --[[User:Albedo|Albedo]] 18:07, 9 August 2009 (UTC)&lt;br /&gt;
:Edit - upon reflection, there's every reason to give this topic its own page. [[Obsidian farming]]. --[[User:Albedo|Albedo]] 19:53, 9 August 2009 (UTC)&lt;br /&gt;
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== Lava ==&lt;br /&gt;
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 Lava is the same substance, but this name for the material is seen less often seen. &amp;lt;br /&amp;gt;It seems to be the result of a 1/7 magma flow onto floor tiles, before it evaporates.{{verify}}&lt;br /&gt;
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 Magma that occurs [[Tile attributes|above ground]] is referred to as '''Lava'''.&lt;br /&gt;
Nope, sorry - I may not have the whole definition, but your limits are just wrong. I noticed &amp;quot;lava&amp;quot; underground while piercing an aquifer. It had been pumped down from the surface, but it was then underground, and had overflow from making obsidian on water onto a floor tile - and none of the other magma doing the work was &amp;quot;lava&amp;quot;, it was all &amp;quot;magma&amp;quot;.  So was every bit of the magma vent that was exposed. So... I don't know where that leaves us, but for now neither may be (completely) right.--[[User:Albedo|Albedo]] 05:55, 28 September 2009 (UTC)&lt;br /&gt;
*I've got an above-ground magma pipeline that briefly passes through an underground passage - it becomes Lava once it goes above ground, turns ''back'' into Magma once it enters the subterranean tunnel, then becomes lava again when it emerges. --[[User:Quietust|Quietust]] 23:30, 28 September 2009 (UTC)&lt;br /&gt;
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== Magma &amp;quot;teleportation&amp;quot; ==&lt;br /&gt;
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I've observed this an incredibly annoying number of times; as I'm writing, my current fortress just lost two mason-engravers to magma magically appearing on top of them. In all cases, this has happened when I'm digging near the magma pipe; the first was on a glacier which had a &amp;quot;capped&amp;quot; pipe, so it was covered by obsidian. I became aware of this a little more quickly than I'd like - after a short while I noticed that the small area I'd dug out (just above the magma) for forges had filled up with small amounts of magma, and continued to do so. After that, I noticed that the garbage pit I'd dug out had begun to harbor magma, and so sealed it off. And now, in my current fortress, construction of a (fully iron) screw pump is barely grinding along because the magma respawns and I have to wait for it to &amp;quot;evaporate&amp;quot; before I can continue. Considering how it's about 150 tiles away from my stockpiles, work is moving slowly, and it's requiring an obscene amount of power (and wood) just to build the infrastructure to deliver power to the pump in the first place so that it can start pumping magma through the 5 or so z-levels ahead of it. I can't have somebody power it themselves unless I'm in the mood for barbecue (and don't mind any more casualties on my end). This is kind of getting on my nerves, because I can't expand into using magma-powered workshops until that one pump is actually delivering magma to the reservoir I designed for that purpose, and even after that, there are about 7 more floors to go until it reaches the workshops.&amp;lt;br&amp;gt;&lt;br /&gt;
TL;DR: Magma is refilling where it shouldn't, and it's getting '''extremely''' [[Fun|annoying]]. Suggestions? I have an [[aquifer]] of unknown depth surrounding the source, so I can't take the direct route. (I found out by trying to, it wasn't pleasant.) ~ [[User:Midna|Midna]] 00:17, 28 January 2010 (UTC)&lt;br /&gt;
:If the pump's input tile has a &amp;quot;Magma Flow&amp;quot; directly beneath it (i.e. no obsidian walls obstructing the path) and said pump is not at the very top of the magma pipe, then the magma pipe is simply refilling into that tile. --[[User:Quietust|Quietust]] 00:41, 28 January 2010 (UTC)&lt;br /&gt;
::Seen it mentioned on the forums that the magma pipe refills by spawning magma at the TOP of the pipe, rather than from the bottom or whatever level the magma's at. Probably should be added to the article. --Gelmax&lt;br /&gt;
:::No, since that's wrong - the magma spawns at the '''surface''' of the magma, not the top of the pipe. --[[User:Quietust|Quietust]] 20:46, 30 January 2010 (UTC)&lt;br /&gt;
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== Vs. Windows?? ==&lt;br /&gt;
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I know walls are impervious to magma, but I was going to drain down some of my magma pipe, and wanted happiness from the fall, without much danger.  So, I put up a gm window.  Let's see what happens.--Aescula (not logged in ATM)&lt;br /&gt;
:Magma never forms mist unless it is caught in a cave-in. And, as far as I know, it does not cause the happy thoughts. --[[User:Iban|Iban]] 22:51, 30 January 2010 (UTC)&lt;br /&gt;
::Your dwarves need to have physical contact with mist to be made happy. And magma mist causes swift, hot death. --[[Special:Contributions/86.6.124.113|86.6.124.113]] 23:47, 2 February 2010 (UTC)&lt;br /&gt;
::I don't think a gem window would melt anyway; gems are, if I recall correctly, generally impervious to magma. Even if that weren't the case, constructed windows can't really be &amp;quot;submerged&amp;quot; in magma, and so shouldn't melt.... ~ [[User:Midna|Midna]] 02:33, 3 February 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Midna</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Magma&amp;diff=61840</id>
		<title>40d Talk:Magma</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Magma&amp;diff=61840"/>
		<updated>2010-01-28T00:17:16Z</updated>

		<summary type="html">&lt;p&gt;Midna: /* Magma &amp;quot;teleportation&amp;quot; */ new section&lt;/p&gt;
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&lt;div&gt;==Steel?==&lt;br /&gt;
Are you certain that steel is a requirement for metals in contact with magma? This info conflicts with the [[Magma smelter]] article, which state that using [[Fire-safe materials]] is enough. Don't have a fort with magma yet, but could someone check which one is correct?[[User:Thexor|Thexor]] 19:23, 31 October 2007 (EDT)&lt;br /&gt;
:Magmaproof is not the same as fireproof. Buildings that work WITH magma need to be fireproof. Rocks and iron are fireproof. Wood is not. Buildings that are going IN the magma, such as floodgates, their mechanisms, and pumps need to be magmaproof materials such as steel and bauxite. [[User:Rkyeun|Rkyeun]] 01:51, 13 July 2009 (UTC)&lt;br /&gt;
::The &amp;quot;must have steel&amp;quot; thing is from the old 2d version. Now, it is only required to be fire safe, such as iron and steel, most other metals, and most types of rock.--[[User:Zchris13|Zchris13]] 15:10, 15 October 2009 (UTC)&lt;br /&gt;
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==Disabling temperature?==&lt;br /&gt;
If i disable temperature can my dwarfs swim through the magma unharmed? Will it still cause water to steam? [[User:Diabl0658|Diabl0658]] 22:28, 31 October 2007 (EDT)&lt;br /&gt;
: Yes, dwarves seem to be able to swim through magma unharmed when temperature is off(I've had them shoved in during a fight, not 100% sure), but they'll violently resist this, even without danger. Water will still steam, it seems to be hard coded. --[[User:Erathoniel|Erathoniel]] 16:50, 12 November 2008 (EST)&lt;br /&gt;
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==Mountain Layers &amp;amp; magma?==&lt;br /&gt;
Does the type of rock around the mountainous areas hint at magma? If you check out [http://en.wikipedia.org/wiki/Volcanic_rocks#Naming this article] and [http://en.wikipedia.org/wiki/Igneous_rock#Mineralogical_classification this site] list a bunch of common volcanic rocks: Granite, Rhyolite, Diorite, Andesite, Gabbro, Basalt, Peridotite and Komatite. Perhaps some clues as to where to find magma?&lt;br /&gt;
:It may be possible to find magma vents by searching for extrusive igneous rocks (such as basalt, felsite, rhyolite and andesite), but continental shelves and deep earth are just naturally made of intrusive igneous rock (such as granite, diorite and gabbro). It's generally indicative of rock that has been pushed up to the surface (or erosion has withered the rock down), and not a volcano.&lt;br /&gt;
::So areas with surface igneous rocks such as basalt, felsite, rhyolite and andesite have a high chance of finding a source of magma below the surface? I'd like to know if it's entirely random or if there is some order or pattern to it. [[User:Schm0|Schm0]] 08:38, 5 November 2007 (EST)&lt;br /&gt;
:::A small patch of obsidian is a dead giveaway for a magma pipe.--[[User:Zchris13|Zchris13]] 15:11, 15 October 2009 (UTC)&lt;br /&gt;
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==magma chamber not visible==&lt;br /&gt;
On a completely different topic: I keep setting up on magma vents but not actually having a magma chamber visible. I assumed one problem was the lack of a border on my plot (so somehow the volcano was actually outside my plot), but even after making it bigger there was still no magma (...but it did have a fancy cave)...This has happened the last 4 times I've tried to start on a volcano, and the world regenerating takes quite a while for ~10 named volcanoes, and then all of the livable ones don't actually have magma.--[[User:UltimaGecko|UltimaGecko]] 16:50, 3 November 2007 (EDT)&lt;br /&gt;
:You might try using reveal.exe to see if the volcano is underground. I just built on a site with a volcano which was not visible from the surface, and used reveal to make sure I hadn't lost my mind (then I killed DF and restarted it so I wouldn't still have the map revealed) - The volcano was entirely underground, covered by layer(s) of rock. I've also added a note to the article saying that it is possible to find a volcano which is visible on the starting screen but not from the surface on-site.--[[User:SL|SL]] 21:54, 7 November 2007 (EST)&lt;br /&gt;
::I think this is related to the temperature of the area. I've got a map with a magma vent in the middle of a glacier. There was no surface magma, but there was a nice flat, round patch of obsidian surrounded by ice. After digging down three levels through this &amp;quot;cap&amp;quot;, I hit live magma. It's actually a nice setup, as I've basically set up a small fort *in* the cap--basically my dwarves are living in the mouth of the volcano, with the basement level dedicated to magma smelters, forges, glass furnaces, etc. --[[User:RedKing|RedKing]] 04:26, 9 November 2007 (EST)&lt;br /&gt;
:::Turning on the &amp;quot;see magma pools and pipes&amp;quot; option in the init file would be a great help for trouble shooting on this topic.--[[User:Zchris13|Zchris13]] 12:44, 23 April 2009 (UTC)&lt;br /&gt;
::::I have seen this &amp;quot;cap&amp;quot; of obsidian over pipes in all temperatures.--[[User:Zchris13|Zchris13]] 15:17, 15 October 2009 (UTC)&lt;br /&gt;
== Magmapool/pipe section ==&lt;br /&gt;
Zara, you recently added some info about all magma pipes having cliffs over them -- this is incorrect. I've played a very large number of magma pipe maps, and very often they are completely exposed to the air. I've also removed the line about them being &amp;quot;as small as two z-levels!&amp;quot;, because it needs better phrasing. I may fix it later. [[User:MOOMANiBE|MOOMANiBE]] 22:39, 26 February 2008 (EST)&lt;br /&gt;
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:in the meantime I had figured that out, too. But what is the difference between a magma pipe and a volcano, then? &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Zara|Zara]]&amp;lt;/small&amp;gt;&lt;br /&gt;
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::As far as I know, the distinction comes down to whether it reaches the surface. If so, some would then call it a volcano rather than a magma pipe. I believe that magma pipes which reach the surface (or volcanoes, if you will) are the only ones which actually show up on the embark map, while underground magma pipes and magma pools do not (unless you use the Regional Prospector tool). --[[User:Janus|Janus]] 23:07, 10 March 2008 (EDT)&lt;br /&gt;
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:::No, similar to Moonanibe,I've played on several maps where, on the embark screen, the magma pipe was only visible using regional prospector. However, as soon as I took a look at the place, I found the magma partly (or completely) exposed on the surface. [[User:Zara|Zara]] 01:59, 11 March 2008 (EDT)&lt;br /&gt;
::::Magma pipes are not 'necessarily' part of a mountain, while volcanoes make a mountain around them during world gen.  Comes down to a number game.  Volcanoes have a magma number of 100, while pipes have a number between 99 and some lower value.--[[User:Zchris13|Zchris13]] 12:48, 23 April 2009 (UTC)&lt;br /&gt;
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== Added new section ==&lt;br /&gt;
I added a section regarding &amp;quot;Built objects vs. Magma&amp;quot;. I think it's absolutely vital we establish what does and doesn't melt in magma, in a clean list. There are quite a few things that could be added to that list (Constructed floors for one) so please, do add to it. [[User:MOOMANiBE|MOOMANiBE]] 17:31, 18 February 2008 (EST)&lt;br /&gt;
:Have you tested the bridges? I conjecture that all buildings and constructions without mechanisms are perfectly fine with magma contact. [[User:VengefulDonut|VengefulDonut]] 10:37, 19 February 2008 (EST)&lt;br /&gt;
:: The bridges part was cut from another section of the article and moved in there. Since it was already here, I assumed it was accurate. I haven't actually checked myself. [[User:MOOMANiBE|MOOMANiBE]] 16:54, 19 February 2008 (EST)&lt;br /&gt;
:I will verify bridges one way or the other. I'm pretty sure they cant melt, though. [[User:VengefulDonut|VengefulDonut]] 21:03, 19 February 2008 (EST)&lt;br /&gt;
::they dont melt, as they arent actually within the magma. that was copied over from the 2d wiki and nobody removed it -[[User:Chariot|Chariot]] 22:29, 19 February 2008 (EST)&lt;br /&gt;
::: I noticed you removed the line about bridges. It seems silly not to mention them at all, so I've written up a line about them working no matter what the material and stuck it in. [[User:MOOMANiBE|MOOMANiBE]] 23:12, 19 February 2008 (EST)&lt;br /&gt;
::::yea they should definately be mentioned, wasnt thinking when i removed it completely(recovering from a bad cold and brain is still a bit foggy) -[[User:Chariot|Chariot]] 00:49, 20 February 2008 (EST)&lt;br /&gt;
Tested. Non-magmaproof bridges -over- magma are fine. Non-magma-proof submerged in magma will melt. [[User:VengefulDonut|VengefulDonut]] 12:39, 21 February 2008 (EST)&lt;br /&gt;
: Interesting. I'll edit the article to say as much. [[User:MOOMANiBE|MOOMANiBE]] 15:30, 21 February 2008 (EST)&lt;br /&gt;
This is what I've found: ANY Construction is safe from magma (even wooden ones. Walls, stairs, fortifications, etc). Any building is unaffected by magma if the magma doesn't occupy the same tile as the building. Example: a door is safe if it's closed, even if it's made of non-safe rock or wood. If you lock it open with a mechanism, or if it's jammed, then the magma interacts with the components, burning/melting them if they can't stand the heat. A pump made of wood or any other material is also safe, as long as the magma doesn't flow *over* it. Since the &amp;quot;out&amp;quot; side acts as a wall, if it's correctly isolated from the magma it won't get damaged and will pump the magma without any trouble. --[[User:Sergius|Sergius]] 01:41, 21 May 2008 (EDT)&lt;br /&gt;
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Anyone clear on Vertical Bars in magma?  I am attempting to keep imps and such from moving through my magma feeding tunnel and was curious if anyone had any good solutions to this problem. --[[User:Stalinbulldog|Stalinbulldog]] 16:23, 14 June 2008 (EDT)&lt;br /&gt;
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:I just use a bauxite wall grate, it works fine for me. --[[User:Zombiejustice|Zombiejustice]] 01:02, 15 June 2008 (EDT)&lt;br /&gt;
:: Ah, thank you, I just wanted to be sure they didn't melt regardless --[[User:Stalinbulldog|Stalinbulldog]] 02:32, 15 June 2008 (EDT)&lt;br /&gt;
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I made a few tests with magma and buildings/constructions and I can confirm some known results and I can provide a few new aspects. Constructions (b-&amp;gt;C) are magma safe (walls, floors, stairs, others not tested). No matter what the material is.&lt;br /&gt;
*&amp;lt;s&amp;gt;bridges build with bauxite *rocks* are not magma safe (bauxite mechanism or not)&amp;lt;/s&amp;gt;&lt;br /&gt;
*bridges build with bauxite *blocks* are magma safe (test with mechanism is pending)&lt;br /&gt;
*bridges build with steel bars are magma safe (test with mechanism is pending)&lt;br /&gt;
Open test: bridge with blocks considered as not magma safe.&lt;br /&gt;
&amp;lt;br&amp;gt;[[User:Imajia|Imajia]] 12:14, 11 July 2008 (EDT)&lt;br /&gt;
::I'm sorry, I made a mistake. The bridges build with bauxite rocks were previously connected with a lever. Unfortunately the mechanism is not removed from the bridge when you remove the lever. Well, at least it seems that the rules for magma safe materials are valid for bridges. With one exception: raised bridges can contain any mechanism, only when magma flows over the bridge it is destroyed.--[[User:Imajia|Imajia]] 13:18, 13 July 2008 (EDT)&lt;br /&gt;
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== Replenishing Magma ==&lt;br /&gt;
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Since magma replenishes now, I've rewritten that snippet from the article. If I've missed something(a kind of magma not regenerating, though this always worked for me on several maps), feel free to correct things. --[[User:Romantic Warrior|Romantic Warrior]] 15:47, 18 February 2008 (EST).&lt;br /&gt;
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I have a very good feeling that the replenishing magma is just &amp;quot;pressurized&amp;quot; magma. I haven't tested fully, but i have poured water over a magma pipe and re-mined it, and in that case the magma flow was upwards. --[[User:Sphexx|Sphexx]] 03:49, 23 May 2008 (EDT)&lt;br /&gt;
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I'm playing a magma pipe right now, and after filling a reservoir to build my forges over, I noticed the main pipe section refilled itself a little bit.  It's not back to what it used to be, but there is definitely some regeneration going on.  Seems to be going at an excruciatingly slow pace though.  About 7 years into the fort and the pipe is nowhere close to being completely refilled.  --[[Special:Contributions/65.94.8.163|65.94.8.163]] 14:12, 11 October 2009 (UTC)&lt;br /&gt;
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== Temperature ==&lt;br /&gt;
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Does magma increase the temperature of things around it? Can it be used to melt ice? --[[User:Ikkonoishi|Ikkonoishi]] 20:26, 3 November 2007 (EDT)&lt;br /&gt;
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:I'm not sure how the temperature calculations are done, but I CAN tell you that magma will melt nearby ice. Check out http://mkv25.net/dfma/movie-153-meltingwateronglacier to see it in action. [[User:Zaranthan|Zaranthan]] 15:23, 26 January 2008 (EST)&lt;br /&gt;
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::It should be a flow, just like the magma itself. One of the other visible results is warm stone. The same can probably be said for water and damp stone as well. --[[User:N9103|Edward]] 17:01, 26 January 2008 (EST)&lt;br /&gt;
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::It also makes sure water stays heated; a friend of mine keeps magma under a few of his natural pools to make sure they stay thawed during the cold winter months (all but the middle summer month!) --Gotthard 17:45, 12 July 2009 (UTC)&lt;br /&gt;
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==Flow?==&lt;br /&gt;
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I have a magma pipe (pit) in my current fortress... I breached the pipe from the lowest level because of the diagonal bug when I discovered it, and it filled some long exploratory shafts. Since then, the top magma layer is down to 5/7 and 6/7 running all over the surface. After a little while, it's easy to see that magma act curiously: instead of bouncing from wall to wall like real water physics, in my game the 5/7 (the flow) seems to all move in the same direction at the same time. The direction change often, and seem to change randomly. --[[User:Eagle of Fire|Eagle of Fire]] 22:43, 26 November 2007 (EST)&lt;br /&gt;
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There is another way to stop a flow of magma that's moving through a tunnel. You can go one z-level higher, dig to a spot above the magma-filled tunnel, then build a channel above where the magma is flowing and assign it as a Pond Zone. So long as you have buckets and a viable Water Source zone, a dwarf will come along and drop water on the magma, instantly turning it into obsidian and blocking the tunnel. --[[User:Stromko]] January 6th, 2007&lt;br /&gt;
: I've tried this - it rarely works. Usually you just destroy 1/7 of the magma per bucket, along with the water from the bucket, and nothing turns to obsidian. You need to hit it with larger quantities of water at once to get reliable results. --[[User:SL|SL]] 10:35, 6 January 2008 (EST)&lt;br /&gt;
::Actually, you have to hit it from two levels up. Just one won't do anything.--[[User:Demosthenes|Demosthenes]] 17:07, 18 February 2008 (EST)&lt;br /&gt;
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I have added a section to the main page on magma flow, based on frequent confusion in the forums, and on some investigations I have been making into the behavior of magma when pumped (I'm not the first to discover this behavior, but I did go to a fair degree of effort to test how it behaves in differing circumstances) --[[User:Kaypy|Kaypy]] 21:16, 8 October 2008 (EDT)&lt;br /&gt;
:Now THAT is how you make a diagram! Awesome. --[[User:GreyMario|GreyMaria]] 22:20, 8 October 2008 (EDT)&lt;br /&gt;
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==Criteria for Magma Buildings==&lt;br /&gt;
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Is there a special condition that must be met before Magma Smelters/Forges/Furnaces and so on will appear on the build menus?  I have a magma pit and some channels over it so that I can access it for magma, but I cannot build any magma-using buildings. - [[User:Confused Rat|Confused Rat]]&lt;br /&gt;
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:Magma furnaces and forges need a hole somewhere on the ground where they are built. This is to allow the furnace/forge to take the heat from the magma as they are used. --[[User:Eagle of Fire|Eagle of Fire]] 19:43, 25 January 2008 (EST)&lt;br /&gt;
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:What he means is that the magma furnaces don't even appear in the build menu. This is because you haven't discovered magma through natural means. The only way this can happen is if you used reveal to find the magma. You'll have to use the [[Utilities#Enable_Magma_Buildings|Enable Magma Buildings]] utility to make them appear. --[[User:Valdemar|Valdemar]] 20:03, 25 January 2008 (EST)&lt;br /&gt;
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:Reclaimed fortresses may be bugged. If you reclaimed you fortress you probably can't do anything with it without 3rd party programs (like one mentioned above). Magma in [[pit]]s isn't enough to allow magma buildings. You need to discover true magma pipe and get pop-up informing about this. --[[User:Someone-else|Someone-else]] 08:37, 23 May 2008 (EDT)&lt;br /&gt;
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:I had a similar problem in a human settlement, so I do not know if the bug applies there, too... but there IS a chance I abandoned and reclaimed at one point, so it could just be that --[[User:Zatnik|Zatnik]] 05:02, 7 January 2009 (EST)&lt;br /&gt;
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== Infinity Generators? ==&lt;br /&gt;
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Because magma is currently a finite resource, would it be a good idea to add how to make an infinity generator as workarround untill Toady gives us some more of the stuff?&amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:Highlord Asehujiko|Highlord Asehujiko]] ([[User talk:Highlord Asehujiko|talk]]•[[Special:Contributions/Highlord Asehujiko|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
:Not on the main article as it would easily be considered cheating. In here, or the [[cheating]] article itself would be fine, the latter probably more appropriate as it could be applied to water as well for those scorching maps. --[[User:N9103|Edward]] 19:16, 27 January 2008 (EST)&lt;br /&gt;
::Magma regenerates in most cases, which pretty much means it's infinite. --[[User:Someone-else|Someone-else]] 19:19, 26 April 2008 (EDT)&lt;br /&gt;
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== Lava vs. Magma ==&lt;br /&gt;
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I hadn't noticed it until just now, but both Lava and Magma occur in the game.  I haven't seen this fact referenced in the wiki.  Magma is a fluid which occurs in Magma Pipes, and in areas directly connected to Magma Pipes.  Lava appears to occur in disconnected areas.  I'm not sure what happens if you reconnect.  If you use {{k|k}} to view a square, you'll see either Magma or Lava depths given.  I'm not clear on what difference there is between the two fluids. --[[User:Doctorlucky|Doctorlucky]] 02:58, 23 March 2008 (EDT)&lt;br /&gt;
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:There is none, just the name. --[[User:Savok|Savok]] 10:30, 23 March 2008 (EDT)&lt;br /&gt;
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::both in df, and irl, molten rock in open air is called lava, while subterranean is called magma -[[User:Chariot|Chariot]] 15:40, 23 March 2008 (EDT)&lt;br /&gt;
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::: Ah, so magma which is ''Outside'' is lava.  Cool.  I guess my disjoint areas are all also outside :)  I suppose we ought to mention this somewhere on the page? --[[User:Doctorlucky|Doctorlucky]] 19:19, 23 March 2008 (EDT)&lt;br /&gt;
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== Magma vs puppy? ==&lt;br /&gt;
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I have encountered an interesting glitch. I have 2 puppies and a kitten in magma that aren't dying, and yes I have temperature setting on. http://mkv25.net/dfma/movie-570-magmavspuppy&lt;br /&gt;
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For those interested in trying to recreate it, I believe it has to do with designating the animal to slaughter while trying to throw it into a pit. A few of my dwarves were having pathing errors to try and slaughter them when I noticed the 3 invulnerable pests. After saving and reloading, the critters were insta-gibbed.&lt;br /&gt;
--[[User:Sphexx|Sphexx]] 04:59, 23 May 2008 (EDT)&lt;br /&gt;
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== Chasm Confusion ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The minerals directly adjacent to the magma vent will also be immediately visible, even at the lowest level of the map, which can give some hints about where to prospect for ores.&amp;quot;&lt;br /&gt;
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Magma, at least in my experience, has always been surrounded only by Obsidian, as a result you cannot get any kind of insight as to the surrounding minerals, this differs from a chasm where the veins coming up to a chasm are directly reflected in the walls.&lt;br /&gt;
&lt;br /&gt;
--[[User:Stalinbulldog|Stalinbulldog]] 04:18, 26 July 2008 (EDT)&lt;br /&gt;
:volcanoes and magmapipes can form large &amp;quot;chasms&amp;quot; above them, though it depends on how rocky the map is&lt;br /&gt;
:Confirmed, various minerals and gems were visible in the 'crater' area two levels above the magma in my magma pipe.  --[[User:Corona688|Corona688]] 15:05, 5 November 2008 (EST)&lt;br /&gt;
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== gruesome accident in older 2d version ==&lt;br /&gt;
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beware wooden floodgates&lt;br /&gt;
not only do they burn(as I planned)&lt;br /&gt;
but i scattered magma all around the room&lt;br /&gt;
it rolled around quickly in all directions, flooding the tunnels, burning miners, smelters, war dogs and puppies alike without remorse.&lt;br /&gt;
it has thus far filled the entire message screen with &amp;quot; someone&amp;quot; or &amp;quot;something&amp;quot; has burned to death &lt;br /&gt;
it appears to gain mass from creeping down hallways! oh god...&lt;br /&gt;
60 deaths, at least 25 dwarves and 15 puppies22:08, 28 July 2008 (EDT)[[User:Eerr|Eerr]]&lt;br /&gt;
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== Magma cooling? ==&lt;br /&gt;
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Ive noticed at a 1/7 depth, the magma seems to cool and go away. v40d  --[[User:OmegaX|OmegaX]] 17:28, 3 October 2008 (EDT)&lt;br /&gt;
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: That is probably what the author meant by &amp;quot;Magma that is only 1 deep &amp;quot;evaporates&amp;quot; over time.&amp;quot; [[User:MagicGuigz|MagicGuigz]] 19:58, 3 October 2008 (EDT)&lt;br /&gt;
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== Mechanisms on Non-Floodgates ==&lt;br /&gt;
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I want to power my underground smelting operations with magma, so I'm digging a tunnel into the side of a magma pipe. I don't want magma creatures coming in that way, so I need a set of [[bars]] across it. However, once I set up the bars, I need to open them to get a miner past and cut the last bit of stone and open the tunnel to the magma. I was going to just attach the bars to a level, but the question of what to use for the [[mechanism]] is bugging me. I don't want to waste my precious imported [[Bauxite]] on the mechanism, and once it closes behind the miner it never need to open again so it's fine it it melts, but not if the melting mechanism will cause the bars to deconstruct! Anyone know what happens to things other than floodgates when their mechanisms get melted off?&lt;br /&gt;
--17:11, 7 October 2008 (EDT)&lt;br /&gt;
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: Or you could make your life much simpler with [[Fortification]]s. [[User:RomeoFalling|RomeoFalling]] 23:09, 14 October 2008 (EDT)&lt;br /&gt;
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:: How? [[Fortification]]s allow liquid to pass through and stop creatures, yes, but you can't open them ''at all''. How am I supposed to get my dwarf back after he digs the last square of the channel if there's a fortification blocking the way?--[[User:Macdjord|Macdjord]] 15:49, 16 October 2008 (EDT)&lt;br /&gt;
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:::I used a fortification to keep fire imps out of my magma channel; I dug a stairway totally unconnected to the rest of my fortress to a spot adjacent to the top layer of the magma pipe, then dug a tunnel from within the fortress to within one tile of the stairway.  I fortified the tile that separated the two, then dug a channel (from outside) that let the magma flow against the &amp;quot;outside&amp;quot; face of the fortification.  The magma flowed through the fortification and into the &amp;quot;inside&amp;quot; tunnel.&lt;br /&gt;
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:::For good measure, in case I want to drain the inside tunnel at some point, I put an s-turn in the inside tunnel and situated a nickel/bauxite floodgate around the corner, out of sight of the fortification.&lt;br /&gt;
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:::Viewed from above, basically it looks like this:&lt;br /&gt;
&lt;br /&gt;
 ~============&lt;br /&gt;
 ~~=====..X...&lt;br /&gt;
 ~~=====.=====&lt;br /&gt;
 ~~=&amp;lt;#...=====&lt;br /&gt;
 ~~===========&lt;br /&gt;
 ~============&lt;br /&gt;
 &lt;br /&gt;
 ~ - Magma pipe&lt;br /&gt;
 = - Unmined tile (wall)&lt;br /&gt;
 . - Mined tile (channel)&lt;br /&gt;
 &amp;lt; - Stairway&lt;br /&gt;
 # - Fortification&lt;br /&gt;
 X - Floodgate&lt;br /&gt;
&lt;br /&gt;
:::The last step here is to remove the tile between the magma and the stairway by digging a channel from one z-level up.&lt;br /&gt;
:::--[[User:Maximus|Maximus]] 03:16, 17 October 2008 (EDT)&lt;br /&gt;
::::Why do you need a stairway? Couldn't you have just put the fortification on the tile where you have the stairway now? I'm also not sure why you need a turn as opposed to having the floodgate directly in line; i.e. {{qd|cols=7|~|`|╬|{{qd/ch{{!}}X{{!}}888|ccc}}|.|.|.}} &lt;br /&gt;
::::[[User:Random832|Random832]] 08:55, 17 October 2008 (EDT)&lt;br /&gt;
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:::::I believe you can't create a fortification from above, though I could be wrong.  It doesn't cost anything to dig one extra z-level down to get yourself a tile with an open face front and back which fortifies up nicely.  Also, I put the kink in the tunnel just to be paranoid -- I don't want things shooting fireballs down it.  I'm not sure if a fireball can destroy a floodgate.  Again, it didn't cost me anything to make it a touch more elaborate.--[[User:Maximus|Maximus]] 18:29, 17 October 2008 (EDT)&lt;br /&gt;
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::::Well, if I dug in from above, I could just use a non-retracting set of bars. Fortifications allow liquid to flow, but they slow it down. But I'm not digging at the top level of the pipe. I suppose I could just use a sacrificial non-magma-safe floodgate, set up the bars behind it, and then open it and let it melt.&lt;br /&gt;
::::--[[User:Macdjord|Macdjord]] 13:20, 17 October 2008 (EDT)&lt;br /&gt;
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== Magma Ate My Wall ==&lt;br /&gt;
While digging my channel to a magma pipe, I came across a vein of Lignite which ran perpendicular to my channel. I mined it out, hauled the lignite over to my fortress, and then built some walls over the side passages. It's now less than a year later, and one of those wall-units is missing. Unless there's some way a fire imp or other magma creature can destroy walls, the magma must have melted the wall. --[[User:RomeoFalling|RomeoFalling]] 07:12, 5 November 2008 (EST)&lt;br /&gt;
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:Wasn't that wall a Lignite wall ? It may have burnt, then. [[User:Timst|Timst]] 09:46, 5 November 2008 (EST)&lt;br /&gt;
:Yes, it sounds like it was a liginite wall.  Magma will ignite coke-bearing rock, this has been the case for a long time. --[[User:ThunderClaw|ThunderClaw]] 09:56, 5 November 2008 (EST)&lt;br /&gt;
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:: No, the wall was built from rock salt. All the lignite was hauled away, and as an economic stone, not a material choice I could have made by accident. The floor is still lignite though. Think that may have been a factor? --[[User:RomeoFalling|RomeoFalling]] 09:58, 5 November 2008 (EST)&lt;br /&gt;
:::That's possible, but I find it unlikely.  Also, I misinterpreted what you meant by 'built a wall', didn't realize it was a construction.  I thought it was a smoothed rock face.  It's been a persisting question (at least in #df on synIRC) if magma will melt constructions not made of bauxite.  You may have just answered that for us.  Perhaps you could test by letting magma into a 5x5 room with one natural rock pillar in the middle, and a wall construction of the same type of stone?  That'd answer the question once and for all, I think. --[[User:ThunderClaw|ThunderClaw]] 10:11, 5 November 2008 (EST)&lt;br /&gt;
:::I've had magma against some of my constructed walls for years and years without damage.  A good thing too, I've got quarters on the other side!  They're almost certainly basalt.  I wouldn't rule out the vanishing wall being caused by a burning floor;  lignite can burn for years before vanishing.  --[[User:Corona688|Corona688]] 15:14, 5 November 2008 (EST)&lt;br /&gt;
::::Interesting.  It was probably the liginite floor, then, but that begs the question of how a burning floor could consume a wall; stone should be fire-safe.  A really interesting situation, to be sure. --[[User:ThunderClaw|ThunderClaw]] 17:26, 5 November 2008 (EST)&lt;br /&gt;
:::Also -- as for 'not a material choice I could have made by accident', I've found my masons will happily convert expensive imported ores and flux into blocks if they decide your depot's closer than the nearest basalt.  And once anything's blocked, it's useless but for constructions. --[[User:Corona688|Corona688]] 16:39, 5 November 2008 (EST)&lt;br /&gt;
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::::: @Corona: That's for a mason's workshop, though. When you build walls, you choose the specific rocks to build from. Although, I have to say that I've never had a mason use a rock from the restricted list.&lt;br /&gt;
::::: For clarity, here's an image capture. The east-west shaft was my original tunnel towards the magma pipe. Every mined-out tile north or south of that shaft was Lignite. However, the opening just below the cursor, where my missing wall is supposed to be, is listed as Rock Salt as well. This is because dwarves kept building that section of wall from the wrong side, and I had to deconstruct it and put it back up several times -- which kills our &amp;quot;burning lignite floor&amp;quot; theory. Hrm.....now that I think about it, I can't be sure that I did build that wall in the end. I can't remember if a dwarf ever built it from the correct side. I'll let you know if another wall section disappears.&lt;br /&gt;
[[Image:romeofalling1.GIF]]&lt;br /&gt;
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--[[User:RomeoFalling|RomeoFalling]] 18:54, 5 November 2008 (EST)&lt;br /&gt;
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== Disambiguation ==&lt;br /&gt;
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I see the term ''magma pipe'' and ''magma vent'' being used interchangeably. Do these terms mean the same thing? --[[User:RomeoFalling|RomeoFalling]] 20:25, 8 November 2008 (EST)&lt;br /&gt;
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:Basically, yes. Magma vents, however, are visible from the surface, whereas magma pipes are not. --[[User:GreyMario|GreyMaria]] 00:26, 9 November 2008 (EST)&lt;br /&gt;
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== Magma Vs. Sand ==&lt;br /&gt;
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In a failed experiment with wooden screw pumps with magma proof blocks, I have discovered something horrible and intriguing.  Magma/lava can burn it's way through sand, so now I have an above ground magma cistern half flooding back into the magma pipe I filled it from, and half into my underground workshops through 2 z-levels of sand flooring.  I have picture proof too, but I have no idea how to upload pictures from my laptop to a wiki. --[[User:Alkyon|Alkyon]] 14:19, 11 November 2008 (EST)&lt;br /&gt;
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:&amp;quot;Upload file&amp;quot;, toolbox, left side of this page.--[[User:Maximus|Maximus]] 14:34, 11 November 2008 (EST)&lt;br /&gt;
::Ah, thanks. --[[User:Alkyon|Alkyon]] 20:12, 11 November 2008 (EST)&lt;br /&gt;
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Do you mean it goes down z-levels, or does it just move across the sand? magma can normally move across anything except water, I think. --[[User:Destor|Destor]] 14:41, 11 November 2008 (EST)&lt;br /&gt;
:Vertically, through z-levels.  It created a hole that wasn't there before through a sand floor, into my main hallway, and then through the floor there into my workshops and stockpiles.  From there, it simply followed the path of least resistance down the stairs and into the living quarters (not shown).  The magma seems to only tunnel through floor tiles that have no wall tile below them, which is understandable but I've never had this happen before.  Though, admittedly I have never tried to create a lava cistern on top of sand before. --[[User:Alkyon|Alkyon]] 20:12, 11 November 2008 (EST)&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:DF-0.JPG|Above ground (sorry for large size despite jpeg compression)&lt;br /&gt;
Image:DF-1.JPG|1 z-level down (main hallway)&lt;br /&gt;
Image:DF-2.JPG|2 z-levels down (workshops and rock, bar, and wood stockpiles)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
:::Oh what [[Losing|FUN!]]  --[[User:Arkenstone|Arkenstone]]&lt;br /&gt;
::::A bit late, but are you sure you didn't somehow cause a [[cave-in]] and punch a hole through the floor? I've '''never''' observed magma destroying walls or floors on its own, even those made of sand. --[[User:Quietust|Quietust]] 16:19, 8 October 2009 (UTC)&lt;br /&gt;
:::::Good timing because I just observed this myself and it definitely wasn't a cave in. Magma created an open space in a white sand floor and began flooding my fortress. Had breached the underground river so it could also have been a tower cap burning but I didn't think that happened. [[User:Pti|Pti]] 21:33, 8 October 2009 (UTC)&lt;br /&gt;
:::::Incidentally, that was with temperature off. [[User:Pti|Pti]] 21:35, 8 October 2009 (UTC)&lt;br /&gt;
::::::That would actually be an interesting thing to check - my current fort has a short underground magma channel, hollow underneath, and having sand floors, but the layer underneath is all chalk so no tower-caps would be able to grow. I could possibly test it by adding some mud next to the channels, since I've observed nearby muddy floors to permit tower-cap growth above stone layers. --[[User:Quietust|Quietust]] 22:00, 8 October 2009 (UTC)&lt;br /&gt;
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== Regarding Boatmurdered ==&lt;br /&gt;
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I have this intense desire to flood the world in magma. (yes, I'm playing the 2D Dwarf Fortress. Sue me.) How did they get the magma onto the surface? Last I checked, pumps don't exist, sooo... --[[User:GreyMario|GreyMaria]] 02:45, 28 November 2008 (EST)&lt;br /&gt;
:Channels and aqueducts... They'll transport any liquid anywhere. And bridges too!--[[User:Dorten|Dorten]]&lt;br /&gt;
::But magma's on the &amp;quot;Z-level&amp;quot; below. How's it supposed to get on the actual level of the elephants? --[[User:GreyMario|GreyMaria]] 13:50, 28 November 2008 (EST)&lt;br /&gt;
:::You're still thinking in 3D.  Magma is &amp;quot;in&amp;quot; the tiles where the river is, and will be in the tiles where you dig a channel, and you want to get it in the tiles where the elephants are, by digging a channel from the magma river to the outside and &amp;quot;releasing&amp;quot; it from the channel using a floodgate.  The miner who digs the part of the channel that connects it to the magma river itself might get killed, since they always stood ''in'' the channel square while digging it in the 2D version.  Put a floodgate just beyond it before digging it out so you can shut off the flow, since you will make mistakes.--[[User:Maximus|Maximus]] 16:36, 28 November 2008 (EST)&lt;br /&gt;
::::Yes, I realize I'm thinking in 3D. Exactly how does the magma get out of the channel and onto the ground? Because last I checked, fluids didn't do that naturally. --[[User:GreyMario|GreyMaria]] 18:44, 28 November 2008 (EST)&lt;br /&gt;
:::::That's just the way the 2D version works. Channel next to liquid = liquid now in channel. Tile at end of channel not floodgate (or other liquid stopper) = liquid now on ground. --[[User:N9103|Edward]] 18:47, 28 November 2008 (EST)&lt;br /&gt;
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:::::Read [http://archive.dwarffortresswiki.net/index.php/Channel#Game_mechanics Channel] and [http://archive.dwarffortresswiki.net/index.php/Irrigation#Controlled_flooding Irrigation] on the archive wiki.  You have to play with channels and floodgates for a bit before it all makes sense, though.  The 2D version tended to get real kludgy when it came to fluids.  Try to get a farm going to understand the basics of the 2D channels, floodgates, and fluids.--[[User:Maximus|Maximus]] 23:07, 28 November 2008 (EST)&lt;br /&gt;
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== No little errors ==&lt;br /&gt;
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I just made a discovery. There is nothing like small error in the terms of magma engineering. After attempting to make my lava moat, I accidentally dug channel one tile longer, than it should be. At first, it went good. But then, magma flowed over my wall and flooded entire fortress. Remember - no little errors. [[User:SanDiego|SanDiego]] 12:19, 30 November 2008 (EST)&lt;br /&gt;
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== Export the local map ==&lt;br /&gt;
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&amp;quot;...you can try exporting the local map of the world which can be much more quickly searched for the distinctive red ≈ symbol. &amp;quot; How does one do that? --[[User:Azaram|Azaram]] 02:08, 4 December 2008 (EST)&lt;br /&gt;
:Right after generating your world, there is an option to export the map. I think it maps to 'p' but I can't swear to it now. I don't know if there is a way to do it at a time other than right after generation. -[[User:Fuzzy|Fuzzy]] 14:45, 4 December 2008 (EST)&lt;br /&gt;
::Legends screen lets you export maps as well, but they don't have the special features enabled, even with all applicable options enabled. Probably on the todo list 'somewhere', but can't imagine it's even semi-important. So you'll have to rely on worldgen exports. --[[User:N9103|Edward]] 22:02, 4 December 2008 (EST)&lt;br /&gt;
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::I thought it was just the region map you can export, not the local map, and a red ≈ just means desert and/or red sand on that map.  You can see named volcanoes on it though -- red ^s.--[[User:Maximus|Maximus]] 22:16, 4 December 2008 (EST)&lt;br /&gt;
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::It's mapped to &amp;quot;P&amp;quot;. Capital. [[User:Zchris13|Zchris13]] 21:01, 12 February 2009 (EST)&lt;br /&gt;
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== Temperature setting ==&lt;br /&gt;
&lt;br /&gt;
While magma will not cause fires while the temperature is turned off in the init file, it seems the game remembers at least some of the fires it would have caused.  I was playing with temperature off and tunneled into magma rather carelessly, knowing it wouldn't hurt me, later, when I turned the temperature on in that game, the dwarves that came into contact with the magma were immediately set on fire.  This was about a year later in game.  I checked back several times by quitting without saving, every time I turned the temperature on, those same dwarves caught fire, with the temperature off, there was no indication of fire what so ever.--[[User:Sotanaht|Sotanaht]] 23:36, 23 January 2009 (EST)&lt;br /&gt;
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:Oh wow, I can imagine tons of uses for that, especially when toady makes it so that you can go and raid the goblins... Kamikaze dwarves, anyone? Well, I guess it should be in the article, but it would be nice to do more testing first. I think that if a dwarf falls in water, he stops burning. So if you could find out if they, after being put out with temperature off, still lit up next time we could put it in. Do more research, I would but I have had trouble with DF lately, it has been mad slow.--[[User:Destor|Destor]] 00:01, 24 January 2009 (EST)&lt;br /&gt;
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::Well, temperatures are flows, and items remember how warm they are, so presumably the dwarves that burst into flames are still at a ridiculous temperature and haven't cooled down. That, or the coating of magma on their bodies is causing them to burn...--[[User:Quil|Quil]] 00:36, 24 January 2009 (EST)&lt;br /&gt;
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::: It has got to be the coating, as you say.  Turning off the tempurature means that they should STOP remembering.  The flows should not be calculated, and the items should have nothing to remember.  Thats why turning it off speeds up the game, especially in extreme environs or around magma.  There was, however, nothing listed that I could find, so this &amp;quot;magma coating&amp;quot; is invisible to the interface.  It should also be noted that it was apparently the dwarves who caught fire first, and their burning flesh that apparently set their clothes on fire moments later.--[[User:Sotanaht|Sotanaht]] 12:29, 24 January 2009 (EST)&lt;br /&gt;
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::::Check specifically for magma splatters on the dwarfs in question. I wouldn't be surprised if they picked them up, similar to when creatures get doused in water. The liquid tends to stick all over them, and rarely goes away on it's own. Best bet to preserve them would be to construct a waterfall-shower, and hope it washes away the magma spatter, rather than creating obsidian ;) --[[User:N9103|Edward]] 07:11, 25 January 2009 (EST)&lt;br /&gt;
:::::Yer, looks like the dawrfs got their Pigtail socks a coating of magma. Then magma goes boom.--[[User:Cultiststeve|cultiststeve]] 08:08, 19 February 2009 (EST)&lt;br /&gt;
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==Site finder==&lt;br /&gt;
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Will magma Pipes always show up on the local map? Because my site finder keeps throwing up sites with no visible magma on the local map. --[[User:ArneHD|ArneHD]] 17:09, 12 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:No, magma pipes don't always reach the surface, and therefore won't always show up on the embark map.  You can find out it's actual location by taking a guess based off of what stone layers are shown where in the embark map, or you can go to your init.txt and change SHOW_EMBARK_M_PIPE to ALWAYS. --[[User:Alkyon|Alkyon]] 17:29, 12 February 2009 (EST)&lt;br /&gt;
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== Magma-swimming Baby ==&lt;br /&gt;
&lt;br /&gt;
For some reason, someone has dropped their baby into the magma. The strange thing is, it aint burning up. Its lying there, and apparently has done so for a long time. Its hungry and thirsty. --[[User:Myroc|Myroc]] 15:26, 21 February 2009 (EST)&lt;br /&gt;
:I once had a mother get trapped behind a magma bulkhead with her baby. She died promptly. The baby just sorta sat in the magma flow for about a year before it died too. [[User:HeWhoIsPale|HeWhoIsPale]] 16:40, 21 February 2009 (EST)&lt;br /&gt;
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== Spawn Distance For Creatures? ==&lt;br /&gt;
&lt;br /&gt;
How far from the magma pipe can fire snakes (and imps, if they spawn) appear?  Also, are they limited to spawning near the magma pipe itself, or ANY magma (i.e., a magma tap leading across the map into your fortress)?&lt;br /&gt;
:The pipe itself--[[User:Zchris13|Zchris13]] 23:51, 14 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Hidden Magma Pipe ==&lt;br /&gt;
So I just got the message 'You have discovered a magma pipe.' This made me very happy, because I had no idea that magma was on my map, and the area is completely devoid of trees, which means I won't have to worry about charcoal as much. Anywhos, after getting the message and looking around the level... I can't find it anywhere! I assumed that you get the message when your dwarf mines a tile next to the pipe or something, but I can't find it anywhere, not even on the local map. Magma forges are enabled, so that must mean that I did find one... But is there any way of finding the darn thing? I assumed it was from some of my exploratory mining, but after looking around that area and even digging further into the rock, I don't see anything. Is it possible that the magma pipe is off the level or something, so I get the message but can't see it? Arg, this is so annoying. --[[User:ZombieRoboNinja|ZombieRoboNinja]] 00:34, 5 May 2009 (UTC)&lt;br /&gt;
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:Try zooming in on any magma related creatures from the units menu. You could also zoom in on the newest (last) obsidian stone listed on the stocks menu I think. --[[User:Elvang|Elvang]] 04:21, 5 May 2009 (UTC)&lt;br /&gt;
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:Check for a [[Magma#Using_magma|Magma Cap]]. --[[User:N9103|Edward]] 09:12, 5 May 2009 (UTC)&lt;br /&gt;
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::I tried looking at the units list... Only a couple dead kobolds, a few camels, and my dwarves... So that's a no go. And there are 15 obsidian stones in my stocks, but the zoom function is grayed out... And my bookkeeper is at 100% efficiency. I also tried looking for a magma cap, but I couldn't find one. Aha! Success! I made an obsidian stockpile, and watched where my all-knowing dwarves went, and I found the source of the obsidian. I tried digging from that point, and I found it! It's a bit small, but I suppose the diameter doesn't matter much when it's a magma pipe. Thanks for your help, guys. Also, I know that talk pages aren't meant to be used as forums or anything, but is it against the rules and/or frowned upon to ask questions on the talk pages?&lt;br /&gt;
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::: It's fine, it might even be a good thing, since we can add other tidbit of information to a main article if needed. Feel free to ask question (as long as it is in the appropriate place. --[[User:Karl|Karl]] 13:19, 5 May 2009 (UTC)&lt;br /&gt;
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== Items Caught In Cooling Magma ==&lt;br /&gt;
After one of my wrestlers got pulled into a magma vent, I noticed that his Steel equipment only sank a single Z level. This brings up the idea that, if I were to pour water over the surface and harden that Z level, I could presumably recover the equipment. But will items caught in hardening magma be destroyed? Or merely trapped in obsidian that you can mine out? --[[User:Scarecrow|Scarecrow]] 16:37, 5 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Hm, good question. Wouldn't it make sense that the item just gets trapped, and you just have to mine out the hardened rock to get the item back? That is, if it's resistant to magma and/or the temperature's off. Right? Why would cooling the magma destroy the object? Unless the game had it coded where like, a tile of stone being created removes all the items from the block. Which would suck. --[[User:ZombieRoboNinja|ZombieRoboNinja]] 17:48, 9 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Items lost in rivers or moats can be recovered by mining the ice in winter. It is not unreasonable to assume that magma/obsidian behaves like water/ice in this respect. This begs testing, obviously. --[[User:Aykavil|Aykavil]] 21:07, 6 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Tested this by a) dropping (non-magma safe) rocks into a river and then pouring in Lava, they were recoverable. b) putting a couple of similar rocks as well as a nickel-silver bar and a constructed nickle-silver bridge into a room, letting enough magma in to cover the floor, and then adding water before the rocks had melted. All items were recoverable and the bridge was still intact after digging it out. --[[User:Mael|Mael]] 00:08, 15 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::Nice!  That means my Obsidian Tomb trap concept just got a lot better!  --[[User:Arkenstone|Arkenstone]] 14:10, 20 August 2009&lt;br /&gt;
&lt;br /&gt;
== Flies spawning from magma? ==&lt;br /&gt;
&lt;br /&gt;
I don't know why, but I've observed flies (normal and acorn flies, mostly normal flies) spawning at the edge of magma where its melting rock. It's particularily noticeable when you have magma channels under your forging area since the confined space tends to concentrate them. Also, they will come out of any magma access holes you have dug. I'm using the Mayday graphics mod, so no idea if it's an artifact. My theory is that they represent vapors coming out of the magma as it melts the rock it encounters. I also added this fact to the flies page as well. --[[User:Smjjames|Smjjames]] 14:14, 13 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:This has happened to me as well, it dosn't have anything to do with the graphics mod because I don't use it, I thought it was part of the civi forge mod I have been using, my personal theory it that flies spawn from refuse and molten rocks are refuse, it might also be from the dirt that magma makes because once I found a dwarf going down to my obsidian farm to clean something, the magma had cleared because my watergate broke(I suspect that an elven plot or carp are the cause).The ground had marks on it and I saw my cleaner cleaning it up.The flies may be attracted to &amp;quot;dirty&amp;quot; tiles but i'm not sure.--[[User:Supercharazard|Supercharazard]] 17:30, 12 October 2009 (UTC)&lt;br /&gt;
::I have noticed this same behavior in vanilla DF--[[User:Zchris13|Zchris13]] 15:20, 15 October 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Digging into volcano wall ==&lt;br /&gt;
&lt;br /&gt;
While the article says you need unbelievably fast to avoid getting incinierated while digging into the obsidian wall, this doesn't seem to be true.  More important than speed is to make sure the digger has a designated mining section a few blocks away to immiedately start working on so he doesn't get that split second pause before switching labor.  With this method I got a miner with merely &amp;quot;agile&amp;quot; out safely. [[User:Greep|Greep]] 04:48, 14 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== digging away the obsidian ==&lt;br /&gt;
&lt;br /&gt;
There's something that I've not been able to find an answer for anywhere, which is if I dig away at the obsidian walls of the magma pipe (without touching the very inner layer of obsidian), will magma thats above the obisidan tile be able to leak down or is there a floor under the magma tile (above the obsidian) that'll prevent it from spilling out? --[[User:Kain|Kain]] 21:26, 26 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:If there was a natural tile one z-level down, then there is a floor there. --[[User:Elvang|Elvang]] 00:06, 29 July 2009 (UTC)&lt;br /&gt;
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== Producing Obsidian section ==&lt;br /&gt;
&lt;br /&gt;
The example directly on the page is difficult to understand--some diagrams would be helpful. Really, detailed designs like that should be on user pages anyway. It would be swell if the person who added this design put it on their own user page and linked to that from here. --[[User:King of the Internet|King of the Internet]] 01:29, 9 August 2009 (UTC)&lt;br /&gt;
:Agreed, needs some simple diagram(s) (not over-specific, easily understood/modified to suit individual needs), but also needs to be 1) [[Character_table|standard notation]], and 2) on this page.  If it's on a user page, other users really can't edit it if needed (for instance, to standardize the map symbols - the wall, specifically). --[[User:Albedo|Albedo]] 18:07, 9 August 2009 (UTC)&lt;br /&gt;
:Edit - upon reflection, there's every reason to give this topic its own page. [[Obsidian farming]]. --[[User:Albedo|Albedo]] 19:53, 9 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Lava ==&lt;br /&gt;
&lt;br /&gt;
 Lava is the same substance, but this name for the material is seen less often seen. &amp;lt;br /&amp;gt;It seems to be the result of a 1/7 magma flow onto floor tiles, before it evaporates.{{verify}}&lt;br /&gt;
&lt;br /&gt;
 Magma that occurs [[Tile attributes|above ground]] is referred to as '''Lava'''.&lt;br /&gt;
Nope, sorry - I may not have the whole definition, but your limits are just wrong. I noticed &amp;quot;lava&amp;quot; underground while piercing an aquifer. It had been pumped down from the surface, but it was then underground, and had overflow from making obsidian on water onto a floor tile - and none of the other magma doing the work was &amp;quot;lava&amp;quot;, it was all &amp;quot;magma&amp;quot;.  So was every bit of the magma vent that was exposed. So... I don't know where that leaves us, but for now neither may be (completely) right.--[[User:Albedo|Albedo]] 05:55, 28 September 2009 (UTC)&lt;br /&gt;
*I've got an above-ground magma pipeline that briefly passes through an underground passage - it becomes Lava once it goes above ground, turns ''back'' into Magma once it enters the subterranean tunnel, then becomes lava again when it emerges. --[[User:Quietust|Quietust]] 23:30, 28 September 2009 (UTC)&lt;br /&gt;
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== Magma &amp;quot;teleportation&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
I've observed this an incredibly annoying number of times; as I'm writing, my current fortress just lost two mason-engravers to magma magically appearing on top of them. In all cases, this has happened when I'm digging near the magma pipe; the first was on a glacier which had a &amp;quot;capped&amp;quot; pipe, so it was covered by obsidian. I became aware of this a little more quickly than I'd like - after a short while I noticed that the small area I'd dug out (just above the magma) for forges had filled up with small amounts of magma, and continued to do so. After that, I noticed that the garbage pit I'd dug out had begun to harbor magma, and so sealed it off. And now, in my current fortress, construction of a (fully iron) screw pump is barely grinding along because the magma respawns and I have to wait for it to &amp;quot;evaporate&amp;quot; before I can continue. Considering how it's about 150 tiles away from my stockpiles, work is moving slowly, and it's requiring an obscene amount of power (and wood) just to build the infrastructure to deliver power to the pump in the first place so that it can start pumping magma through the 5 or so z-levels ahead of it. I can't have somebody power it themselves unless I'm in the mood for barbecue (and don't mind any more casualties on my end). This is kind of getting on my nerves, because I can't expand into using magma-powered workshops until that one pump is actually delivering magma to the reservoir I designed for that purpose, and even after that, there are about 7 more floors to go until it reaches the workshops.&amp;lt;br&amp;gt;&lt;br /&gt;
TL;DR: Magma is refilling where it shouldn't, and it's getting '''extremely''' [[Fun|annoying]]. Suggestions? I have an [[aquifer]] of unknown depth surrounding the source, so I can't take the direct route. (I found out by trying to, it wasn't pleasant.) ~ [[User:Midna|Midna]] 00:17, 28 January 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Midna</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Creature_token&amp;diff=61253</id>
		<title>40d Talk:Creature token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Creature_token&amp;diff=61253"/>
		<updated>2010-01-20T22:08:31Z</updated>

		<summary type="html">&lt;p&gt;Midna: /* FIREIMMUNE */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Children==&lt;br /&gt;
Does anyone know which tag cause an animal to breed? I believe it's either [CHILD:] or [CHILDNAME:][[User:Moonman|Moonman]] 18:18, 23 July 2008 (EDT)&lt;br /&gt;
*[CHILD:?] sets the age that a child becomes an adult, [CHILDNAME:?] sets what children are called, example, calf instead of bull. [[User:i2amroy|i2amroy]] 19 January 2009&lt;br /&gt;
*I can most definitely say the tag that allows breeding is [CHILD:]. [[User:Smew|Smew]] 26 April 2009&lt;br /&gt;
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== HOW DO I SHOT WEB? ==&lt;br /&gt;
first, does [WEBBER] imply the ability to shoot web, make webs or both?&lt;br /&gt;
second (assuming the answer to at least one of the above is true), how would one use this in adventure mode?{{user:yrael/sig|DATE=12:45, 14 May 2008 (EDT)}}&lt;br /&gt;
*it adds the ability to shoot web, but creatures will only shoot web at other creatures they are hostile to.[[User:Moonman|Moonman]] 18:16, 23 July 2008 (EDT)&lt;br /&gt;
::Impossible to shoot webs in adventure mode--[[User:Zchris13|Zchris13]] 22:41, 7 April 2009 (UTC)&lt;br /&gt;
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*It appears that one's chasm-dwelling WEBBERs (or perhaps THICKWEB creatures) leave webs outdoors and can be auto-collected and spun into silk. --[[User:TomiTapio|TomiTapio]] 11:34, 5 September 2009 (UTC)&lt;br /&gt;
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On a related note, can you breath fire or fly in adventure mode? it would be great to make dragons playable and go around exterminating [[hippies]] --[[User:Drunken dwarf|Drunken dwarf]] 01:10, 1 October 2009 (UTC)&lt;br /&gt;
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== MAGICAL ==&lt;br /&gt;
&lt;br /&gt;
I think this tag was meant for creatures not from natural origin. Its the same as Natural, but elves might react differently to it. &amp;lt;br&amp;gt;&lt;br /&gt;
-Booken 06:22, 26 April 2008 (EST)&lt;br /&gt;
*Looks like it makes the creature [http://www.bay12games.com/forum/index.php?topic=24390.450  attract local wildlife in large numbers.]--[[User:Igfig|Igfig]] 21:01, 30 May 2009 (UTC)&lt;br /&gt;
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== ITEMCORPSE ==&lt;br /&gt;
&lt;br /&gt;
(see [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=13&amp;amp;t=000602 this forum thread])&lt;br /&gt;
&lt;br /&gt;
[ITEMCORPSE:&amp;lt;type&amp;gt;:&amp;lt;subtype&amp;gt;:&amp;lt;material&amp;gt;:&amp;lt;matgloss&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
Does the sub-type field actually have a use, or is the only option &amp;quot;NO_SUBTYPE&amp;quot;?&lt;br /&gt;
&lt;br /&gt;
Anyway, the USE_RACEGLOSS for the matgloss field seems to only work for some (built-in?) materials.  For example, the [[Treant|Treants]] use the entry:&lt;br /&gt;
    [HAS_RACEGLOSS:WOOD]&lt;br /&gt;
    [ITEMCORPSE:WOOD:NO_SUBTYPE:WOOD:USE_RACEGLOSS]&lt;br /&gt;
[[Treant|Treants]] will appear as &amp;quot;Mahogany treant&amp;quot;, &amp;quot;Oak treant&amp;quot;, etc.&lt;br /&gt;
&lt;br /&gt;
However, when using a custom matgloss file, this functionality stops working, and treants (and there log remains) are undescriptive.  I've tried creating a ''matgloss_treant.txt'' file and adding a few unique entries, like [MATGLOSS_WOOD:FOOBAR_TREE] and [MATGLOSS_WOOD:BAZ_TREE], and editing the [Treant] to:&lt;br /&gt;
    [HAS_RACEGLOSS:TREANT]&lt;br /&gt;
    [ITEMCORPSE:WOOD:NO_SUBTYPE:WOOD:USE_RACEGLOSS]&lt;br /&gt;
...this doesn't seem to do anything.  If I want the [[Treant]] to leave special remains, like my Foobar Tree, I have to change the creature tokens to:&lt;br /&gt;
    [HAS_RACEGLOSS:TREANT]&lt;br /&gt;
    [ITEMCORPSE:WOOD:NO_SUBTYPE:WOOD:FOOBAR_TREE]&lt;br /&gt;
But here, I can only have &amp;quot;Foobar treants&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
:The subtype field has a use for types with subtypes; for example, weapons or vermin. See [[item tokens]] for the few item types that have subtypes.&lt;br /&gt;
:The &amp;quot;WOOD&amp;quot; in [HAS_RACEGLOSS:WOOD] isn't a user-definable category; it matches the &amp;quot;WOOD&amp;quot; in MATGLOSS_WOOD. So you could probably set it to [HAS_RACEGLOSS:WOOD], [HAS_RACEGLOSS:STONE], [HAS_RACEGLOSS:METAL], or [HAS_RACEGLOSS:PLANT], but that's it.&lt;br /&gt;
:[[User:Darekun|Darekun]] 22:21, 7 April 2009 (UTC)&lt;br /&gt;
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== PACK_ANIMAL ==&lt;br /&gt;
&lt;br /&gt;
Anybody happen to know anything about the [PACK_ANIMAL] tag?  I noticed that [[muskox|muskoxen]], [[mule|mules]] and [[donkey|donkeys]] all share this distinction.  I also noticed someone in the [[muskox]] page had said that muskoxen could serve as haulers.  Has Toady implemented a tag for animal haulers and sneaked it past everyone?  Perhaps they can only perform this function if they serve as a pet to haulers?  Or is it simply that merchants can carry goods on them? [[User:Some1else|Some1else]] 01:05, 19 February 2008 (EST)&lt;br /&gt;
:It's only merchants, I believe. --[[User:Penguinofhonor|Penguinofhonor]] 21:31, 29 July 2008 (EDT)&lt;br /&gt;
::That's true for now, but it will probably have more importance when animal hauling is finally implemented...  --[[User:Arkenstone|Arkenstone]] 10:18, 7 August 2009 (EST)&lt;br /&gt;
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== VERMIN_ tags ==&lt;br /&gt;
&lt;br /&gt;
Made a new creature with VERMIN_CHASM and it spit out an unrecognised token message in my errorlog. Can someone confirm these work? Preferrably by pointing to a creature that has them? --[[User:Nunix|Nunix]] 18:57, 16 March 2008 (EDT)&lt;br /&gt;
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:thats leftover from 2d. bats and such used to have it, but now have a biome tag instead -[[User:Chariot|Chariot]] 19:09, 16 March 2008 (EDT)&lt;br /&gt;
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::Thanks. Do we know if that applies to any of the others? --[[User:Nunix|Nunix]] 18:29, 22 March 2008 (EDT)&lt;br /&gt;
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Tried to make a dwarf mode playable race with the [VERMIN_HUNTER] tag, and they went hungry. Took it away and they ate normal food again. Seems that when this tag is in place, the race will ONLY eat vermin. Have noted this in the entry.18:22, 22 November 2008 (EST)&lt;br /&gt;
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== Litter size ==&lt;br /&gt;
&lt;br /&gt;
I've been testing the [LITTER_SIZE] token, and according to my tests it indeed affects the number of children. I set a creature to have 5-10 litter size and it did indeed produce 6 and 7 children, while another creature had 3-5 and produced 3-5 children. I'm gonna remove the &amp;quot;untested&amp;quot; tag from the wiki, feel free to tell me off if it proves otherwise.--[[User:Eurytus|Eurytus]] 23:14, 5 April 2008 (EDT)&lt;br /&gt;
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== Redirect ==&lt;br /&gt;
&lt;br /&gt;
In conformance with the [[DwarfFortressWiki:Community Portal|Community Portal]], I think this page should be moved to [[Creature tokens]].  It can keep the plural because people are usually concerned with all of the tokens instead of just one.  Thoughts? --[[User:JT|JT]] 22:26, 7 April 2008 (EDT)&lt;br /&gt;
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== defender ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;DEFENDER 		Appears from the glowing pits after the magma river.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
After the magma river? This seems to be left over from the 2d version, does this token still exist? If so we might want to adjust its description to the newest version&lt;br /&gt;
:Yeah, I just noticed that this entire article seems to have been copypasta-ed from the old version and not updated. There's a number of tags listed there that no longer exist, such as all of the RIVERATTACK_* tags. I'll stick an &amp;quot;old&amp;quot; template on the page for now, since it'll take some doing to go through all of the tags and verify that they still exist/do the same thing as they used to. But to answer your specific question, yes, the DEFENDER tag does still exist. It's just the magma river that doesn't. --[[User:Morlark|Morlark]] 12:14, 25 June 2008 (EDT)&lt;br /&gt;
::Ok, I've had a bit of a search, and I've removed those tags which I've verified as non-existent. I should stress though that my search was not exhaustive, so it's possible that this article does still contain errors. --[[User:Morlark|Morlark]]&lt;br /&gt;
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== Body parts ==&lt;br /&gt;
&lt;br /&gt;
It would be nice if there was a list of available body parts, ive been trying to make a new creature and am stuck using dwarven body parts... --[[User:High tech dragon|High tech dragon]] 22:59, 25 September 2008 (EDT)&lt;br /&gt;
:[[Body_tokens]] --[[User:Ikkonoishi|Ikkonoishi]] 08:28, 26 September 2008 (EDT)&lt;br /&gt;
::There is, of course, always the option to make your own body parts by editing the raws, though. Just make sure ''you know what you doing.'' &amp;lt;/ayb&amp;gt; --[[User:GreyMario|GreyMaria]] 16:02, 26 September 2008 (EDT)&lt;br /&gt;
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== Weapons and sizes ==&lt;br /&gt;
&lt;br /&gt;
I'm curious as to what tags allow or disallow the use of bows or crossbows. It seems like it could be that the stout tag disallows the use of bows, and the narrow disallows the use of crossbows, as I believe the races that have neither tag (humans, goblins) can use both weapons. Anyone confirm/deny/antithesize before I accidentally mess up my raws trying to find out? --[[User:Zombiejustice|Zombiejustice]] 17:20, 6 October 2008 (EDT)&lt;br /&gt;
*All that it takes to add or remove the use of bows and crossbows is to add or remove the weapon tag from the entity file. Dwarves can't equip bows at the military screen even if you allow them to use them though, that is hardcoded. --[[User:i2amroy|i2amroy]] 19 January 2009&lt;br /&gt;
&lt;br /&gt;
== Catgirls ==&lt;br /&gt;
I'm attempting to put a new creature into the game - specifically, catgirls. They have the COMMON_DOMESTIC token, but won't show up in the embark menu. As directed by the guy who made them, I put the code into the creature_domestic_humanoid.txt and the body parts into body_domestic_humanoid.txt and there aren't any errors on world generation, so I assume the coding is right. Any help for someone with no real idea of what they're doing? --[[User:Simmura McCrea|Simmura McCrea]] 16:58, 17 October 2008 (EDT)&lt;br /&gt;
:OK, I put them into creature_domestic.txt this time, and they showed up, but they suffocated when I started playing. They have lungs, a throat and a mouth, so I can't think what they're missing. They're not aquatic or anything like that either, so I've no idea why they drowned. Here's the full code if you want to instantly pick out what I'm missing.&amp;lt;br&amp;gt;[CREATURE:CATHUMAN]&lt;br /&gt;
[NAME:catgirl:catgirls:catgirl]&lt;br /&gt;
[TILE:'f'][COLOR:2:0:0]&lt;br /&gt;
[FEMALE]&lt;br /&gt;
[PETVALUE:400]&lt;br /&gt;
[INTELLIGENT]&lt;br /&gt;
[TRAPAVOID]&lt;br /&gt;
[EXTRAVISION]&lt;br /&gt;
[CANOPENDOORS]&lt;br /&gt;
[COMMON_DOMESTIC][BENIGN][PET]&lt;br /&gt;
[MISCHIEVIOUS]&lt;br /&gt;
[PREFSTRING:cat ears]&lt;br /&gt;
[BODY:2BIGEARS:HUMANOID:TAIL:2EYES:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS&lt;br /&gt;
:THROAT:NECK:SPINE:&lt;br /&gt;
BRAIN:5FINGERS:5TOES:MOUTH]&lt;br /&gt;
[SIZE:6]&lt;br /&gt;
[MAXAGE:60:110]&lt;br /&gt;
[ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
[ATTACK:SECOND:BYTYPE:MOUTH:bite:bites:1:1:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
[CHILD:12][BABY:1][MULTIPLE_LITTER_RARE]&lt;br /&gt;
[FAT:1]&lt;br /&gt;
[EQUIPS]&lt;br /&gt;
[DIURNAL]&lt;br /&gt;
[STANDARD_FLESH]&lt;br /&gt;
[HOMEOTHERM:10067]&lt;br /&gt;
[LAYERING:10]&lt;br /&gt;
[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
[NOT_BUTCHERABLE]&lt;br /&gt;
[CANNOT_UNDEAD]&lt;br /&gt;
[PERSONALITY:ACTIVITY_LEVEL:50:75:100]&lt;br /&gt;
[PERSONALITY:ADVENTUROUSNESS:0:60:100]&lt;br /&gt;
[PERSONALITY:CHEERFULNESS:50:75:100]&lt;br /&gt;
[PERSONALITY:EXCITEMENT_SEEKING:25:75:100]&lt;br /&gt;
[PERSONALITY:FRIENDLINESS:50:75:100]&lt;br /&gt;
[PERSONALITY:ORDERLINESS:0:20:40]&lt;br /&gt;
[PERSONALITY:CAUTIOUSNESS:0:10:30]&lt;br /&gt;
--[[User:Simmura McCrea|Simmura McCrea]] 12:17, 20 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
They have no brain? They need a [Nothought] tag for that i think. You need to check the linkings in the body folder too to make sure everything's attached as it should be. If they still dont work just check through each of the tokens with the wiki and you should find the problem.&lt;br /&gt;
:They do have a brain and all the tokens seem to be fine. I added [CAN_LEARN] and [CAN_SPEAK] in case the [INTELLIGENT] tag was playing up, but it doesn't seem so. I'm a little stuck now, so I might have to go without catgirls for a while.--[[User:Simmura McCrea|Simmura McCrea]] 08:41, 15 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:If you want a quick fix, just add [NOBREATHE]! That'll let you check the bodyparts in game (and in 99.9% of situations, it'll be the same as a more in-depth fix.) Putting the ears before the main body token might be the problem.--[[User:Navian|Navian]] 13:52, 15 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Messing with the order of the body parts didn't do anything, so it'll have to be [NOBREATHE]. Ah well, thanks for the help. --[[User:Simmura McCrea|Simmura McCrea]] 17:23, 16 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Yeah, there's something weird going on. They're still suffocating. I generated a new wold after saving the [NOBREATHE] tag and my catgirls are still suffocating. It seems that catgirls can defy even DF's questionable physics. --[[User:Simmura McCrea|Simmura McCrea]] 17:33, 16 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::I had a similar problem when attempting to introduce a novel species: They would spawn with no body parts and instantly suffocate (apparently you run out of oxygen before having to worry about a lack of blood or brains). The errorlog told me I'd mistyped the name for the main body. And then I forgot that you had to close DF and reopen it for the changes to take effect. But I digress. Two things: Firstly, those line breaks (if they're in the source) may be confusing the game. Try turning off &amp;quot;word wrap&amp;quot; or similar so that it's all on one line before saving it. Secondly, check the errorlog and see if it's throwing any errors. Make a world, embark to a site, let them all suffocate, and then open up errorlog.txt. You say there weren't any errors in worldgen, but seeing as you can apparently have 200-year-old civilizations of bodiless beings waging war and generally not dying due to massive everything failure, I don't think it checks for sanity until they appear on the sitemap.--[[User:Quil|Quil]] 17:53, 16 November 2008 (EST)&lt;br /&gt;
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:Yep, that's got it. Cheers! --[[User:Simmura McCrea|Simmura McCrea]] 13:31, 17 November 2008 (EST)&lt;br /&gt;
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:If I may, which &amp;quot;that&amp;quot; was the one that got it?--[[User:Quil|Quil]] 14:17, 17 November 2008 (EST)&lt;br /&gt;
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:The word wrap. What a weird way to break a creature. --[[User:Simmura McCrea|Simmura McCrea]] 17:36, 18 November 2008 (EST)&lt;br /&gt;
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::Yeah, Notepad can be retarded like that. --[[User:GreyMario|GreyMaria]] 18:11, 18 November 2008 (EST)&lt;br /&gt;
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==World Gen and Megabeasts==&lt;br /&gt;
Anyone know what controls how many megabeasts are spawned during world gen?  I'm hoping its something in the creature tokens (like genpower) and thus easily moddable - just increasing DAMBLOCK doesn't seem to increase their longevity much, and I'd like to play in a world older than 50 years with a decent number of megabeasts remaining. --[[User:Squirrelloid|Squirrelloid]] 04:03, 20 December 2008 (EST)&lt;br /&gt;
*I think it is hard coded. Currently the best way to have your megabeasts survive longer is move all of you megabeasts to their own text file and then copy it make sure that both files have the exact same name, no copy number 1 on the end or anything like that. In one version change their DAMBLOCK and SIZE to enormous numbers, like 100000. worldgen with this text file in the raws. Then switch the two text files. This should restore all of your megabeasts to normal power. --[[User:i2amroy|i2amroy]] 19 January 2009&lt;br /&gt;
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::You mean that for a medium (for example) world there can never be more than 18 megabeasts?  That's really lame... --[[User:Squirrelloid|Squirrelloid]] 03:26, 20 January 2009 (EST)&lt;br /&gt;
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About megabeast modding... after adding the TRAINABLE tag to some, and after one attacked and my Dungeon Master tamed it, we stopped having sieges. It's been 3 years now and we haven't even seen so much as a single thief or ambush. We count ourselves lucky to have continued to receive liaisons and caravans however. We're making plans to drop it into a bottomless pit to see if that fixes the problem however. &lt;br /&gt;
--[[User:Unseenmage|Unseenmage]] 04:31, 03 February 2009 (EST)&lt;br /&gt;
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The megabeast burst into pieces against a ledge within the bottomless pit and that spring a vile force of darkness arrived. Problem solved. &lt;br /&gt;
--[[User:Unseenmage|Unseenmage]] 05:00, 03 February 2009 (EST)&lt;br /&gt;
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*Something that works for me is adding [SEMIMEGABEAST] to their entries, and upping the number of caves in the world. That way they'll take over caves similar to the way other semi-megas do, but still function as general megabeasts. Be warned: If you up the number of caves too much, you may end up in a world with all the civilizations eaten by dragons. Have fun! [[User:GenericOverusedName|GenericOverusedName]] 17:30, 31 October 2009 (UTC)&lt;br /&gt;
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== Elf Cannibals ==&lt;br /&gt;
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I can't seem to find the tag that makes elves (supposedly) eat sentient creatures.  As far as I can tell from the raws, they are not, in fact, cannibals.  Can anyone give insight?  --[[User:Smartmo|Smartmo]] 02:22, 3 May 2009 (UTC)&lt;br /&gt;
:Actually, it's the [ETHIC:EAT_SAPIENT_KILL:ACCEPTABLE] tag in the entity_default that lets them eat sentient creatures that they kill. They won't eat sentients they don't kill, due to the [ETHIC:EAT_SAPIENT_OTHER:UNTHINKABLE] tag.--[[User:Drake1500|Drake1500]] 04:50, 6 May 2009 (UTC)&lt;br /&gt;
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== Ivory showing up as a trade item.==&lt;br /&gt;
The material spawn may be broken, but there could be a chance of it showing up as a trade item because I have a game where I got a Hippo Ivory bracelet off  of a dwarven caravan that I deconstructed the depot on not too long ago.--[[User:Smjjames|Smjjames]] 19:04, 25 May 2009 (UTC)&lt;br /&gt;
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== Biome ==&lt;br /&gt;
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 SAVAGE 		 Determines whether creature can show up on &amp;quot;savage&amp;quot; maps. &lt;br /&gt;
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&amp;quot;can&amp;quot;?!  Doesn't this tag mean they ''only'' show up there? (Or at least that's where they start, and then meander around across the game map.)  --[[User:Albedo|Albedo]] 22:05, 3 August 2009 (UTC)&lt;br /&gt;
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== STOUT ==&lt;br /&gt;
&amp;quot;STOUT 		 Creature has a resistance to being knocked over.&amp;quot;&lt;br /&gt;
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In DF Complete mod, the nords (north humans) have clothes like &amp;quot;stout Flax sandal&amp;quot;, which seems to imply that STOUT is a equipment-tag like NARROW. --[[User:TomiTapio|TomiTapio]] 11:29, 5 September 2009 (UTC)&lt;br /&gt;
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== FIREIMMUNE ==&lt;br /&gt;
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Tested it in adventurer mode.  A vanilla &amp;quot;play now&amp;quot; skilless and naked human stood on an oak sapling, set fire to it, and waited.  After 58 waits, he started blistering.  At 65, he started burning.  At 75, he passed out.  Trial 2, humans with [FIREIMMUNE] added.  &amp;quot;Play now&amp;quot; again, stood on a chestnut sapling, set it on fire.  Blistering at 57, burning at 64, passed out at around 76.  There does appear to be no actual increase to fire or heat resistance, in 40D.  -[[User:Arrkhal|Arrkhal]] 15:29, 10 October 2009 (UTC)&lt;br /&gt;
:That would probably be because of/related to how all of the damage is (apparently) done by heat. That is, fire heats up the area around it, and that's the main reason as to why it's dangerous. (Just like in the real world.) So [FIREIMMUNE] might be antiquated now - however, I'm pretty sure the same effect can be achieved through use of the heat resistance related tokens. ~ [[User:Midna|Midna]] 22:08, 20 January 2010 (UTC)&lt;br /&gt;
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== [VEGETATION]? ==&lt;br /&gt;
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Any clue what this tag does? I found it on the grimeling and treant, which are supposed to be plant-like I suppose. But was exactly does it do? [[User:GenericOverusedName|GenericOverusedName]] 17:32, 31 October 2009 (UTC)&lt;br /&gt;
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== Using the &amp;quot;Aquatic&amp;quot; tag to eliminate annoying animals ==&lt;br /&gt;
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I was sick of cats leaving bits of dead vermin that lured my dwarves outdoors, so I added the [AQUATIC] tag to cats in the creature_domestic.txt file and loaded my save game. Every cat drowned (being out of water) within seconds, and that was that.&lt;br /&gt;
- [[User:Porkness|Porkness]] 10:47, 17 December 2009&lt;/div&gt;</summary>
		<author><name>Midna</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Dragon&amp;diff=60972</id>
		<title>40d Talk:Dragon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Dragon&amp;diff=60972"/>
		<updated>2010-01-15T17:37:19Z</updated>

		<summary type="html">&lt;p&gt;Midna: /* Uninvited Guest */&lt;/p&gt;
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&lt;div&gt;== They go through magma ==&lt;br /&gt;
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a dragon walked through 3 tiles of magma channel and destroyed my fortress&lt;br /&gt;
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:Considering that vanilla dragons are specifically not immune to magma, I find this hard to believe. As such, I'm removing the comment on the page proper until someone can confirm this. kind of thing. Also, sign your comments.--[[User:Quil|Quil]] 14:52, 26 February 2009 (EST)&lt;br /&gt;
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== Tameable? ==&lt;br /&gt;
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Are Dragons tameable in this version?  Supposedly they were in the previous version, but I am not sure.  [[User:KiTA|KiTA]] 18:59, 24 November 2007 (EST)&lt;br /&gt;
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If you see a Hyrda in a fortress, will a Dragon ever appear, or will you forever see Hyrdas going forward? [[User:KiTA|KiTA]] 18:59, 24 November 2007 (EST)&lt;br /&gt;
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: Yes, they can be tamed once you get the [[dungeon master]], just like before. --[[User:JT|JT]] 18:43, 24 November 2007 (EST)&lt;br /&gt;
:: What about multiple types of megabeasts showing up?  Or is it &amp;quot;once a hyrda, always a hydra?&amp;quot;&lt;br /&gt;
::: I had both a hydra and bronze colossus show up in the same fort [[User:Coelocanth|Coelocanth]]&lt;br /&gt;
::: I had a Dragon, and then 3 months later a hydra show up as well. PS: I edited your comment. --[[User:Gotthard|Gotthard]] 11:08, 10 December 2007 (EST)&lt;br /&gt;
::::So far I'm 15 years into my fortress and I've had 3 Bronze Collusi, 2 Hydras, 1 Titan and 1 Dragon. I've tossed them all into a pit which I drop sieging armies into for my amusment... [[User:XRsyst|XRsyst]] 22:55, May 15 2008 (PDT)&lt;br /&gt;
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== Disappointment ==&lt;br /&gt;
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I was pretty disappointed with my first Dragon.  It came during a goblin siege, and proceeded to make a bee line for them.  The first goblin bolt grounded it as unconscious, and the second killed it.  Highly anticlimactic, it didn't even singe anything.  Would be nice if they were somewhat threatening. --Gotthard 13:50, 3 December 2007 (EST)&lt;br /&gt;
:This is not a problem with dragons, it's a recuring problem from ranged weapons. Did you ever try to send champions against a horde of bowmen? They'd die just as easily as recruits... --[[User:Eagle of Fire|Eagle of Fire]] 14:30, 3 December 2007 (EST)&lt;br /&gt;
::I would say it is somewhat a problem with megabeasts in general, though. Someone actually mentioned this to me in another context the other day, but megabeasts really need to have some special mechanics for them if they're going to be very mega.--[[User:Qalnor|Qalnor]] 15:01, 3 December 2007 (EST)&lt;br /&gt;
::If I read the raws correctly, it just looks like his only attack is a bite (with a good damage of 1-6).  Shouldn't he have a tail swipe, or a wing buffet to complement his fire breathing ability?  Perhaps an increased resistance to ranged attacks, although armor doesn't seem to do much to piercing damage.  Very irritating. --Gotthard 17:21, 3 December 2007 (EST)&lt;br /&gt;
:I just saw something similar -- my hunter was out hunting, and came upon a dragon that had just invaded.  He seems to have dodged the fire the dragon breathed at him, then knocked it unconscious with a bolt to the heart.  The hunter must have agreed that this was anticlimactic, as he then shrugged and went to kill a mountain goat. [[User:Dolohov|Dolohov]] 14:35, 24 August 2008 (EDT)&lt;br /&gt;
A dragon raided my village, burning everything above ground.  The flames consumed everything.  Including the dragon itself.  --[[User:Sebbekai|Sebbekai]] 16:31, 5 April 2008 (EDT)&lt;br /&gt;
:err... it burned itself to death? Are you sure? Because if you look at the object data for dragons in this article, it has the [FIREIMMUNE_SUPER] tag... --[[User:BahamutZERO|BahamutZERO]] 22:17, 16 May 2008 (EDT)&lt;br /&gt;
::[FIREIMMUNE_SUPER] grants immunity to dragonbreath and the belief that the creature is immune to fire. It does not actually grant an immunity to fire. [FIREIMMUNE] does that. The dragon breathed, ignited grass, and burned upon the fire it started. Sometimes they purposefully hop into lava and become dragon fritters. [[User:Rkyeun|Rkyeun]] 23:43, 10 September 2008 (EDT)&lt;br /&gt;
:Yup, my dragon just destroyed itself in it's own firey fury too, unless my recruit kicked it in it's softspot... And the wooden building nearby just become 'warm'. So there we have it.--[[User:Khimaera UK|JK]] 18:17, 7 January 2009 (EST)&lt;br /&gt;
Got a dragon and it didn't seem to be able to path past my fortifications. I've had goblin sieges path just fine. Anyway, I sent out three elite wrestlers and they killed the dragon pretty quickly, without even getting bruised. --[[User:Gesangbaer|Gesangbaer]] 19:48, 8 September 2009 (EST)&lt;br /&gt;
:Adding my experience of disappointment:  I just had a regular swordsdwarf defeat a dragon...  I have no idea how he did it.  No bolts were involved, my crossbow squad was still practicing at the archery targets at the time.  I only lost a mason and a carpenter to the dragon.  Very disappointing. [[User:3lB33|3lB33]] 13:39, 5 October 2009 (UTC)&lt;br /&gt;
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== Tiny? ==&lt;br /&gt;
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Dragons can enter dwarf homes?  That's a bit odd.  A five story tall dragon probably should be a bit taller then the four-or-so foot dwarves.  I'd imagine elves have a hard enough time as is. [[User:Minalkra|Minalkra]] 01:20, 2 May 2008 (EDT)&lt;br /&gt;
:Uhh.. This is Dwarf Fortress not the North American Scale and Size Convention (NASSC) ...Duh [[User:Hoborobo|Hoborobo]] 14:03, 4 August 2008 (EDT)&lt;br /&gt;
:Maybe the dwarves are so either depressed about their size or megalomaniac that they build/dig completely oversized rooms. [[User:Gnarker|Gnarker]]&lt;br /&gt;
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== Burning items ...  ==&lt;br /&gt;
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IMO the easiest way of dealing with fire breath is: Options -&amp;gt; Only military allowed outside.&lt;br /&gt;
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Setting this ON as soon as the dragon arrives will result in dwarves not doing much (or more precisely cancelling any task that paths them outside), but should also prevent dwarves from picking up burning items (providing you kill the dragon while it's still outside the fortress.)&lt;br /&gt;
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== They're [FANCIFUL]...? ==&lt;br /&gt;
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I just noticed the object data for dragons has the [FANCIFUL] tag. I had been led to believe by [[Fanciful|this article]] that this tag was for creatures that were just mythical and didn't actually spawn in the game. But dragons certainly do spawn in the game. Is that article wrong or what? --[[User:BahamutZERO|BahamutZERO]] 22:26, 16 May 2008 (EDT)&lt;br /&gt;
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:I think this makes dragons not spawn normally. Instead, they spawn when it's time for a dragon attack. --[[User:GreyMario|GreyMaria]] 22:32, 16 May 2008 (EDT)&lt;br /&gt;
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::Ah, I just looked at the other megabeasts, and they have the tag too, along with the demons. So that's probably why. The [FANCIFUL] article is still somewhat wrong or misleading though. --[[User:BahamutZERO|BahamutZERO]] 22:36, 16 May 2008 (EDT)&lt;br /&gt;
:::I have been led to believe that it is for creatures that everyone knows about, no matter what.  Everyone has heard of a dragon, even if only about 50 people have seen one. --[[User:Zchris13|Zchris13]] 20:01, 25 February 2009 (EST)&lt;br /&gt;
::::I'm gonna go out on a limb here and say that with the megabeasts they have the fanciful tag to *Prevent* them from being spawned after worldgen. As, all megabeasts are spawned at worldgen, not as they come to your fortress.[[User:Shardok|Shardok]] 23:00, 6 August 2009 (UTC)&lt;br /&gt;
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:As far as I know, [FANCIFUL] creatures can appear in engravings and such even if they haven't appeared, and can be flagged to appear more often in the art of civilizations (as in the humans). --[[User:Chinkeeyong|Chinkeeyong]] 05:04, 3 October 2009 (UTC)&lt;br /&gt;
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== After being tamed ==&lt;br /&gt;
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Will they defend themselves if they get attacked? I would love burning the bloody goblins who go and ruin my dwarven families. It seems they won't move much if you let them out of their cages. It would also be fun to have a match with 2 mega beasts against each other.--[[User:Seaneat|Seaneat]] 13:37, 4 August 2008 (EDT)&lt;br /&gt;
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:I think tamed monsters don't act the same if they were untamed because I remember having a chained dragon staying still, doing jack squat when goblins were in fire breathing range. Has anyone ever had their tamed dragons breathe fire on anything? Is fire breathing like shooting a crossbow? Is this attack unique as it's the most advanced attack a creature could have? I'm thinking of making war dragons unless that's already planned or someone made making different war animals easy already, me thinking that they would rip and tear through goblins and trolls, more easily.--[[User:Seaneat|Seaneat]] 11:32, 15 January 2010 (UTC)&lt;br /&gt;
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== Spawning Injured? ==&lt;br /&gt;
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I was just assaulted by a Dragon.  With no legs.  (Well... it was missing 2 legs... completely cut off)&lt;br /&gt;
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It constantly was unconscious (although it did wake up every 5 minutes or so and take a couple steps forward)&lt;br /&gt;
I haven't checked up on the legends for that dragon yet, but I can assume it lost those body parts in a battle sometime back.  Very... intriguing.  Should a note be made about mega-beasts spawning as such?&lt;br /&gt;
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:This does sound rather interesting. When did Toady Introduce the fact that Megabeasts exist in the world and can be encountered on numerous occasions, given that you haven't killed them yet? And, Can you find mega-beasts in Adventure mode? [[User:Hoborobo|Hoborobo]] 08:17, 10 August 2008 (EDT)&lt;br /&gt;
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:As I recall, Megabeasts have their own lives and histories, generated when the map is generated.  There is a rotating quote on the front page from Toady about a Titan that had its leg gnawed off by a dwarf and then laid waste to the land for 1000 years or so.  So, no, your Dragon didn't start injured.  Someone else injured it for you.  --[[User:Mirthmanor|Mirthmanor]] 17:09, 27 August 2008 (EDT)&lt;br /&gt;
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::Hell, even the semi-megabeasts that mayors want you to fight spawn injured. In my most recent adventure, besides successfully killing almost an entire town (I had recruited like 30 marksdwarves. Heh.) I had at least 5 occassions where a semi would constantly fall unconcious from the fact it had missling legs, lungs, arms, etc. [[User:Milskidasith|Milskidasith]] 22:16, 18 November 2008 (EST)&lt;br /&gt;
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:::I've even seen this happen with civ leaders, I recently had a goblin elite marksman with his whole left leg gone siege me, he of course never advanced because he was always unconscious, but somehow he escaped two times. On the third time I finally got the sucker because he came in right beside my castle. -[[User:Jebraltix|Jebraltix]] 16:46, 18 January 2009 (CST)&lt;br /&gt;
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== Dragon Footprints ==&lt;br /&gt;
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From SomethingAwful forums thread #2917631&amp;lt;blockquote&amp;gt;&lt;br /&gt;
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'''Krinkle posted:'''&lt;br /&gt;
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holy poo poo! Just as I was getting ready to go home I get a message. &lt;br /&gt;
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''Berayi Nelarthesa, Dragon, has arrived.''&lt;br /&gt;
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I saved and took the save with me. Holy crap. I sounded the alarm that nobody but nobody was allowed outside and let loose and he leaves sand where he walks HE LEAVES SAND WHERE HE WALKS.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
Reposted for flavour by --[[User:Jellyfishgreen|Jellyfishgreen]] 07:02, 3 September 2008 (EDT)&lt;br /&gt;
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:It seems to me that dwarves walking on a layer of sand covered by grass leave sand where they walk, too. This way the stange phenomenon posted above might be explained. --[[User:Doub|Doub]]&lt;br /&gt;
::Elves have grasstrample 0. Dwarves have default grasstrample. Giant desert scorpions have grasstrample 10. Alligators have grasstrample 20. Dragons have grasstrample 50. A mess of dwarves milling about your entrance will wear away all the grass eventually. A dragon does it with every step. [[User:Rkyeun|Rkyeun]] 23:43, 10 September 2008 (EDT)&lt;br /&gt;
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== Trapped! ==&lt;br /&gt;
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I have built a few hundred cage traps around my fortress.  The second a Dragon appeared, I ordered (o) my dwarves to stay indoors and just waited.  AWESOME! Caught him in a dumb cage trap.  Shucks the kobalts don't get caught in them... (so I put a few stone traps around the exits/entrances).&lt;br /&gt;
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== Bugged Dragon? ==&lt;br /&gt;
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I had 3 stonefall traps lining the entrance to my fortress (this was very early in the game).  A dragon showed up when I was still getting settled (not even a season into the game) and cheerfully walked right past my traps without setting them off, then torched all of my dwarves.  Why didn't it set off the traps?  Was it flying over them?--[[User:Aegeus|Aegeus]] 20:17, 20 September 2008 (EDT)&lt;br /&gt;
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It probably set off the stonefall traps. (you can check, there should be stone on the ground). Dragons just don't get hurt much by them (I had a skeletal dragon run through a line of 8 and come out with some badly bruised bones and a broken (for skeletal, that means totally lost) left claw. [[User:Milskidasith|Milskidasith]] 17:02, 9 November 2008 (EST)&lt;br /&gt;
:Depends on random factors, I suppose.  When a dragon went after the chained horse surrounded by stonefall traps I keep outside, it was already nauseous by the time my military arrived to finish the job.  It can't have gone through more than three traps, more likely two.  I don't think I'll d trapfields again, they're just too appallingly effective. --[[User:Corona688|Corona688]] 09:50, 14 January 2009 (EST)&lt;br /&gt;
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::Given how early this dragon showed up, did you check to see if you had a cave on the map?  The dragon probably lives there and came out to investigate who was disturbing his land.  There at least used to be a bug that native creatures (start on the map) know where all the traps are - not sure if its still true. --[[User:Squirrelloid|Squirrelloid]] 19:22, 18 January 2009 (EST)&lt;br /&gt;
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== Dragonfire too weak? ==&lt;br /&gt;
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Ok, I got a skeletal dragon invading my fortress. He sends dragonfire out at a regular dwarf, and it hits him at the very edge for no damage (the land is scorched, no fire). Dwarf flees, jumps in the river, dies to carp (which rather hilariously start attacking the skeletal dragon, who proceeds to claw one to death until another dwarf walks by. No big deal, the fire barely hit the peasant so it makes sense it didn't hurt him.&lt;br /&gt;
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I send in a military squad to fight the dragon. My champion (the one *without* my legendary shield, his was -quality- iron) runs to the dragon, gets hit POINT BLANK by dragonfire (which once again kills the plants without setting them on fire) and doesn't even get hurt. Repeat when two swordsdwarves, one who is only a low level shield user, get hit at about a third of the total range. I killed the dragon, but honestly, he didn't light a thing on fire and couldn't hurt the dwarves. It would AT LEAST make sense if the dwarves got light injuries from the fact they are standing on freshly scorched land while it's in the process of being scorched again.[[User:Milskidasith|Milskidasith]] 17:08, 9 November 2008 (EST)&lt;br /&gt;
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== Still Relevant? ==&lt;br /&gt;
Those parts about training not working on murderous dragons, and especially about fire being inexplicably deadly, sound vaguely 2D.  Can anyone confirm the training issue still exists?  --[[User:Corona688|Corona688]] 09:50, 14 January 2009 (EST)&lt;br /&gt;
:The training quirk is a problem with all tamed animals, not just dragons.  [[Fire]] is still outrageously deadly because the dwarven AI doesn't correctly understand being on fire, or why they should not touch things that are on fire.  So yes, this is all still relevant. --[[User:ThunderClaw|ThunderClaw]] 11:05, 14 January 2009 (EST)&lt;br /&gt;
The section could still do with a rewrite, though, considering that all dragons are named and not just those that have killed dwarves --[[User:Pushy|Pushy]] 10:09, 12 February 2009 (EST)&lt;br /&gt;
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== Dragonfire and fortifications ==&lt;br /&gt;
Question: Will a breath dragonfire go through fortifications? Will it be blocked, or will the dragon be able to 'shoot' through it like marksmen? --[[User:Kami|Kami]] 05:03, 10 February 2009 (EST)&lt;br /&gt;
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== Dungeon Master ==&lt;br /&gt;
I noticed when I tamed a captured dragon that the actual task of taming was performed by a normal animal trainer and not by my Dungeon Master. My Dungeon Master was alive and well at the time but is it possible that megabeast taming doesn't require one after all? --[[User:Paradigmlost|Paradigmlost]] 10:46, 12 February 2009 (EST)&lt;br /&gt;
:The DM must be at least on the map.  That is the only requirement.--[[User:Zchris13|Zchris13]] 20:05, 25 February 2009 (EST)&lt;br /&gt;
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== Dragon Fire Cross Z-Plane? ==&lt;br /&gt;
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Anyone know if Dragons can shoot fire at an angle up or down?&lt;br /&gt;
--[[User:Yidda|Yidda]] 14:11, 27 March 2009 (UTC)&lt;br /&gt;
:Should be possible. It is a projectile. -- [[User:Zchris13|Zchris13]] 19:29, 27 March 2009 (UTC)&lt;br /&gt;
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== Dragon on embark ==&lt;br /&gt;
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In my recent fortress there was a dragon sitting in the valley as I embarked. Surely he was not the average &amp;quot;animal&amp;quot; lurking around, as there also was some digging done (a world-gen outpost then destroyed by the dragon?) and items littered. [[User:Matakuka|Matakuka]] 21:13, 1 July 2009 (UTC)&lt;br /&gt;
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:yes, either a cave or abandoned fort.&lt;br /&gt;
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== Limited Dragons ==&lt;br /&gt;
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Is it possible for the number of dragons (or megabeasts in particular) to run out, as in there is a certain number of them and once they are all killed/captured, no more will come to your fort?--[[User:CrazyMcfobo|CrazyMcfobo]] 20:50, 18 July 2009 (UTC)&lt;br /&gt;
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:Quite so. Currently it's &amp;quot;standard&amp;quot; that they are all dead after worldgen already, sadly. Thats why you have the worldgen settings &amp;quot;stop worldgen when megabeast percentage X killed&amp;quot; and &amp;quot;check for megabeast percentage dead first in year X&amp;quot; --[[User:Confused|Confused]] 22:56, 5 August 2009 (UTC)&lt;br /&gt;
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== Dragons Vulnerable to Dragon-fire ==&lt;br /&gt;
In the September 2008 version (***.40?) I've proven (quite tragically) that dragons are not invulnerable to dragon-fire.  Yes, it was quite sad actually, you see I had two prized tamed dragons in my goblin gladiator pit and so guess what happened.  Yep, you guessed it, dropped the goblin in and the two dragons accidentally fried each other.  They were both female dragons, so would you call this a heated cat fight or what?&lt;br /&gt;
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[[User:Gamli|Gamli]] 00:25, 24 July 2009 (PST)&lt;br /&gt;
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:Was it the dragonfire that did it, or the fire on the ground as a result of the dragonfire? [[User:Shardok|Shardok]] 23:18, 6 August 2009 (UTC)&lt;br /&gt;
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==Uninvited Guest==&lt;br /&gt;
I found my latest dragon invader in the Unit List as an &amp;quot;Uninvited Guest.&amp;quot;  Do all mega beasts show up as uninvited guests, or is their status variable? [[User:3lB33|3lB33]] 13:29, 5 October 2009 (UTC)&lt;br /&gt;
:On a late note, '''all''' [[Megabeast|megabeasts]] are listed as that. I recently had a hydra who appeared as such, for example. (He wrecked my pump system and got killed by some wrestlers. Very underwhelming, didn't even make it to the cage traps.) ~ [[User:Midna|Midna]] 17:37, 15 January 2010 (UTC)&lt;br /&gt;
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== Undead dragons and BUILDINGDESTROYER ==&lt;br /&gt;
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I recently captured a skeletal dragon that doesn't seem to be able to destroy drawbridges. I managed to build a pen for him using a drawbridge as a door... Can anyone decisively confirm that skeletal dragons are BUILDINGDESTROYER:1 and not 2? --[[Special:Contributions/155.69.95.232|155.69.95.232]] 09:28, 19 November 2009 (UTC)&lt;br /&gt;
:Other testing seems to suggest that BUILDINGDESTROYER:2s do not destroy drawbridges, at least when lowered (since otherwise they'd destroy their path into your fort). --[[User:Quietust|Quietust]] 13:40, 19 November 2009 (UTC)&lt;br /&gt;
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==Can Two Tame Dragons/Hydras==&lt;br /&gt;
Have children (assuming they are opposite genders)? Has anyone tried this? --[[Special:Contributions/24.60.21.237|24.60.21.237]] 17:44, 29 December 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Midna</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Bookkeeper&amp;diff=60919</id>
		<title>40d Talk:Bookkeeper</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Bookkeeper&amp;diff=60919"/>
		<updated>2010-01-14T00:33:25Z</updated>

		<summary type="html">&lt;p&gt;Midna: Signing unsigned (and very old) comment&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;My bookkeeper/carpenter won't do anything else other than update records...&lt;br /&gt;
I can't get him to go do carpentry, even though that's his main profession!&lt;br /&gt;
How do I get him out of his office? --[[User:Tarsier|Tarsier]] 18:27, 6 November 2007 (EST)&lt;br /&gt;
: Never mind, figured this out... just had to set the desired precision level to one below the currently reached one.--[[User:Tarsier|Tarsier]] 23:10, 7 November 2007 (EST)&lt;br /&gt;
== Quarters ==&lt;br /&gt;
(from article regarding quarters demand)&lt;br /&gt;
Really? I've only had an office demanded. --[[User:Savok|Savok]]	&lt;br /&gt;
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At what point does the bookkeeper require quarters (if at all)? --[[User:Shagie|Shagie]] 23:04, 4 November 2007 (EST)&lt;br /&gt;
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:My newbie bookkeeper does not require quarters. --[[User:Arrendek|Arrendek]] 00:26, 6 November 2007 (EST)&lt;br /&gt;
:: I believe that the bookkeeper's quarters requirement only comes into play when you have a mayor.  Before that, all he (or she) needs is an office.  The wealth of your fortress is irrelevant.  --[[User:Chrispy|Chrispy]] 08:00, 25 March 2008 (EDT)&lt;br /&gt;
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:::Most of the time, the Mayor and the bookkeeper are the same person, thus you need an office for that person.--[[User:CrazyMcfobo|CrazyMcfobo]] 18:52, 12 April 2008 (EDT)&lt;br /&gt;
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::::Actually not, because mayor is usually the laziest dwarf around spending all his time gaining noble (talking) skills. Bookkeeper is this lonely nerd spending all his time counting numbers. Funny thing is that all this bookkeeping builds up huge muscles and awesome speed, thus making paperwork best pre-military training ever (for single dwarf). If it was possible to have multiple bookkeepers my entire army would be drafted from clerks. --[[User:Someone-else|Someone-else]] 13:52, 23 April 2008 (EDT)&lt;br /&gt;
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== Infinite Experience Corrected? ==&lt;br /&gt;
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I'm using version 33g, it seems that at some point this bug got corrected, the bookkeeper will stop working once he reaches highest precision, and if I appoint someone else to the job that dwarf will also ignore it.&lt;br /&gt;
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Now, all we need is some code that makes precision slowly decrease over time (personally I would make it a value equal to the amount of stocks the fortress has, and have it decrease whenever objects get destroyed / transformed / sold, and only goes up with bookkeeper work, capped again at the maximum stock level)&lt;br /&gt;
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--[[User:Sergius|Sergius]] 12:38, 5 January 2008 (EST)&lt;br /&gt;
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:Precision *does* decrease over time, assuming you're acquiring new objects. (i.e. attaining highest precision early in a fortress's life where there are few objects will have little bearing on how accurate it will still be much later on when you've got a couple hundred pages of stocks) If you're looking for a simple degradation without changes to the actual items being counted, I don't see it happening, as it doesn't make a lot of sense on it's own. Once a count is fully established, it shouldn't be too hard to keep track of a static amount ;) --[[User:N9103|Edward]] 19:57, 5 January 2008 (EST)&lt;br /&gt;
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::I have played a game for 4 years, got all my bookkeeping finished before the end of year one, and so far precision hasn't decreased one bit, I got the bookkeeper job off, the screen shows &amp;quot;the bookkeeper has done all the needed work for maximum precision&amp;quot; or whatever. And I've been trading like crazy with the caravan all those extra expensive bloody vomit-encrusted goblin giant spider silk socks, the fortress wealth is at least 3x what it was since the bookkeeping was done. --[[User:Sergius|Sergius]] 14:09, 6 January 2008 (EST)&lt;br /&gt;
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:::That's odd because I did similar (high, not highest, so I could track percentage to next level) and saw a gradual decrease with my precision. Did you keep a *very* close eye on the precision, and turn precision down to next lower level as soon as highest was achieved? --[[User:N9103|Edward]] 17:32, 6 January 2008 (EST)&lt;br /&gt;
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:::It sounds like your stocks aren't changing that much. You have a Goblin siege and get several goblin socks (not on the books). Then you sell them off... possibly for food/consumables that are processed/eaten, or for few steel items that don't cause as large a hit to your inventory?--[[User:Stryc9fuego|Stryc9fuego]] 14:37, 20 October 2008 (EDT)&lt;br /&gt;
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:::: In my experience, precision only needs to be changed from maximum whenever a stat has one more number added to it (and even, then, do you REALLY need to know if you created 5 or 9 total wealth on top of your 1,756,350 that is shown before updating?). Basically, though I've seen high precision constantly get updated, maximum precisions stays updated until your food starts going into the thousands or your created wealth (or some other stat) goes into the ten/hundred thousands or the millions (or whatever increases the amount of digits).&lt;br /&gt;
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: It's been a year since this comment -- is there any doubt that it's no longer infinite?  If not, I want to change the main article, which still reads &amp;quot;At the highest precision level, they will continue performing their task even when they have done all the work they need to do.&amp;quot;  This newbie spent a lot of head-scratching trying to figure out why he wasn't working any more! --[[User:phik|phik]] 15:14, 5 Jan 2009 (GMT+9)&lt;br /&gt;
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::It's not infinite, but it's quite close to it, I believe. They'll stop working at 100% accuracy, but since any kind of change to the books will knock it down to 99% accurate, even a mildly busy fortress will generate a lot of bookkeeping work when it's set to max precision.--[[User:Quil|Quil]] 07:34, 5 January 2009 (EST)&lt;br /&gt;
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== Quantum bookkeeper works while paused! ==&lt;br /&gt;
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It seems that my bookkeeper does work while the game is paused. It is the fifth of slate, first year, so (since I didn't get a throne asap) the bookkeeper has been working for a couple weeks or so. He's a High Master and gained three attributes while the game was paused. --[[User:Savok|Savok]] 11:05, 4 June 2008 (EDT)&lt;br /&gt;
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:That sounds weird. Surely pause = no frames = nothing happens --[[User:AlexFili|AlexFili]] 11:12, 4 June 2008 (EDT)&lt;br /&gt;
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::That's why he's a quantum bookkeeper. --[[User:Savok|Savok]] 11:33, 4 June 2008 (EDT)&lt;br /&gt;
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:Sounds similar to reports that liaison meetings progress while you're designating mining with the mouse. [[User:Anydwarf|Anydwarf]] 12:43, 4 June 2008 (EDT)&lt;br /&gt;
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::Aye. I've had those too. I believe they always happen on a mouse-click. --[[User:Savok|Savok]] 14:41, 4 June 2008 (EDT)&lt;br /&gt;
:::FWIW, I've had the liason acceleration happen while using the keyboard to designate mining spots. -[[User:Fuzzy|Fuzzy]] 10:12, 11 September 2008 (EDT)&lt;br /&gt;
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== Why so strong, office worker? ==&lt;br /&gt;
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Why does a bookkeeper become really strong really fast? My Bookkeeper is at Professional level, and is Ultra-Mighty!&lt;br /&gt;
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What is he doing, attacking the page?&lt;br /&gt;
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:You have discovered one of the joys of the current [[experience]] system: dwarves get stats from gaining XP, no matter what that XP is from.  Fortunately, this won't be the case much longer, since Toady is going to implement a new stat system soon (IIRC with the next release). --[[User:LegacyCWAL|LegacyCWAL]] 15:15, 22 March 2009 (UTC)&lt;br /&gt;
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::Thought: dwarves don't have paper (or at least it's not a tradeable good). He's so strong because &amp;quot;bookkeeping&amp;quot; entails mercilessly hacking numbers into the walls all day. That still doesn't explain how they become &amp;quot;Perfectly Agile&amp;quot; though... &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:74.176.98.188|74.176.98.188]]&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>Midna</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Fire&amp;diff=60695</id>
		<title>40d Talk:Fire</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Fire&amp;diff=60695"/>
		<updated>2010-01-08T22:30:00Z</updated>

		<summary type="html">&lt;p&gt;Midna: /* Bad Cooking + Dumping Method */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Putting out fire==&lt;br /&gt;
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Not that it'll make much difference, as putting out fires in time to save a dwarf any injuries is nigh impossible, save for luck's intervention, but how do you put out fire?&lt;br /&gt;
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I've been experimenting with this a bit, using the Dwarf Companion to help in this. I've managed to catch dwarfs and their clothing on fire by making paths through low-level magma (1 or 2 depth); No problems there. I do seem to have a few bugs in the next bit, however. My three experimental dwarves, (Each with different stages of fire injuries. One with only his upper body, another with both bodies and limbs at minimal, and another with all body parts, including internal organs in brown. After moving them into water, their clothes lose the flaming tag, with the exclamation points (!!) and flashing signature dissipating as well. However, this does nothing to actually remove the fire's effects. Even using Dwarf Companion's heal feature afterwards, the dwarves steadily lost health in the affected body parts until death, even though they were technically healed and no longer burning, or so the appearance of such was made.&lt;br /&gt;
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I also tried placing them a Z-level above the Water, upon which, their falling caused an interesting thing to happen. The water immediately surrounding them instantly evaporated, and removed their burning tags, but the effect continued, as well. This makes me believe that the clothes may still be listed as burning, regardless of how they appear, and I am thus going to be trying to remove them from the dwarf, and see where that goes.&lt;br /&gt;
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In the meantime, anyone got any suggestions? [[User:Jwguy|Jwguy]] 12:29, 2 June 2009 (UTC)&lt;br /&gt;
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:Pretty sure if it catches on fire, it just burns. In adventure mode, despite being in a 7/7 murky pool, I still burned to death. [[User:Drunken dwarf|Drunken dwarf]]&lt;br /&gt;
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So, my miner just caught fire, trying to haul a rock submerged in magma.&lt;br /&gt;
Someone helpfully hauled him to the royal chambers, now with a free space after the king consort just died of old age.&lt;br /&gt;
I quickly activated the Noble Disposal System, and poured water into the chamber from the river.&lt;br /&gt;
The body (he died while I was pulling levers to try and figure out which one was which), his clothing, and the beds seem to have gone out, from a few tiles of 7/7 water being poured onto him.&lt;br /&gt;
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EDIT:&lt;br /&gt;
No smoke, room submerged in 2-3/7 water, no smoke from body being hauled off, beds staying at xtower-cap bedx. Seems to be out.&lt;br /&gt;
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Anyone able to confirm putting fires out with water? &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:81.110.246.251|81.110.246.251]]&amp;lt;/small&amp;gt;&lt;br /&gt;
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==Spreads?==&lt;br /&gt;
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How does fire spread in the new version. I don't have magma on my map so I haven't been able to experiment.&lt;br /&gt;
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Maybe someone with experience could write up on the risks, ie how it spreads, how long it burns, how dwarfs react and what can be done to fight/prevent it. --[[User:Lucid|Lucid]] 21:09, 31 October 2007 (EDT)&lt;br /&gt;
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Could someone test to see what levels of water will extinguish fire somehow?  Perhaps a fortress at high risk for fire could have emergency floodgates set up to dump precise reservoirs of water at important areas like the living quarters or food/booze stockpiles.&lt;br /&gt;
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god save us if it is affected by the mud/blood bug too [[User:Thatguyyaknow|Thatguyyaknow]] 13:07, 8 November 2007 (EST)&lt;br /&gt;
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no it ain't the blood bug, it's the fire bug.  Someone copy and paste it from the old wiki. --[[User:Frostedfire|Frostedfire]] 22:14, 14 November 2007 (EST)&lt;br /&gt;
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I can confirm that fire spreads to adjucent squares. My fortress catched fire (long story) and wooden barrels and bins on stockpiles burned. When they completety burned out their contents catched fire and many piles of 20 !!leather!!, 20 !!cloth!! and 20 or more !!seeds!! generated '''very''' heavy lags. I didn't pay attention if it spreads diagonally but a burning item on the floor makes all 8 squares around it &amp;quot;warm stone wall&amp;quot; just as magma do to it's 4 directly adjacent squares.--[[User:Another|Another]] 14:26, 26 November 2007 (EST)&lt;br /&gt;
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Is there a way to intentionally start a fire? [[User:Diabl0658|Diabl0658]] 20:12, 5 January 2008 (EST)&lt;br /&gt;
:Dig into the side of a pool of lava. Remove a construction holding back lava. Open a wooden door holding back lava. Open a floodgate to lava. Some combination of pumps, stairs, ramps, walls, and stockpiles will allow you to choose what gets set on fire and where. [[User:Rkyeun|Rkyeun]] 00:59, 9 March 2008 (EST)&lt;br /&gt;
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Fire doesn't seem to spread by walking near it though...  I forbade a few burning corpses and the dwarves had no problem stepping over it without catching fire.&lt;br /&gt;
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Possibly fire on items like clothing or corpses will only spread to dwarves touching it.&lt;br /&gt;
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A more informative page than &amp;quot;fire sucks&amp;quot; might be useful.  Maybe a list of fire sources, what objects will and won't burn, how fire spreads and measures you can take to limit the damage or stop it.  Maybe telling your dwarves to dump water in your hallways to keep a nice [1/7] coating?&lt;br /&gt;
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In the 2D version 0.23, fire was like an invisible disease - dwarves didn't know they had it, it was contagious, and it killed them. Thus it was a major source of [[fun]]. In this version - I don't know yet. --[[User:Jellyfishgreen|Jellyfishgreen]] 09:05, 3 September 2008 (EDT)&lt;br /&gt;
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== Fireproof silk? ==&lt;br /&gt;
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i noticed that cave spider silk clothes dont catch fire. i had a guy incinerated by magma touching him - he managed to move away and his silk clothing was all that was left [[User:Twiggie|Twiggie]] 14:06, 29 August 2008 (EDT)&lt;br /&gt;
:If you get silk hot enough for long enough, it'll burn.  It can take a while though.  Odds are that if he managed to move away, then he wasn't touching the magma long enough to ignite the silk. --[[User:LegacyCWAL|LegacyCWAL]] 18:40, 26 February 2009 (EST)&lt;br /&gt;
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== Forest Fire ==&lt;br /&gt;
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I just started a new game near a volcano, in a forest. In the first winter, a fire imp left the caldera, and the forest burst into flame. Anyone see this before? The entire map went up in smoke... I lost 5 dwarves to it.&lt;br /&gt;
--[[User:Mabmoro|mabmoro]] 22:01, 31 August 2008 (EDT)&lt;br /&gt;
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:I've seen this multiple times on my current map, haven't lost dwarves, but did have a dwarf caravan run straight into one... As when I tried to pin down what started it and why, all the fire imps were back in the volcano (if they ever left to begin with), but at the exact center of the ring of fire was a pile of groundhog bones - so I think a fire imp wandered out, saw a groundhog, and fried it, causing a massive fire... that or groundhogs spontaneously combust now.  Could probably use channels or walls as firebreaks to keep the whole map from burning when it happens, embark with a magma vent that (hopefully) doesn't reach the surface rather than a volcano, or try to close off the top of the volcano.  Probably simpler to wall in any surface areas you're using and just tell your dwarves to stay inside when you see a fire though. --[[User:Nethras|Nethras]] 15:02, 1 September 2008 (EDT)&lt;br /&gt;
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:I had a forest fire the other day - the burn pattern indicated it started in two places approximately simultaneously, in the vicinity of a [[Fire_man|Fire Man]] and a Cougar (though I never saw any bones). The Fire Man had been busy elsewhere with no such effect though, despite killing numerous groundhogs, a couple of Mules, a pet cat, and one of my dwarves.&lt;br /&gt;
:The fire didn't manage to enter my encampment, probably due to the foot traffic killing off the vegetation around the entrance, but it did spread across the rest of that z-level. No harm was done to any living creature which encountered it though, as far as I could tell. --[[User:Raumkraut|Raumkraut]] 16:50, 1 September 2008 (EDT)&lt;br /&gt;
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: Similar situation, I used a forest fire to kill a bunch of satyrs by trapping single satyrs in cage traps. I couldn't kill them otherwise because they aren't hostile and aren't animals, so military and hunters wouldn't touch them, but they do set off cage traps and once one is trapped, the other satyrs stayed close. So I scattered some traps near the caldera and waited; eventually a fire imp popped out, started a fire, and about fifteen satyrs all got roasted by the fire. [[User:Calenth|Calenth]]&lt;br /&gt;
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: I've seen the aftermath of similar (burnt forest, caldera, fire imps, missing wildlife) and can verify forest fires are currently (40d) restricted to the same Z-level. --[[User:Jellyfishgreen|Jellyfishgreen]] 06:16, 7 October 2008 (EDT)&lt;br /&gt;
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== Stockpile exploit ==&lt;br /&gt;
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&amp;quot;Fires won't cross an empty stockpile, providing an even fast way to create firebreaks.&amp;quot;...not what happened at my own fortress.  Maybe it doesn't apply if there's grass underneath?  Needs more testing... &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:MagicGuigz|MagicGuigz]]&amp;lt;/small&amp;gt;&lt;br /&gt;
: I'll admit I'm not talking from my own experience. I got it off of the bug reports forum. [http://www.bay12games.com/forum/index.php?topic=25600.0] &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Fuzzy|Fuzzy]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:I just checked, and fire will go right through as stockpile as if it wasn't there.  Thus, I took that part out of the article. --[[User:LegacyCWAL|LegacyCWAL]] 18:40, 26 February 2009 (EST)&lt;br /&gt;
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==Spontaneous Combustion?==&lt;br /&gt;
A bunch of goblin clothes and bodies in my entrance hall just went up in flames mysteriously.  There are no fire imps left on the map, the Magma Man is far away in the magma vent near the bottom (10 z-levels and 3 screens away - the site isn't even near the magma pipe).  There's just a bunch of smoke and burning goblin clothes.  The heck?  --[[User:Squirrelloid|Squirrelloid]] 15:12, 12 December 2008 (EST)&lt;br /&gt;
:Maybe it was in the bug forum, but I remember hearing of a similar known bug. {racks brain} Something to do with materials left in cages remaining tied to their owner. So if you strip the clothing off a goblin while he's in a cage, then drop the cage into lava, his clothes catch on fire. Or maybe it was the other way around. Assuming, of course, this is an example of this bug. -[[User:Fuzzy|Fuzzy]] 16:02, 12 December 2008 (EST)&lt;br /&gt;
::I did drop a goblin cage into lava... I don't remember actually stripping gear off of him, but he may have dropped something before getting caged... Must find a way to use this offensively... probably involving a goblin cage stockpile near lava, a goblin clothes stockpile near the entrance, and a booze stockpile immediately adjacent... --[[User:Squirrelloid|Squirrelloid]] 16:17, 12 December 2008 (EST)&lt;br /&gt;
:What actually happens is thus:  When the cage is destroyed by magma, the items inside mysteriously teleport to the precise location the caged goblin was trapped in, on fire.  This bug is 100% repeatable and afaik not fixed yet.  Hmmm!  Replace the trap with a barrel after capture, and you might have a fairly reliable booze bomb. --[[User:Corona688|Corona688]] 17:56, 12 December 2008 (EST)&lt;br /&gt;
:: If you figure it out, be sure to post the method in [[Talk:Alcohol#Booze Bombs]]. If you're going to be experimenting, why don't you try testing out the existing theoretical methods?&lt;br /&gt;
::--[[User:Macdjord|Macdjord]] 14:44, 17 December 2008 (EST)&lt;br /&gt;
:::So, I haven't tried it with booze bombs yet, but I have used it for trap hall cleaning (goblins drop so much crap).  Its really too bad silk doesn't burn.&lt;br /&gt;
:::There seems to be some preconditions to the item teleportation actually working - I think its a cage material thing but it could be a goblin equipment thing.  I have had a 0% success rate with wooden cage traps and nickel cage traps.  Metal cage traps which will melt in magma seem to trigger the bug upon destruction of the cage.&lt;br /&gt;
:::Now, my sample sizes aren't huge, so it could be that those trap types have only caught wrestlers.  Since leather items burn up instantly in magma, and silk doesn't seem to have temperature, the goblin will need some metal items to hold the heat when teleported back to the cage trap square.  That said, I haven't seen any items teleported if there wasn't also metal (all teleported piles have included metal), so maybe its a metal equipment specific bug.&lt;br /&gt;
:::Anyway, this definitely produces fire in the area (I have been using it to burn up leather items dropped by goblins), which means it should ignite barrrels and cause explosions - specific testing is obviously required.&lt;br /&gt;
:::--[[User:Squirrelloid|Squirrelloid]] 23:14, 26 February 2009 (EST)&lt;br /&gt;
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== Image ==&lt;br /&gt;
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I added an image to the page to show what fire looks like. I don't see many other images like this on the wiki though, so I'm curious as to if this is a good thing or if I should remove it? --[[User:Lulzmango|Lulzmango]] 00:07, 25 August 2009 (UTC)&lt;br /&gt;
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:It's nice, maybe an alttext and caption text would add to it a good bit too [[User:Shardok|Shardok]] 00:08, 25 August 2009 (UTC)&lt;br /&gt;
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:: That image is made of 100% win! [[User:3lB33|3lB33]] 00:56, 25 August 2009 (UTC)&lt;br /&gt;
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:: Thanks --[[User:Lulzmango|Lulzmango]] 02:12, 25 August 2009 (UTC)&lt;br /&gt;
: Don't you wish your girlfriend was hot like..that fire? --[[User:Dragon239|Dragon239]] 02:31, 25 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
Suggestion - someone should put up a picture of Smokey The Bear in section 3.2 sternly captioned, &amp;quot;Only you can prevent forest fires.&amp;quot; I can do this if you guys want, I'm just asking for permission. [[Special:Contributions/71.198.202.206|71.198.202.206]] 22:19, 6 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Bad Cooking + Dumping Method ==&lt;br /&gt;
&lt;br /&gt;
Hey, I just had a totally random fire break out in my food room, with all the bins and food catching on fire. I was lucky enough to isolate the room and have my dwarfs survive off that seasons' plump helmets until the fire burned out, but a few dwarfs did not escape. Whats worse is, they immediately ran into the meeting zone and socialized while on fire. I ordered their clothes (marked with the '''!!''') to be dumped and that seemed to contain it, as my dumping area is a magma pit. Here's what I want to know, though: &amp;lt;br /&amp;gt;&lt;br /&gt;
*Can prepared food (the first items I saw on fire were a masterword fine dish and a bucket of fish) start fires?&lt;br /&gt;
*Does dumping worn clothing on fire contain it?&lt;br /&gt;
&lt;br /&gt;
Thanks, --[[User:Iban|Iban]] 02:36, 2 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:The exact same thing happened to me, except my stockpiles were laid out in such a way that it was impossible to contain.  6 dwarves died of smoke inhalation, setting off a tantrum spiral.  Anyway, the only thing I can think of is that fire imp meat may randomly spontaneously combust when it's taken out of the barrel.  Or, it may be that it very slowly heats its surroundings, and after months in a barrel, the barrel reaches its ignition point.  Those are my best guesses, anyway.  Did you kill and butcher any fire imps?  --[[User:Arrkhal|Arrkhal]] 03:26, 2 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::That is a FANTASTIC guess. Yes, there are a nuclear family living inside my volcano and my hunters must love the taste of fire imp meat. I think you're right about this. --[[User:Iban|Iban]] 03:44, 2 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I highly doubt this; the real danger seems to be that posed by the average [[fire snake]]. If you get meat from them (yes, it does happen--I learned this from adventure mode firsthand by starting with it in my inventory) through whatever source--my most recent (accidental) source was a caravan, though I'm not sure whether it was a [[goblin]] one or not--it will almost immediately (within around 3 turns/steps, I think) set whoever is holding it on fire '''without actually being on fire itself.''' This means it '''will not wear out''' and will be a hazard '''indefinitely''' as a result. I lost a fortress to this literally ''yesterday'', I'm reclaiming it right now. (Somebody managed to dump the meat, but the fire wasn't possible to contain.)&lt;br /&gt;
::Personally, I think this holds some better long-term potential for weaponizing than the lignite/coal + bin exploit does, since that has apparently been known to '''not''' actually be permanent.&lt;br /&gt;
::On a slightly unrelated note, I've got around 30-60 orcs hanging around outside as &amp;quot;friendly&amp;quot; creatures, which means I can't fight them with the embark force of 70. What [[fun]]! ~ [[User:Midna|Midna]] 22:30, 8 January 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Midna</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Trap_design&amp;diff=60605</id>
		<title>40d Talk:Trap design</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Trap_design&amp;diff=60605"/>
		<updated>2010-01-06T22:18:26Z</updated>

		<summary type="html">&lt;p&gt;Midna: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:'''Editors &amp;amp; Contributors''' - Please include diagrams or ''clear'' and well-sized [[http://www.mediawiki.org/wiki/Help:Images images]] if appropriate.  For diagrams, use [[Character table|standard Dwarf Fortress symbols]] for your diagrams - an x is an up/down stairwell, a ╬ is a fortification, a ▲ is an up-ramp/slope, etc. etc.   For screenshots, use the standard tileset, not a custom one that few may recognize.&lt;br /&gt;
&lt;br /&gt;
:Please do NOT add a &amp;quot;theoretical&amp;quot; trap design, that you have not actually tested, unless you are 100% sure it will work.&lt;br /&gt;
&lt;br /&gt;
:If your suggestion is lengthy and complex, consider placing it on your User: page with simpler explanation and a link here.&lt;br /&gt;
&lt;br /&gt;
:Lastly, if you can keep similar or alternate suggestions grouped within like subsections/topics/categories, that would be a good thing.  Future wiki users and DF players thank you.&lt;br /&gt;
&lt;br /&gt;
=New Pages, new organization=&lt;br /&gt;
There had been about 5-6 pages on &amp;quot;defense&amp;quot;, and articles and advice on various topics were scattered and repeated across all of them.  This is an effort to re-organize them into 4 tightly defined and user-friendly topics using current DF wiki naming conventions - a General guide and overview [[Defense guide]], and 3 articles on specific design - layout and architecture ([[Defense design]]), traps ([[Trap design]]), and specific advice on organizing your military ([[Military design]]).&lt;br /&gt;
&lt;br /&gt;
Discussion from any pages removed or renamed will be placed (or linked) under one of those four.--[[User:Albedo|Albedo]] 06:21, 4 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Dragonfire Pillbox ==&lt;br /&gt;
&lt;br /&gt;
Does anyone know if this will/not work? Do captured dragons flame at kobolds/orcs/siegers? Can this also be used w/ fire imps? (I think the answer to that last is &amp;quot;no&amp;quot; - iirc, imps need to have a path to their targets, which would require that a trap be much more complex - but still possible.)&lt;br /&gt;
:If there is no confirmation, we should probably delete the design, unfortunately.--[[User:Albedo|Albedo]] 12:52, 6 June 2009 (UTC)&lt;br /&gt;
::Don't be lame.  It would totally work.  Just nobody has done it yet.--[[User:Zchris13|Zchris13]] 22:20, 6 June 2009 (UTC)&lt;br /&gt;
:::The only thing &amp;quot;lame&amp;quot; would be including a design that is based on guesswork and doesn't actually work.  I've read forum articles about this same set-up w/ fire imps NOT working - because they need a [[path]] to their target.  And some creatures don't attack goblins unless they're [[Modding guide|modified]] to do so - very disappointing, but true. I just don't remember if the same is true with dragons or not - do you?--[[User:Albedo|Albedo]] 08:04, 7 June 2009 (UTC)&lt;br /&gt;
:It doesn't work. Dragons don't flame at goblins. Already tried with one. It flamed at my dwarves over the channel when I ordered a squad to execute it, though.&lt;br /&gt;
::Was he tied to a chain?--[[User:CrazyMcfobo|CrazyMcfobo]] 18:17, 3 August 2009 (UTC)&lt;br /&gt;
::Alternatively, was he tamed? You'd need a Dungeon Master for that, but that way at least they wouldn't kill your dwarves. (Actually, screw it. It doesn't work, even if it is tame. Nearly lost my dragon that way. Maybe some modding would be necessary. So help me, I WILL build this) [[User:Mythsage|Mythsage]]&lt;br /&gt;
:::Tame dragons definitely '''will''' breathe fire at goblins under the right circumstances. In my case, this was chaining them up outside and pulling a lever to release them when a siege arrived - flames everywhere. --[[User:Quietust|Quietust]] 23:02, 25 August 2009 (UTC)&lt;br /&gt;
::::But will they do so without a path? The general consensus seems to be otherwise.--[[User:Walliard|Walliard]] 07:05, 20 October 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Weapon trap 'Spike strips'==&lt;br /&gt;
Despite the image, no, its not for wagons, but rather its an idea I have for killing animals like maybe unicorns. I'm in an area with plenty of unicorns (didn't bring along hunters and its still my first year of the fortress), and stuff made from unicorn parts are generally valuable, right? Also, knowing from the entry saying that they are rather dangerous, I have an idea of a way to get materials from them with minimal risk to the dwarves. My idea is to have an area of weapon traps, most likely single weapon traps to minimize corpse mangling, and maybe have them in rows or a grid in an area so that the animals will cross and die. This could also apply to huntable creatures that are able to move fast like gazelles. I haven't actually done this and so I don't know how effective it would really be. Of course though, there is no real substitue for a good hunter as far as bringing back an intact corpse 100% of the time.....as long as the corpse isn't the hunters....--[[User:Smjjames|Smjjames]] 18:37, 6 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Why do you care if the corpse is mangled?  Does that stop butchering or something weird like that?  Anyway, while they require reloading, stonefall traps tend to leave intact corpses.  --[[User:Squirrelloid|Squirrelloid]] 10:40, 20 October 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Odd preference, agreed. Perhaps to avoid additional cleanup? Meat, skin and bones certainly aren't affected by loss of every limb and the head - a corpse is just as productive, either way. (And you get 1 meat and 1 bone from every body part, so if meat is your goal...)  Of course, that was over 4 months ago, and the phrase &amp;quot;I haven't actually done this&amp;quot; is a hint.--[[User:Albedo|Albedo]] 14:57, 20 October 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::I'd been away from the game for awhile, so I couldn't remember if it interfered with butchering (and the fortress i came back to gets nothing larger than a fluffy warbler, so corpses for butchering... uh... what?)  But yeah, just started a new game, splattered corpses butcher just fine. --[[User:Squirrelloid|Squirrelloid]] 15:56, 20 October 2009 (UTC)&lt;br /&gt;
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== Bridge Land Mines ==&lt;br /&gt;
&lt;br /&gt;
Pretty sure this is another Guessworked idea, as you can't build anything directly on a bridge.&amp;lt;br&amp;gt;&lt;br /&gt;
Nominate for removal unless someone's got proof otherwise. -[[User:N9103|Edward]] 00:42, 14 June 2009 (UTC)&lt;br /&gt;
:One of the masses of text I copied/pasted when re-formating the previous jumble.  I'm going to ''guess''(?) that the OP meant a constructed span, and not a retractable/drawbridge, since he mentions a length of &amp;quot;at least 20 tiles&amp;quot; and that would be the max for ''two'' retractable bridges ''if'' they met in the middle.  That would allow you to build the pp's on the span, but it would also mean that the collapse would take down the span, right? Dunno, never gone there myself.  If you're sure it's faulty, scratch it.  Or, better, rewrite it so it would work - on solid ground, for instance, with channels on either side.  The &amp;quot;knock your enemy out&amp;quot; ploy should be represented in some form.--[[User:Albedo|Albedo]] 01:45, 14 June 2009 (UTC)&lt;br /&gt;
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::Hmm, I guess that could've been faulty wording on their part. I wouldn't really know anything about developing/deploying traps that aren't simple and straightforward, as my fortress design sticks to the KISS principals. -[[User:N9103|Edward]] 01:39, 16 June 2009 (UTC)&lt;br /&gt;
:::If the bridge was made of constructed '''walls''' (on the Z-level directly below) instead of floors, then the mines wouldn't punch holes through it. --[[User:Quietust|Quietust]] 16:15, 26 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Mousetrap ==&lt;br /&gt;
I don't think this would ever actually work, since I'm pretty sure the only creatures that pull levers are the chasm-dwelling Gremlins. Also, the creature would have to pull the lever and then step off of it and wait long enough for the spike to hit it (since there's a 100 tick delay), making it quite likely to miss entirely. The &amp;quot;landmine&amp;quot; is far more effective in general (since it's a guaranteed kill), though it won't catch kobolds (but certainly will catch goblin thieves), and the term &amp;quot;suicide booth&amp;quot; is more apt for a chamber dwarves (particularly [[noble]]s) can use to kill themselves. --[[User:Quietust|Quietust]] 13:09, 9 October 2009 (UTC)&lt;br /&gt;
 But what is not as well known is that Thieves also have a rather annoying tendency to &amp;lt;br /&amp;gt;pull levers they come across, or let animals out of cages.&lt;br /&gt;
:All depends on the veracity of this assertion - never heard of this, but that doesn't make it false. Needs verification, and then be included in [[thief]] article.  Verification discussion belongs in  [[talk:thief]], and has been started there.--[[User:Albedo|Albedo]] 18:39, 13 October 2009 (UTC)&lt;br /&gt;
::Looks like the editor who added this was mistaken. No support - not deleting, but hiding this trap design (via &amp;lt;nowiki&amp;gt;&amp;lt;!-- ... --&amp;gt;&amp;lt;/nowiki&amp;gt;), pending any future discussion.--[[User:Albedo|Albedo]] 05:52, 3 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Nov 2 revision ==&lt;br /&gt;
; Question for [[User:Albedo|Albedo]] : There were a variety of changes there, some of which were arguably called for, such as the conversion of the water trap diagram to the standard tileset (I got carried away and didn't see a way to fit a full description of every single thing into the summary box afterwards). I would like to understand which parts you didn't like, and which other parts, if any, you would be OK with me adding back in. Was it mainly the changes to the section headers you found problematic? I can extend this question with the specific changes if you'd like.&lt;br /&gt;
: Thanks. --[[User:HebaruSan|HebaruSan]] 15:12, 4 November 2009 (UTC)&lt;br /&gt;
::Yes - the scale of your changes were hard to follow via the &amp;quot;compare history&amp;quot; function (as, I can imagine, mine were for you), and your edit notes didn't mention any graphic change (or the subsections changes either).  I only made the 3 changes I listed in my own note: 1) Taking a cue from your edit note, I took the section about scattered traps and made &amp;quot;trap strategies&amp;quot; its own subsection, and moved that above the other two, since it can be applied to either/both.  2) I also moved the &amp;quot;intro&amp;quot; from &amp;quot;linked traps&amp;quot; up into a true intro for the article as a whole, with some additional text - now visible just below the TOC. &amp;amp; 3) Not being aware of the graphic change, I used &amp;quot;undo&amp;quot; to replace all the individual designs in the TOC - easier to find what you're looking for that way (for me at least).  &amp;lt;br /&amp;gt;I would have kept the graphic standardization if I'd seen it, but... well, the wiki doesn't display any sort of cut/paste very well.  Being a big supporter of standardization in graphics, I've dove in and replaced that just now (I think? Please check/correct).  Anything else that wasn't mentioned, or any disagreements w/ those changes?  What was your original critique re the individual traps listed in the TOC?--[[User:Albedo|Albedo]] 20:22, 4 November 2009 (UTC)&lt;br /&gt;
::: Thanks for the response. Upon further consideration, I agree that it ''does'' make sense to have TOC entries and #anchor links into the specific designs, so I'll make sure to leave the headers alone. I think my &amp;quot;critique&amp;quot;, such as it was, would have been that some of these sections seemed to be using other mark-up to simulate a &amp;quot;definition list&amp;quot; (Basic traps most of all). But that doesn't outweigh the usefulness of a good TOC.&lt;br /&gt;
::: Glad to see the graphics back! They look right to me. Most of the other changes were attempts to clarify the text, so I may go back and see if any of those can be brought forward under the existing headers. And in smaller chunks. :) --[[User:HebaruSan|HebaruSan]] 01:00, 5 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Hmmm ==&lt;br /&gt;
I think boiling Zinc can be used as a substitute to the old myth of booze &amp;quot;explosions&amp;quot; or in place of Steam that used to be able to do damage. Zinc boils with magma because the boiling point is right under the temperature of magma. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:80.47.246.19|80.47.246.19]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It might be interesting to trap all invaders in a shallow pit, possibly by a retracting bridge trap or some such thing, and then do whatever you like with them - you could let them starve (if in fact they do), unleash Morul into the fray and have him chain up billiards-like chains of goblin death (if, again, it is possible to kill a goblin with another flying goblin), etc. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:71.198.202.206|71.198.202.206]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:...What? You're kind of switching between making no sense and being completely uncertain of common DF knowledge.... I also think you intended to make this an entirely new section. ~ [[User:Midna|Midna]] 22:18, 6 January 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Midna</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Ruin&amp;diff=60402</id>
		<title>40d Talk:Ruin</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Ruin&amp;diff=60402"/>
		<updated>2010-01-02T11:24:05Z</updated>

		<summary type="html">&lt;p&gt;Midna: /* Use in adventure mode? */&lt;/p&gt;
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&lt;div&gt;== Ruins ==&lt;br /&gt;
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Ruins are no longer populated by undead. I'll update the article with what they're like now. --[[User:Squeegy|Squeegy]] 17:35, 2 November 2008 (EST)&lt;br /&gt;
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== Use in adventure mode? ==&lt;br /&gt;
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Is there any reason to visit a ruin in adventure mode? I've never come across one before. Are there items scattered about, like an abandoned fortress or cave entrance? {{unsigned|Monkeyfetus}}&lt;br /&gt;
:Don't forget to sign your posts.... Anyway, I'm not sure ruins are even still generated--I haven't seen one, either, which is unfortunate as they seem to be quite interesting features. Shame the undead have apparently been removed from them, though; I've always liked that sort of idea. ~ [[User:Midna|Midna]] 11:24, 2 January 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Midna</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Eerie_glowing_pit&amp;diff=60400</id>
		<title>40d Talk:Eerie glowing pit</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Eerie_glowing_pit&amp;diff=60400"/>
		<updated>2010-01-02T11:05:11Z</updated>

		<summary type="html">&lt;p&gt;Midna: /* Spoiler */&lt;/p&gt;
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&lt;div&gt;{{spoiler}}&lt;br /&gt;
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== The Demons ==&lt;br /&gt;
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How powerful ARE the demons now? I gather that a pit chamber will release piles of them, but how many and how nasty are they all? Wonder if adamantine is really worth it... though if you've planned it out, I suppose it might be. Wonder how many demons a legendary dwarf warrior wielding masterwork adamantine weapons and armor could take out by himself!&lt;br /&gt;
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:They're as nasty as they used to be. -- [[User:Zaratustra|Zaratustra]] 11:38, 20 November 2007 (EST)&lt;br /&gt;
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:I had repulsed the initial wave of 1 Daemon and 7 Spirits of Fire by 5 marksdwarves and 4 axedwarves. 2 marksdwarves and 2 axedwarves were Elite in full steel chain/plate, others - on their way to it. Lost all axedwarves and 1 marksdwarf in the process. A few seasons later I thought that there weren't much more daemons and breached the pits in a new spot. By that time I had 3 Champion marksdwarves in Fortress Guard (not controllable at all :( ), ~20 wardogs, 4 other marksdwarves, 2 of which - Elite and 4 axedwarves/hammerdwarves at about 'competent' each. All the civilians (90 of them) were drafted into military with some extra weapons and no armor including ~10 miners from Legendary to novice with picks. The aftermath in the units screen is 16 dead Spirits of Fire including 7 from the initial attack, 10 live and happy Spirits of Fire with '''very''' long names, probably some more Spirits of Fire in ambush/invisible to me state and 5 recruits resting and dehydratated in remote corners of my bedroom area. There were immence lags when my stockpiles cathed fire and it were heavily  lagging when I got there in adventure mode. --[[User:Another|Another]] 15:05, 20 November 2007 (EST)&lt;br /&gt;
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:I just recently breached a pit, only to result in my entire fortress virtually being annihilated, 109 military dwarves were killed, including a Hammerlord with a legendary adamantine hammer, a mortally wounded Legendary Captain of the Guard, and the daemons lost only 50 total. --[[User:Naze|Naze]] 23:19, 12 December 2007&lt;br /&gt;
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:I cleansed a demon pit that included exactly 30 fire spirits and a demon. I built a corridor to the chamber, filled it with spikes and chained them to a lever, with the pull lever/R action. It worked quite well despite the fact that my spikes were melt by the demons as they approached. They eventually had to go through a corridor where marksdwarves were stationned. They killed 5 marksdwarves, and some managed to enter my fortress undetected. I was VERY lucky because the fortress guard was useful! If you disable TEMPERATURE, they will be destroyed with no sweat. [[User:Bartavelle|Bartavelle]] 09:01, 11 January 2008 (EST)&lt;br /&gt;
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:If you re-site your barracks to just outside the pits, then your fortress guard will find themselves joining the front line... [[User:YayTheDwarves|YayTheDwarves]] 09:58, 11 January 2008 (EST)&lt;br /&gt;
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: from Lumpen on SomethingAwful: &amp;quot;Last night I cracked into the glowing pits and massacred the demons by filtering them through a massive maze of twisting fortifications through which my legendary siege operators unleashed a hail of over a hundred ballista arrows cranked out by 6 ballistae.&amp;quot; So, that could work. --[[User:Jellyfishgreen|Jellyfishgreen]] 12:19, 29 September 2008 (EDT)&lt;br /&gt;
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:I broke into the pitlast night, and beforeI could close it up, frog demons were across my cut of adamantine viens. I sent very little, but very strong people down there, as I only had about 39 dwarves :D. They killed them no sweat. They had abit trouble with a demon. There was only about 10 of the that came from the pit. I was quick to seal up where the whole where the demons came out of, yet my fortress still being able to get in.&lt;br /&gt;
&lt;br /&gt;
== Magma mini-pipes/vents? ==&lt;br /&gt;
&lt;br /&gt;
Are the magma bits considered unconnected, and thus will cool to obsidian, or are they in effect pipes/vents and will refill via the new code? --[[User:Nunix|Nunix]] 23:29, 26 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:there is no such thing as disconnected magma solidifying. that was added for some reason by someone to the wiki a long time ago but is incorrect. magma that is not connected anything will stay magma forever. the only way to turn it into obsidian is by adding water -[[User:Chariot|Chariot]] 05:15, 27 February 2008 (EST)&lt;br /&gt;
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::Although, to be fair, depth 1 magma will cool to, um... air or something.  At any rate, if you let it get to depth 1 it evaporates, much like water.  Except more frustrating, because it's very slow to begin with.--[[User:Doctorlucky|Doctorlucky]] 03:36, 20 March 2008 (EDT)&lt;br /&gt;
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:::Twas cooling in 2D. And what about refilling?--[[User:Dorten|Dorten]] 02:20, 4 June 2008 (EDT)&lt;br /&gt;
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::::What? Magma didn't ever cool in 2D, except for the special event that sometimes occurred on breaching the magma river.&lt;br /&gt;
::::ah, the magma river. The name brings back such memories...&lt;br /&gt;
::::--[[User:Savok|Savok]] 11:10, 4 June 2008 (EDT)&lt;br /&gt;
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== Rewalling/Flooring ==&lt;br /&gt;
&lt;br /&gt;
If you floor over the glowing pit rather as opposed to rewalling do the demons still spawn? [[User:Yvain|Yvain]] 18:18, 19 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:No, reflooring still can release demons. Tested the hard way. [[User:Yvain|Yvain]] 23:31, 19 March 2008 (EDT)&lt;br /&gt;
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:Additionally, building walls over every glowing pit tile still releases demons. [[User:Yvain|Yvain]] 00:18, 20 March 2008 (EDT)&lt;br /&gt;
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== First encounter ==&lt;br /&gt;
&lt;br /&gt;
A creature I am developing, called the solen, was tested today using these. That is, demons. And the interesting thing is, fourteen have slaughtered--so far--about...&lt;br /&gt;
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20 tentacle demons, 5 daemons.&lt;br /&gt;
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Shall I upload pics of the room, its contents, and the glowing pit itself? Also I think this should be moved to ''Eerie Glowing Pit'', as that's what it really is. ~ [[User:Midna|Midna]] 17:21, 15 May 2008 (EDT)&lt;br /&gt;
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:I like the move idea. --[[User:Savok|Savok]] 11:10, 4 June 2008 (EDT)&lt;br /&gt;
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== Captives ==&lt;br /&gt;
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what happens if you free the captives in a glowing pit after surviving the demon onslaught? --[[User:0todd0|0todd0]] 02:08, 4 June 2008 (EDT)&lt;br /&gt;
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:dunno, think they just go around babbling or somesuch :\ --[[User:Frostedfire|Frostedfire]] 04:32, 4 June 2008 (EDT)&lt;br /&gt;
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::They are all insane, mostly melancholy.  If you unhook them, they just act like melancholy dwarves and wander around or throw themselves in the pit.  Poor guys :(  --[[User:Dadamh|Dadamh]] 13:28, 4 June 2008 (EDT)&lt;br /&gt;
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== Unchained humanoids? ==&lt;br /&gt;
&lt;br /&gt;
The article talks about caged/chained humanoids.&lt;br /&gt;
&lt;br /&gt;
Well, I have so far breached two pits. One had a floor of caged humanoids. That was the most recent one, which I breached carefully (and with cheating).&lt;br /&gt;
&lt;br /&gt;
The first one, I breached with stairs (which was dumb, because they couldn't be stopped at that point by rewalling). Inside the chamber there were at least 40 '''unchained''' melancholy/crazy humanoids. They immediately started trying to flee, along with the demons. The initial wave of &amp;quot;refugees&amp;quot; lagged my fortress to the pits and back. They were free to begin with.&lt;br /&gt;
&lt;br /&gt;
has this happened to anyone else?&lt;br /&gt;
[[User:Logical2u|Logical2u]] 11:35, 16 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Well, I breached my first pit ever last night.  Thing was 4 stories, connected by stairs all the way to the lowest Z-Axis level.  3 floors FULL of Elves and Humans caged/chained.  My Fortress pretty much lagged up into infinity at that point.  It's gotten a little better, but it's still pretty bad.  I appreciate the asthetic value, but good lord I hope Toady changes some of this in the future.  Either let SOME of the Humans and Elves vamoose back to wherever they initially came from (I bet it's a funny story how they ended up in a glowing pit being tortured by unimaginable horrors from the deep....), or make a good point out of them trying to get a 10/10 on their headfirst dive into magma.  [[User:Archaeologist|Archaeologist]] 00:53, 28 September 2008 (EDT)&lt;br /&gt;
:::They've been driven to insanity and care about nothing anymore. --[[User:GreyMario|GreyMaria]] 01:28, 28 September 2008 (EDT)&lt;br /&gt;
:::: So how do we get rid of the little lag monsters?  Wait, nevermind, the sudden wave of tentacle monsters killing EVERYTHING seems to have been more than adequate.  [[User:Archaeologist|Archaeologist]] 02:43, 28 September 2008 (EDT)&lt;br /&gt;
::::: Well, my tentacle demons killed nothing (apart some marksdwarves), and I still got '''104''' (not kidding, there's more than 5 pages of them in the &amp;quot;u&amp;quot; menu) elves, dwarves and humans babbling around. How am I supposed to kill them all ? Most of them are still in the chamber, and because of the adamantine veins I can't force myself to flood it with magma, create a cave in or something like that. It will be fairly complicated to kill them with the dwarven atom smasher too... Do you have any ideas ? [[User:Timst|Timst]] 15:18, 13 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::::[[Ballista]]e --[[User:LegacyCWAL|LegacyCWAL]] 15:34, 13 April 2009 (UTC)&lt;br /&gt;
::::::Time. Leave it a season and they'll all starve or die of thirst. [[User:Aosher|Aosher]] 09:11, 14 April 2009 (UTC)&lt;br /&gt;
:::::::Oh, they can do that ? Even if it's, err, NPC ? The merchants never die of thirst or starve, for instance. Anyway, it's &amp;quot;great&amp;quot;. :) [[User:Timst|Timst]] 09:30, 14 April 2009 (UTC)&lt;br /&gt;
::::::::They can do that! Don't know about diplomats etc, but the chained humanoids - i.e. anything labelled &amp;quot;From the Deep&amp;quot; in the {{K|u}} menu - can definitely starve, as of 40d. [[User:Aosher|Aosher]] 19:31, 14 April 2009 (UTC)&lt;br /&gt;
::::::::Confirmed. Refugees are physically unharmed but all insane and wearing nothing but filth, blood, and stains. My refugees all died about two months later, all on the same week, except the caged ones. Evidently insanity means forgetting to drink when you're thirsty. The tortured dwarves were laid to rest with proper dwarf coffins by my citizens. The elves...were added to the bonepile. --[[User:Jellyfishgreen|Jellyfishgreen]] 20:25, 30 May 2009 (UTC)&lt;br /&gt;
:::::::::I did a few tests and it seems that only tentacle demon pits contain prisoners on every level (along with the depraved engravings and filth, slime, and unknown substances) - frog demon and SoF pits only contain prisoners on the lowest level. --[[User:Quietust|Quietust]] 15:06, 30 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Water? ==&lt;br /&gt;
&lt;br /&gt;
Anybody know if pumping the glowing pit full of water will affect the demons? I've started a fortress to try it out, but it's slow going(I'm really more of a modder as DF goes).&lt;br /&gt;
*Demon leaders, frog demons, and tentacle demons can all swim, and spirits of fire are so hot that they'll boil the water from several tiles away, so flooding the pit is all but useless (aside from possibly drowning the chained prisoners). --[[User:Quietust|Quietust]] 13:22, 24 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== [[Sphere]]s ==&lt;br /&gt;
A bit of research has revealed that the actual contents of each level of the glowing pit are determined by the [SPHERE] tags on the [[Demon]] entity (bottom level only) and on the Tentacle Demon/Frog Demon/Spirit of Fire entities (all other levels):&lt;br /&gt;
&lt;br /&gt;
* [SPHERE:FIRE] - ashes + charcoal, pools of magma&lt;br /&gt;
* [SPHERE:WATER] - pools of water&lt;br /&gt;
* [SPHERE:MUCK] - muddy floors, vermin&lt;br /&gt;
* [SPHERE:DEPRAVITY] - engravings of depraved acts, general filth&lt;br /&gt;
* [SPHERE:THRALLDOM] - unchained prisoners&lt;br /&gt;
* [SPHERE:TORTURE] - caged and chained prisoners, corpses + body parts + chunks + meat + skins on pikes/in cages/on floor, pools of blood&lt;br /&gt;
* [SPHERE:DEATH] - engravings of death and suffering, bones, bone meal, skulls on pikes&lt;br /&gt;
&lt;br /&gt;
It's very much possible to combine these spheres in other ways for interesting results - for example, giving a demon both FIRE and WATER spheres will give their pit levels pools of both water '''and''' magma. --[[User:Quietust|Quietust]] 20:44, 5 October 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Demon Count ==&lt;br /&gt;
&lt;br /&gt;
In my first fortress to uncover HFS, I got 1 red demon and 20 spirits of fire, while in my current fortress I got 1 red demon and 30 spirits of fire. Trying to figure out exactly what determined the demon count, I took a closer look at the two and discovered that while my current fortress had 3 floors worth of charcoal and ashes above the &amp;quot;torture pit&amp;quot;, my last fortress had only 2 such floors - thus, it would appear that each &amp;quot;minion&amp;quot; floor contains ten minion-type demons (or simply causes 10 to be spawned within the entire region the instant the chamber is breached). --[[User:Quietust|Quietust]] 17:52, 7 October 2009 (UTC)&lt;br /&gt;
:Further tests (using Dwarf Companion to remove them all from ambush mode) shows that each level does indeed contain exactly 10 demons, and the bottom floor contains only the red Demon. --[[User:Quietust|Quietust]] 14:50, 23 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Spawning?==&lt;br /&gt;
&lt;br /&gt;
Do glowing pits spawn demons? or do they just contain them?--[[User:Drunken dwarf|Drunken dwarf]] 23:32, 16 October 2009 (UTC)&lt;br /&gt;
:Open one and find out =) --[[User:Squirrelloid|Squirrelloid]] 00:00, 17 October 2009 (UTC)&lt;br /&gt;
::In other words, no, they do not spawn demons. All of the fun is there the instant you open it, and once they're '''all''' dead, you're perfectly safe. Back in the 2D version, it may have been different. --[[User:Quietust|Quietust]] 00:48, 17 October 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Please clarify (article is mistaken, there can easily be more than one pit per region) ==&lt;br /&gt;
&lt;br /&gt;
Ok, if by region you mean the area occupied by the &amp;quot;region&amp;quot; display in the embark screen, this is definately false.  I have confirmed it with the site finder.  I think probably the word &amp;quot;region&amp;quot; in this article must be refering to something else.  Could the author please clarify?--[[User:Jpwrunyan|Jpwrunyan]] 14:39, 17 October 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Spoiler ==&lt;br /&gt;
&lt;br /&gt;
Why is this considered a massive spoiler for this game..? {{unsigned|97.89.42.171}}&lt;br /&gt;
:Perhaps thinking about that question a bit more would help you find an answer? ~ [[User:Midna|Midna]] 11:05, 2 January 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Midna</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Sweet_pod&amp;diff=60398</id>
		<title>40d Talk:Sweet pod</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Sweet_pod&amp;diff=60398"/>
		<updated>2010-01-02T05:49:51Z</updated>

		<summary type="html">&lt;p&gt;Midna: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;no mention of dwarven rum? --[[User:Moller|Moller]] 03:44, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Ha, my appologies on that one. I checked my list of alcohol for quarry bushes/leaves, but didn't for sweet pods! How forgetful of me, maybe I should get to bed before I either forget something else, or make a massive collection of typos (I'm having trouble, you just can't tell). --[[User:Draco18s|Draco18s]] 03:49, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Does milling into sugar really give 5 sugar/pod? I always thought it was Milling: 1 food/pod vs. Syrup: 5 food/pod? [[User:Otherdwarf|Otherdwarf]] 08:36, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I'd like some verification on this as well, it really should be put into the page. I thought one was more labor intensive than the other, but gave a lot more food. Currently it looks like there is no difference in the processing, they are the same value.&lt;br /&gt;
&lt;br /&gt;
::(38c) Yes, Sweet pods are ground into dwarven sugar at 1:1 ratio but processed into syrup at 1:5 ratio. Guess whats more economic. Depending on skill a wind-mill-stone is faster,a quern not, but workers are hardly ever scarce, right? --[[User:Koltom|Koltom]] 16:29, 3 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Don't think it's appropriate to call doing anything legal within the game's engine (and apparently within its intent) a 'cheat'. --[[User:Geofferic|Geofferic]] 19:32, 3 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Quantum dump stockpiles not withstanding? --[[User:Chrispy|Chrispy]] 20:09, 3 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:If I recall correctly (it has been a long time), Toady himself said that the boozecooking exploit is not intended and will be eventually fixed. I think he even used the word &amp;quot;cheat&amp;quot; to refer to it.&lt;br /&gt;
:Things like free energy, quantum stockpiles, infinite water, and deadly trap-spams are cheats.&lt;br /&gt;
:In general, if it shouldn't be possible and doesn't make sense but is possible and if the plan is to make it not possible, it is a cheat. --[[User:Savok|Savok]] 11:50, 4 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::That is your definition (only) and toady said nothing like that about syrup. Booze is intended as end product - syrup (uncooked) cant even be eaten, so you ''must'' cook it. --[[User:Koltom|Koltom]] 21:34, 5 April 2008 (EDT)&lt;br /&gt;
:::syrup, and massive trapsploitation are intended-free energy is not, and quantum stockpiles are just making a trash heap and need to be nerfed, not obliterated, If anything. sweet pods-booze-food is an exploit because it leaves you with seeds-which making the syrup does not {{unsigned|Eerr}}&lt;/div&gt;</summary>
		<author><name>Midna</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Diplomacy_Stymied_By_Goat.PNG&amp;diff=60388</id>
		<title>File:Diplomacy Stymied By Goat.PNG</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Diplomacy_Stymied_By_Goat.PNG&amp;diff=60388"/>
		<updated>2010-01-02T01:37:55Z</updated>

		<summary type="html">&lt;p&gt;Midna: The diplomat appeared right next to a mountain goat. Then I got the &amp;quot;diplomacy stymied&amp;quot; message.

I hate goats.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The diplomat appeared right next to a mountain goat. Then I got the &amp;quot;diplomacy stymied&amp;quot; message.&lt;br /&gt;
&lt;br /&gt;
I hate goats.&lt;/div&gt;</summary>
		<author><name>Midna</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Item_definition_token&amp;diff=60385</id>
		<title>40d:Item definition token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Item_definition_token&amp;diff=60385"/>
		<updated>2010-01-02T01:09:42Z</updated>

		<summary type="html">&lt;p&gt;Midna: Added to the &amp;quot;modding&amp;quot; category.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Item definition tokens''' are used in item definitions in the raws.&lt;br /&gt;
&lt;br /&gt;
See:&lt;br /&gt;
*[[Weapon Tokens]]&lt;br /&gt;
*[[Armor Tokens]]&lt;br /&gt;
*[[Ammo Tokens]]&lt;br /&gt;
&lt;br /&gt;
Item types:&lt;br /&gt;
* ITEM_WEAPON&lt;br /&gt;
* ITEM_TOY&lt;br /&gt;
* ITEM_INSTRUMENT&lt;br /&gt;
* ITEM_TRAPCOMP&lt;br /&gt;
* ITEM_ARMOR&lt;br /&gt;
* ITEM_AMMO&lt;br /&gt;
* ITEM_SIEGEAMMO&lt;br /&gt;
* ITEM_GLOVES&lt;br /&gt;
* ITEM_SHOES&lt;br /&gt;
* ITEM_SHIELD&lt;br /&gt;
* ITEM_HELM&lt;br /&gt;
* ITEM_PANTS&lt;br /&gt;
* ITEM_FOOD&lt;br /&gt;
&lt;br /&gt;
Toys, Instruments&lt;br /&gt;
* HARD_MAT - In stock raws, is on everything but drums and puzzleboxes.&lt;br /&gt;
&lt;br /&gt;
Food (prepared meals)&lt;br /&gt;
* LEVEL - the number of ingredients, 2/3/4 for Easy/Fine/Lavish meals.&lt;br /&gt;
&lt;br /&gt;
Trap components&lt;br /&gt;
* HITS - number of times a trap component can strike an enemy&lt;br /&gt;
* IS_SCREW - can be used in a [[screw pump]]&lt;br /&gt;
* IS_SPIKE - can be built as an [[trap|upright spike]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Hacking]]&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Tokens]]&lt;/div&gt;</summary>
		<author><name>Midna</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Midna&amp;diff=60384</id>
		<title>User talk:Midna</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Midna&amp;diff=60384"/>
		<updated>2010-01-02T00:46:31Z</updated>

		<summary type="html">&lt;p&gt;Midna: Blanked the page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Midna</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Midna&amp;diff=60383</id>
		<title>User:Midna</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Midna&amp;diff=60383"/>
		<updated>2010-01-02T00:45:46Z</updated>

		<summary type="html">&lt;p&gt;Midna: Created page with '== Subpages ==  * Pillar design'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Subpages ==&lt;br /&gt;
&lt;br /&gt;
* [[User:Midna/Pillars|Pillar]] design&lt;/div&gt;</summary>
		<author><name>Midna</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Workshop_design&amp;diff=60382</id>
		<title>40d:Workshop design</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Workshop_design&amp;diff=60382"/>
		<updated>2010-01-02T00:43:19Z</updated>

		<summary type="html">&lt;p&gt;Midna: Added a (link to a) new design...it's a bit long.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Workshop layout is very important to making a fortress run smoothly.  [[Workshops]] should be close to [[stockpiles]] containing their inputs and outputs in order to minimize the amount of [[hauling]] necessary.  In many cases, it is also desirable to be able to lock workshops either to force the use of certain materials or to contain a dwarf in the case of a failed [[strange mood]].&lt;br /&gt;
&lt;br /&gt;
Pair workshops that have similar inputs or similar outputs or where the output of one is the input of another. Examples: Pair a mechanic's workshop with a mason's workshop because both consume stone and produce furniture, or a forge surrounded by smelters. If multiple inputs are required (smelter, smith..), it is better to make specialized stockpiles rather than having a single 'input' stockpile because you want to make sure that there is always some of every input. Use the 'take from stockpile' interface to fill these subsidiary stockpiles from your main stockpile and vice versa.&lt;br /&gt;
&lt;br /&gt;
There are several possible layouts for workshops and stockpiles, including but not limited to the following.&lt;br /&gt;
&lt;br /&gt;
== Basement stockpiles ==&lt;br /&gt;
&lt;br /&gt;
This design gives workshops easy access to input and output stockpiles.&lt;br /&gt;
&lt;br /&gt;
   Level 1:              Level 2 (below, as shown, but could be above as well)&lt;br /&gt;
 &lt;br /&gt;
 ╔══════╦══════╗            ╔══════╦══════╗&lt;br /&gt;
 ║WWWWWW║WWWWWW║            ║iiiiii║iiiiii║&lt;br /&gt;
 ║WWWWWW║WWWWWW║            ║iiiiii║iiiiii║&lt;br /&gt;
 ║WWWWWW║WWWWWW║            OiiiiiiOiiiiiiO&lt;br /&gt;
 ║..&amp;gt;&amp;gt;..║..&amp;gt;&amp;gt;..║            ...&amp;lt;&amp;lt;.....&amp;lt;&amp;lt;...&lt;br /&gt;
 ╚══════╩══════╝            OooooooOooooooO&lt;br /&gt;
                            ║oooooo║oooooo║&lt;br /&gt;
 W = workshop               ║oooooo║oooooo║&lt;br /&gt;
 i = input item             ╚══════╩══════╝&lt;br /&gt;
 o = output item&lt;br /&gt;
&lt;br /&gt;
Alternatively you can place input above and output below the workshops or the other way round, depending, for example, on the location of your trade depot, or other workshops involved in the chain of production.  Additional stairs may be useful.&lt;br /&gt;
&lt;br /&gt;
== 3x3 rooms ==&lt;br /&gt;
&lt;br /&gt;
This design makes it easier to contain berserk dwarves.&lt;br /&gt;
&lt;br /&gt;
 ╔═══╦═══┼..&lt;br /&gt;
 ║WWW║WWW║..&lt;br /&gt;
 ║WWW║WWW║..&lt;br /&gt;
 ║WWW║WWW║..&lt;br /&gt;
 ╩══┼╩┼══┼..&lt;br /&gt;
 ....X......&lt;br /&gt;
 ╦══┼╦┼══┼..&lt;br /&gt;
 ║WWW║WWW║..&lt;br /&gt;
 ║WWW║WWW║..&lt;br /&gt;
 ║WWW║WWW║..&lt;br /&gt;
 ╚═══╩═══┼..&lt;br /&gt;
&lt;br /&gt;
 W = workshop&lt;br /&gt;
 X = up/down staircase&lt;br /&gt;
 ... = hallway&lt;br /&gt;
&lt;br /&gt;
Access and stockpiles are placed above and below the room.  Similar workshops can be grouped together for easier checking on, and doors can be locked should a moody dwarf's wishes be unmet.  This concept can be used for your entire fortress:&lt;br /&gt;
&lt;br /&gt;
Below you can see a piece from around the central staircase, to see how the design should start.  Notice that it is pretty modular, you can have two workshops pushed together, or you can separate them all, and you have a couple options on how you set up your entrances, connecting two workshops with one door, or leaving them with separate entrances.  Up to you.  Notice the initial diagonal terminates at a workshop, and starts the grid pattern.&lt;br /&gt;
&lt;br /&gt;
 ║WWW║.║```║.║WWW║`&lt;br /&gt;
 ║WWW║.╠═══╣.║WWW║`&lt;br /&gt;
 ║WWW║.║WWW║.║WWW║`&lt;br /&gt;
 ╩═══┼.║WWW║.┼═══╩═&lt;br /&gt;
 ......║WWW║.......&lt;br /&gt;
 ══════┼═╦═┼═══┼═══&lt;br /&gt;
 WWWWWW║.O.║WWW║WWW&lt;br /&gt;
 WWWWWW╠OXO╣WWW║WWW&lt;br /&gt;
 WWWWWW║.O.║WWW║WWW&lt;br /&gt;
 ══════┼═╩═┼═══┼═══&lt;br /&gt;
 ......║WWW║.......&lt;br /&gt;
 ╦═══┼.║WWW║.┼═══╦═&lt;br /&gt;
 ║WWW║.║WWW║.║WWW║`&lt;br /&gt;
 ║WWW║.╠═══╣.║WWW║`&lt;br /&gt;
 ║WWW║.┼WWW┼.║WWW║`&lt;br /&gt;
 ╚═══╣.║WWW║.╠═══╝`&lt;br /&gt;
 ````║.║WWW║.║`````&lt;br /&gt;
 ````║.╠═══╣.║`````&lt;br /&gt;
&lt;br /&gt;
The floors alternate workshop/storage.  On workshop floors the diagonals immediate to the main stairway are mined out a couple spaces to make room for the first workshops; around those you can start mining in straight lines and start a grid pattern.  For storage floors you can leave a wall of stone around the staircase with only one or two walls mined out for access; then mine out everything around it.  On the ground level you start by mining into a cave, clear out space for a trade depot, and mine out one spot where you build a single downward staircase; here the entire fortress starts.  It works great and is very efficient, though it takes a while to get setup right.&lt;br /&gt;
&lt;br /&gt;
== Decentralized Workshop Complex ==&lt;br /&gt;
Designed for use with the [[Bedroom_Design#Decentralized_living|decentralized living]] plan, this plan emphasizes fine-grained planning with many small, specific stockpiles and planned workshop quarters.  It therefore requires some micro-management to get going.  However, once you have it working, things work extremely smoothly and you should never have a significant delay in production again.&lt;br /&gt;
&lt;br /&gt;
[[Image:Workshops.GIF]]&lt;br /&gt;
&lt;br /&gt;
Total workshop loadout for 1 floor:&lt;br /&gt;
* Sixteen (16) 3x3 workshops&lt;br /&gt;
* Four (4) 4x3 workshops&lt;br /&gt;
* Two (2) 5x5 workshops&lt;br /&gt;
&lt;br /&gt;
Maximum walk to stockpile on same wing: 18.&lt;br /&gt;
&lt;br /&gt;
The light gray crosses are optional doors.  They can be useful for sealing off a Kitchen or Butcher's Shop to keep [[miasma]] from annoying the neighbors.  Beyond that, the blue field is the stairwell access (recommend separate up stairs and down stairs for safety reasons), and the gray fields are stockpiles.&lt;br /&gt;
&lt;br /&gt;
4x3 workshops are useful for workshops with strange blocked square formations (the Bowyer's shop is an example).  They can also be nice for setting up a tiny 1x2 or 1x3 stockpile for a specific workshop - with bins, this can be a significant reserve of material.  Imagine a Clothier or Leatherworker with 3 full bins of cloth or leather right next to them.&lt;br /&gt;
&lt;br /&gt;
The 5x5 workshops are useful for [[shop]]s, [[kennel]]s, and [[siege workshop]]s.  You can even put your [[trade depot]] in one of them if you've got a mind to.  Maintaining proper security can be a nightmare in that situation (remember that [[troll]]s and others can break down doors and floodgates), but if you manage to get it done it can be a trader's dream come true.  They can also be useful for making a specialty shop with a few stockpiles designed to accomplish only one thing (encrusting statues with gems, for example).&lt;br /&gt;
&lt;br /&gt;
The 3x3 workshops are best organized into wings, where a pair of workshops share a similar function with the pair directly next to them.  They share stockpile space better this way.  When set up correctly, less than 10 dwarves will regularly use each stockpile room, so traffic is a non-issue.  There tends to be a lot of dwarves in the halls, though, because [[peasant]] haulers visit the workshops frequently, hence the 3-wide corridors.&lt;br /&gt;
&lt;br /&gt;
Finally, this design offers lots and lots of wall space for smoothing and engraving.  Free wealth is good.&lt;br /&gt;
&lt;br /&gt;
== Interconnected 6x6 rooms with stockpiles ==&lt;br /&gt;
&lt;br /&gt;
 ╬══┼┼══╬══┼┼══╬&lt;br /&gt;
 ║.****.║.****.║&lt;br /&gt;
 ║**..**║**..**║&lt;br /&gt;
 ┼*....*┼*....*┼&lt;br /&gt;
 ┼*....*┼*....*┼&lt;br /&gt;
 ║**..**║**..**║&lt;br /&gt;
 ║.****.║.****.║&lt;br /&gt;
 ╬══┼┼══╬══┼┼══╬&lt;br /&gt;
 ║.****.║.****.║&lt;br /&gt;
 ║**..**║**..**║&lt;br /&gt;
 ┼*....*┼*....*┼&lt;br /&gt;
 ┼*....*┼*....*┼&lt;br /&gt;
 ║**..**║**..**║&lt;br /&gt;
 ║.****.║.****.║ * = pathway&lt;br /&gt;
 ╬══┼┼══╬══┼┼══╬&lt;br /&gt;
&lt;br /&gt;
In this design, each room functions as workshop, hallway, and stockpile.  A workshop is placed near the center of each room, preferably so that only a walkable tile overlaps the (*) pathways.  The pathways form a virtual double-wide diagonal hallway, allowing dwarves to move through the fortress easily.  The pathways, as well as the remainder of each room, are filled with the appropriate stockpiles.  Each room should have at least one set of stairs for easy access to adjacent z-levels.&lt;br /&gt;
&lt;br /&gt;
Each workshop has a short path to several nearby workshops on the same and other z-levels, allowing for a lot of flexibility in which workshops are placed in which rooms.  Each room is also lockable if necessary.  Optionally, the corner can be replaced with a door to allow faster movement between diagonally adjacent workshops.&lt;br /&gt;
&lt;br /&gt;
== Fluid workshop locations ==&lt;br /&gt;
Alternatively, you can employ a &amp;quot;work site&amp;quot; methodology where workshops are constructed and destroyed as necessary.  For example, if you mine out a huge dining hall and it is completely filled with stone, build a masonry shop in the hall to manufacture tables and chairs.  This eliminates the need for a stone hauler because your mason only has to travel a few squares to get raw material.  In addition it makes furniture hauling more efficient because the tables and chairs are right next to their eventual location.  And of course it clears stone out of your dining hall, eliminating the need for a refuse hauler to dump it all.&lt;br /&gt;
&lt;br /&gt;
== Smelting Operations ==&lt;br /&gt;
In very resource-heavy maps, 10-12 [[smelters]] may be necessary to keep up with mining operations. I've had very efficient results with this setup - and it looks good, to boot. The stairways lead down into a high Z-level mining operation (keeps the [[noise]] away from the bedrooms, too), with additional [[bar]] storage 1-2 levels below.  One or more [[magma forge]]s would be down the hall from the bar stockpiles.&lt;br /&gt;
&lt;br /&gt;
      ╔════════════╗&lt;br /&gt;
      ║SMSSMSSMSSMS║&lt;br /&gt;
      ║SSSSSSSSSSSS║&lt;br /&gt;
      ║SSSSSSSSSSSS║&lt;br /&gt;
      ║OOOOOOOOOOOO║&lt;br /&gt;
      ║OOOOOOOOOOOO║&lt;br /&gt;
      ║OOOOOOOOOOOO║&lt;br /&gt;
      ╠┼┼═══┼┼═══┼┼╣&lt;br /&gt;
      ║............║&lt;br /&gt;
      ║............╠══════╗&lt;br /&gt;
      ║..╔═....═╗..┼OOOSMS║&lt;br /&gt;
      ║..║&amp;gt;&amp;gt;BBBB║..┼OOOSSS║&lt;br /&gt;
 ═════╝...&amp;gt;&amp;gt;BBBB...║OOOSSS║&lt;br /&gt;
 .........BBBBBB...║OOOSMS║&lt;br /&gt;
 .........BBBBBB...║OOOSSS║&lt;br /&gt;
 .........BBBBBB...║OOOSSS║&lt;br /&gt;
 ═════╗...BBBB&amp;gt;&amp;gt;...║OOOSMS║&lt;br /&gt;
      ║..║BBBB&amp;gt;&amp;gt;║..┼OOOSSS║&lt;br /&gt;
      ║..╚═....═╝..┼OOOSSS║&lt;br /&gt;
      ║............╠══════╝&lt;br /&gt;
      ╠┼┼═══┼┼═══┼┼╣&lt;br /&gt;
      ║OOOOOOOOOOOO║&lt;br /&gt;
      ║OOOOOOOOOOOO║&lt;br /&gt;
      ║OOOOOOOOOOOO║&lt;br /&gt;
      ║SMSSMSSMSSMS║&lt;br /&gt;
      ║SSSSSSSSSSSS║&lt;br /&gt;
      ║SSSSSSSSSSSS║&lt;br /&gt;
      ╚════════════╝&lt;br /&gt;
&lt;br /&gt;
 *S = Smelter&lt;br /&gt;
 *M = Magma access (lines up with unpassable tile on magma smelter)&lt;br /&gt;
 *B = Bar Stockpile&lt;br /&gt;
 *O = Ore Stockpile&lt;br /&gt;
&lt;br /&gt;
== Pillars ==&lt;br /&gt;
See Midna's page on [[User:Midna/Pillars|pillar design]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:World]]&lt;br /&gt;
[[Category:Design]]&lt;/div&gt;</summary>
		<author><name>Midna</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Midna/Pillars&amp;diff=60381</id>
		<title>User:Midna/Pillars</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Midna/Pillars&amp;diff=60381"/>
		<updated>2010-01-02T00:41:17Z</updated>

		<summary type="html">&lt;p&gt;Midna: New page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The reason I'd designed this was because I'd often noticed that, when I had to route liquids to certain places, I'd almost always encounter problems. Generally, these would be something to the effect of &amp;quot;how do I get liquid through here without messing up workshops and moving everything around?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This design has helped alleviate the problem, while also improving on efficiency. (I'd previously used the 3x3 workshop style; this layout involves less hauling for the dwarves working at any particular workshop.)&lt;br /&gt;
&lt;br /&gt;
The models on the left are of the &amp;quot;all-purpose&amp;quot; version; the ones on the right are very slightly modified for usage with magma workshops. The ones just below each of these are side views.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Key:&lt;br /&gt;
 .      Floor (path)&lt;br /&gt;
 _      Channel&lt;br /&gt;
 W      Workshop&lt;br /&gt;
 ≈      Magma&lt;br /&gt;
 =      Stockpile&lt;br /&gt;
 █      Stone/unused space (reserved for plumbing)&lt;br /&gt;
&lt;br /&gt;
Layout:&lt;br /&gt;
&lt;br /&gt;
Z -1:&lt;br /&gt;
 ╔═══┼═══╗ ╔═══┼═══╗&lt;br /&gt;
 ║WWW.WWW║ ║_WW.WW_║&lt;br /&gt;
 ║WWW.WWW║ ║WWW.WWW║&lt;br /&gt;
 ║WWW.WWW║ ║WWW.WWW║&lt;br /&gt;
 ┼...X...┼ ┼...X...┼&lt;br /&gt;
 ║WWW.WWW║ ║WWW.WWW║&lt;br /&gt;
 ║WWW.WWW║ ║WWW.WWW║&lt;br /&gt;
 ║WWW.WWW║ ║_WW.WW_║&lt;br /&gt;
 ╚═══┼═══╝ ╚═══┼═══╝&lt;br /&gt;
&lt;br /&gt;
 ║WWWXWWW║ ║_WWXWW_║&lt;br /&gt;
Z -2:&lt;br /&gt;
 █████████ ╔═══════╗&lt;br /&gt;
 █████████ ║≈≈≈≈≈≈≈║&lt;br /&gt;
 ██╔═══╗██ ║≈╔═══╗≈║&lt;br /&gt;
 ██║...║██ ║≈║...║≈║&lt;br /&gt;
 ██║.X.║██ ║≈║.X.║≈║&lt;br /&gt;
 ██║...║██ ║≈║...║≈║&lt;br /&gt;
 ██╚═══╝██ ║≈╚═══╝≈║&lt;br /&gt;
 █████████ ║≈≈≈≈≈≈≈║&lt;br /&gt;
 █████████ ╚═══════╝&lt;br /&gt;
&lt;br /&gt;
 ██║.X.║██ ║≈║.X.║≈║&lt;br /&gt;
Z -3:&lt;br /&gt;
 ╔═══════╗ ╔═══════╗&lt;br /&gt;
 ║=======║ ║=======║&lt;br /&gt;
 ║=======║ ║=======║&lt;br /&gt;
 ║=======║ ║=======║&lt;br /&gt;
 ║===X===║ ║===X===║&lt;br /&gt;
 ║=======║ ║=======║&lt;br /&gt;
 ║=======║ ║=======║&lt;br /&gt;
 ║=======║ ║=======║&lt;br /&gt;
 ╚═══════╝ ╚═══════╝&lt;br /&gt;
&lt;br /&gt;
 ║===X===║ ║===X===║&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The rest is a repetition of the normal (non-magma) Z -2 and Z -3, alternating. I recommend using workshops that are similar - while this makes it harder to contain berserk dwarves, placing any kind of traps around the workshops should help prevent this.&lt;br /&gt;
Z -2 is considered to be a &amp;quot;plumbing&amp;quot; level.&lt;br /&gt;
&lt;br /&gt;
An example magma setup (side view):&lt;br /&gt;
 ║_WWXWW_║ &amp;lt;- Workshop layer&lt;br /&gt;
 ║≈║.X.║≈║ &amp;lt;- Magma (power for workshops above)&lt;br /&gt;
 ║===X===║ &amp;lt;- Stockpiles (holding material for workshops)&lt;br /&gt;
 ██║.X.║██ &amp;lt;- &amp;quot;Plumbing&amp;quot; layer&lt;br /&gt;
 ║===X===║ &amp;lt;- More stockpiles&lt;br /&gt;
 ██║.X.║██ &amp;lt;- &amp;quot;Plumbing&amp;quot; layer&lt;br /&gt;
 ║===X===║ &amp;lt;- More stockpiles&lt;br /&gt;
 █████████ &amp;lt;- (Repeat above as necessary)&lt;br /&gt;
&lt;br /&gt;
Finally, note that up and down staircases are recommended on all levels; it saves time in building the same pattern upwards, if such is required. (Best to be prepared, right?)&lt;/div&gt;</summary>
		<author><name>Midna</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Thought&amp;diff=60242</id>
		<title>40d Talk:Thought</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Thought&amp;diff=60242"/>
		<updated>2009-12-29T04:08:53Z</updated>

		<summary type="html">&lt;p&gt;Midna: /* Question about thoughts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;does a dwarf's [[preferences]] effect their thoughts? ie: will having a room made out of gold increase the happiness of a dwarf that loves gold more than a dwarf who loves copper?  --[[User:Kingzilla|Kingzilla]] 16:50, 7 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Yes. It's actually possible to get room value higher than 'royal' this way!--though it only applies to that dwarf. I had a mayor who liked iron, and her office went from 'Decent' to 'Opulent' simply by me installing a forge with an iron anvil in it. --[[User:Navian|Navian]] 08:13, 6 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
What are the effects of marriage, or starting a grudge, or other additions in 176.38a? --[[User:DDouble|DDouble]] 11:39, 20 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Layout ==&lt;br /&gt;
&lt;br /&gt;
For the spoiler section, what about this layout rather than a large pre block?&lt;br /&gt;
{|&lt;br /&gt;
!colspan=2|Major events&lt;br /&gt;
|-&lt;br /&gt;
|is happy to be free&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|+####&lt;br /&gt;
|-&lt;br /&gt;
|is quite pleased with making an artifact&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|+####&lt;br /&gt;
|-&lt;br /&gt;
|was forced to eat a treasured pet to survive lately&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|-####&lt;br /&gt;
|-&lt;br /&gt;
|has suffered the travesty of art defacement&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|-####&lt;br /&gt;
|-&lt;br /&gt;
!colspan=2|Sleeping&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2 align=&amp;quot;center&amp;quot;|slept &amp;lt;place&amp;gt; recently&lt;br /&gt;
|-&lt;br /&gt;
|in the mud&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|-##&lt;br /&gt;
|-&lt;br /&gt;
|in the grass&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|-##&lt;br /&gt;
|-&lt;br /&gt;
|in the dirt&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|-##&lt;br /&gt;
|-&lt;br /&gt;
|on rocks&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|-#&lt;br /&gt;
|-&lt;br /&gt;
|on a rough cave floor&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|-#&lt;br /&gt;
|-&lt;br /&gt;
|on the floor&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|-#&lt;br /&gt;
|-&lt;br /&gt;
!colspan=2|Complaints&lt;br /&gt;
|-&lt;br /&gt;
|colspan=2 align=center|has &amp;lt;ailment&amp;gt; lately&lt;br /&gt;
|-&lt;br /&gt;
|complained of hunger&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|-#&lt;br /&gt;
|-&lt;br /&gt;
|complained of thirst&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|-#&lt;br /&gt;
|-&lt;br /&gt;
|been tired&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|-#&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
--[[User:Shagie|Shagie]] 16:43, 12 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Sounds great. I've been meaning to do it sometime but I don't have the time, with my poor, task-slowing wiki-code skills.&lt;br /&gt;
:Note that a lot of this is probably wrong. You'll need some way to state what version each has been verified for, which, unless 0x517A5D decides to give us some more/more recent values, will probably always be 0.23.130.23a --[[User:Savok|Savok]] 22:18, 12 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
maybe this should be the place where &amp;quot;happiness&amp;quot; is redirected to since it's important because it'll keep dwarves from going on a rampage...i think...or something.--[[User:Seaneat|Seaneat]] 08:48, 30 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Was put off by a lesser's pretentious dining arrangements lately&amp;quot;&lt;br /&gt;
what does this mean?&lt;br /&gt;
someone ate at their dining table or they ate near someone lesser or ate some where poor?&lt;br /&gt;
--[[User:Seaneat|Seaneat]] 05:48, 1 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:They noticed that someone less important has a more expensive dining room. Probably your Count (or Baron, etc) thinking about your Mayor (or Count, etc) I'm guessing. --[[User:N9103|Edward]] 11:18, 1 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Complaining about job scarcity ==&lt;br /&gt;
&lt;br /&gt;
What can I do to prevent this? It's irritating for my workers to complain. I like to make my dwarves haul various things to my stockpiles located everywhere. Do dwarves like working at where they work best at? Does sticking all my dwarves into the fortress during a seige cause this? I'm good to disable it somehow. I should probably stick this in the manager or mayor discussion as they handle the complaints. I could activate pump activating and stone detailing and stick some useless pumps and never ending tunnels and rooms that need smoothing in my fortress... I heard this is a major problem as it's difficult to know and find who wants to complain with all the interruptions. They also work outdoors which has space for my lovely stockpiles. Oh right and economy must also be a reason too...dwarves need to pay to eat and drink. -__- --[[User:Seaneat|Seaneat]] 19:25, 2 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It's due to the economy starting up, yes.&lt;br /&gt;
:My recommendation? Lever-pulling. It's a paid job (2☼/pull) and can (relatively) rapidly accumulate wealth for your otherwise unemployed dwarves. I'd setup a dozen or more levers and set the building profile to have only your (semi-)dedicated haulers allowed. The big problem, is that hauling doesn't pay anything, despite being one of the most important jobs for productivity.--[[User:N9103|Edward]] 17:42, 3 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::If you have magma or a chasm, you could, say, banish siltstone from your domain through the stocks menu.  Each disposal pays 20☼.  This keeps the lower classes occupied, and you can either remove the 'dispose' command through the stocks menu, or you can turn off refuse hauling for important dwarves.  --[[User:Mirthmanor|Mirthmanor]] 16:30, 19 August 2008 (EDT)&lt;br /&gt;
::And actually, at least as of 40d, hauling earns 1☼ per completed job. Which, of course, is not much in most cases since a single hauling job may take a Dwarf from one extreme of the map to the other over complicated paths. I've seen a comment or two from people who've generated extra income for their haulers by creating a few contrived stockpiles that are adjacent and feed from each other. So, you have a situation like the following:&lt;br /&gt;
 1234567890&lt;br /&gt;
 1234567890&lt;br /&gt;
 1234567890&lt;br /&gt;
 1234567890&lt;br /&gt;
&lt;br /&gt;
:: Each is a stockpile of size 4 of some common material available nearby. Stockpile 0 takes from stockpile 9 which takes from stockpile 8 and so on. A hauler can go from one to the next in a step, gaining 1☼ each time. -[[User:Fuzzy|Fuzzy]] 12:17, 29 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Just make a gym of screw pumps that are not connected to anything.  Pumping pays pretty well and and it's easy to keep a lot of people occupied.  Plus it trains fast, so you have beefy dwarves for other applications. --[[User:ThunderClaw|ThunderClaw]] 15:10, 29 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Losing an annoying acquaintance? ==&lt;br /&gt;
&lt;br /&gt;
I lost two dwarves to imps within the first year. The first one made my metalsmith very sad: &amp;quot;Lost a friend to tragedy recently.&amp;quot;  I was afraid he was going to go crazy on me he was blinking with every down arrow possible. Then, the ranger died... and now he is &amp;quot;happier&amp;quot; and &amp;quot;He has lost an annoying acquaintance to tragedy recently.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Can anyone confirm if the losing of an annoyance makes a dwarf happier? --[[User:Corc|Corc]] 00:29, 7 July 2008 (EDT)&lt;br /&gt;
:I guess it would, dwarfs can defenatly &amp;quot;dislike&amp;quot; another dwarf in their relations.&lt;br /&gt;
&lt;br /&gt;
== Question about thoughts ==&lt;br /&gt;
&lt;br /&gt;
Can the same thoughts be a negative for certain dwarfs and a positive for others?  For instance, one of my dwarfs was upset at having to give food/water.  Yet that is listed as a positive thought, and most of the time it is a positive thing.--[[User:Kwieland|Kwieland]] 16:56, 16 February 2009 (EST)&lt;br /&gt;
:I remember reading somewhere, possibly on the forums, that a dwarf's personality affects slightly what will give them unhappy/happy thoughts. --[[User:Elvang|Elvang]] 18:06, 16 February 2009 (EST)&lt;br /&gt;
::Since this doesn't seem to have been resolved yet--yes, that is correct. As far as we are aware, a few personality traits will affect certain thoughts, among other things. Check the [[Personality trait|personality]] page. ~ [[User:Midna|Midna]] 04:08, 29 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Likes to eat his favorite animal ==&lt;br /&gt;
&lt;br /&gt;
I have a mason in my new fort who both likes cats for their aloofness and, when possible, prefers to consume cat. It hasn't been an issue yet as I don't have any cats. I am curious though, if I did get him some cat meat to eat, would he receive both the &amp;quot;ate a wonderful meal&amp;quot; and &amp;quot;forced to eat a beloved creature&amp;quot; thoughts? --[[User:Mjo625|Mjo625]]&lt;br /&gt;
:Try it and let us know. --[[User:Zaranthan|Zaranthan]] 10:30, 19 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Undocumented thought: &amp;quot;tired of drinking the same old booze&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
A couple of my dwarves have had the (I presume negative) thought &amp;quot;(S)he has been tired of drinking the same old booze lately.&amp;quot;  I didn't see this documented on the page here, and I'm not sure what caused it.  They don't seem to have a preference that is not being met, and I have five types of booze available (Dwarven wine, Dwarven ale, Dwarven rum, Strawberry wine and Sewer beer).  Does anyone know what causes this/how to fix it?   I'm running version 0.28.182.40d on Mac OS-X (leopard). -- [[User:Chaoscat|Chaoscat]] 15:49, 18 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
That thought is listed, under the raw dump in the spoiler section.  Since you have different kinds of booze (and it isn't forbidden, right?), perhaps they are looking for their own personal preference, like Sunshine or something you don't have?  Just an idea.--[[User:Kwieland|Kwieland]] 01:11, 19 April 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Midna</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Stymied&amp;diff=59974</id>
		<title>40d Talk:Stymied</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Stymied&amp;diff=59974"/>
		<updated>2009-12-21T06:39:48Z</updated>

		<summary type="html">&lt;p&gt;Midna: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Can anyone confirm what causes this? I had a goblin raid very recently, and all of a sudden this message pops up. --[[User:AlexFili|AlexFili]] 09:14, 16 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Same thing happened for me. I believe that is caused when a diplomat leaves without doing his diplomacy stuff.&amp;lt;/captainobvious&amp;gt; --[[User:Savok|Savok]] 12:46, 16 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Some immediate causes: Adamantine King bug (try to find king, but he's not there); insane diplomat dies; leader unreachable due to bridges being raised. [[User:Anydwarf|Anydwarf]] 12:54, 16 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::If someone can tell me the exact wording of the error message I'll add it to the [[Template:Errors FAQ|errors FAQ]]. [[User:Juckto|Juckto]] 20:24, 17 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::The exact wording is as follows;&lt;br /&gt;
::Diplomacy Stymied&lt;br /&gt;
::A diplomat has left unhappy. &lt;br /&gt;
:::Hope that helps. --[[User:AlexFili|AlexFili]] 05:39, 18 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Okay, done. Now the article just needs to have what causes the diplomat to leave (for me, Liasons always just sit around for seasons until my manager talks to them) and therefore what players can do to avoid it. [[User:Juckto|Juckto]] 06:55, 18 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:::::And what the consequences are. {{unsigned|Loganis}}&lt;br /&gt;
&lt;br /&gt;
This happened when my mayor went into a strange mood {{unsigned|Finn A}}&lt;br /&gt;
&lt;br /&gt;
:'''Please''' sign your posts/comments/what-have-you. ~ [[User:Midna|Midna]] 06:39, 21 December 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Midna</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Iron_man&amp;diff=59887</id>
		<title>40d Talk:Iron man</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Iron_man&amp;diff=59887"/>
		<updated>2009-12-18T07:44:37Z</updated>

		<summary type="html">&lt;p&gt;Midna: /* Value Disparity */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;What happens to severed limbs of iron men?&lt;br /&gt;
[[User:Echo Hotel|Echo Hotel]] 12:36, 4 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
I'm pretty sure that they behave in the same way as the remains of vermin, just disintegrating without giving you anything.  [[User:Bouchart|Bouchart]] 19:00, 4 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Not so formidable ==&lt;br /&gt;
&lt;br /&gt;
had 2 woodcutters, complete rookies, chop 1 and a couple batmen to death in seconds --[[User:Digger|Digger]] 19:05, 4 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:A single lucky shot can take down almost anything.  That doesn't mean it's easy to beat normally.  --[[User:FunnyMan|FunnyMan]] 19:26, 19 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I'm going to back up digger on this issue: I had a masterwork iron statue turn up when I forgot that I had left my woodcutter drafted to scare off a kobold thief. 1 of 2 iron men down I thought (correctly). Then I  activated my assorted hunters (somehow - maybe because of my tropical biome - I had managed to have quite a few hunters turn up as migrants) and they got SLAUGHTERED even though they were supposed to be shooting from the other side of a chasm (iron man went running around the chasm to attack them... and they charged to the battle even though they are crossbow dwarves???).&lt;br /&gt;
::When I equipped half a dozen draftees with obsidian swords and leather armour they fared much better and turned the iron man into a statue with no dwarven casualties. Nobody had any military skill prior to the assault.&lt;br /&gt;
::So based on the observations of 2 I am removing the advice regarding using crossbows to kill them.[[User:GarrieIrons|GarrieIrons]] 23:21, 23 September 2008 (EDT)&lt;br /&gt;
:::I'll disagree with you there - you just need a semi-decent crossbowdwarf squad and a safe place to shoot from. --[[User:GreyMario|GreyMaria]] 01:08, 24 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Halloween stuff ==&lt;br /&gt;
There was a frightening storm outside, and every dwarfkin had gathered around the cosy fire in the main dining hall while their parents were tending to necessary tasks. Light from the fireplace danced and twinkled on the masterpiece iron statue that decorated the hall. All of a sudden ...&lt;br /&gt;
--[[User:Aykavil|Aykavil]] 10:11, 8 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Umm, what? Was there any particular purpose to this? ~ [[User:Midna|Midna]] 03:29, 5 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Iron men are sneaky? --[[User:Jackrabbit|Jackrabbit]] 06:40, 11 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Masterwork iron statue -&amp;gt; iron bar ==&lt;br /&gt;
&lt;br /&gt;
they don't produce bones... but if you melt one how many iron bars do you get?[[User:GarrieIrons|GarrieIrons]] 23:23, 23 September 2008 (EDT)&lt;br /&gt;
:Why would you want to? It's worth a lot of moneys, leave it in your mayor's room. --[[User:GreyMario|GreyMaria]] 01:07, 24 September 2008 (EDT)&lt;br /&gt;
::They'll produce one iron bar. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Axe27|Axe27]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Urist Mcsmelter has been struck down. Reason:Smelted masterpiece for bars. --[[User:Axe27|Axe27]] 13:11, 27 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Value Disparity==&lt;br /&gt;
Killing a lowly iron man gives you a statue worth 3000 dwarfbucks. Killing a mighty [[bronze colossus]] gives you a statue worth only 1500, half the value. Something doesn't seem quite right. --[[User:Quietust|Quietust]] 16:46, 24 November 2009 (UTC)&lt;br /&gt;
:Ill thought out, perhaps, yes. But bronze is, unsurprisingly, worth less than iron. ~ [[User:Midna|Midna]] 07:44, 18 December 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Midna</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Marble&amp;diff=59885</id>
		<title>40d Talk:Marble</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Marble&amp;diff=59885"/>
		<updated>2009-12-18T04:35:04Z</updated>

		<summary type="html">&lt;p&gt;Midna: /* building bug or not? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The reason marble stones have a worth of 6 is because the stone has a base value of 3 and marble has a multiplier of 2. 2*3=6. [[User:VengefulDonut|VengefulDonut]] 01:52, 24 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== building bug or not? ==&lt;br /&gt;
&lt;br /&gt;
Just wondering, but I can't seem to make any buildings or walls out of marble.  That seems very strange.  Maybe this is a bug? It doesn't show up in my list of available materials...--[[User:Jpwrunyan|Jpwrunyan]] 02:50, 28 March 2009 (UTC)&lt;br /&gt;
:Nevermind... once I ran out of other stuff the message says that walls need non-economic material.  That explains it!--[[User:Jpwrunyan|Jpwrunyan]] 03:01, 28 March 2009 (UTC)&lt;br /&gt;
::Off topic, but how did you run out of non-economic stone?--[[User:Zchris13|Zchris13]] 21:10, 28 March 2009 (UTC)&lt;br /&gt;
:::It's not as hard as it sounds...trust me. I've actually accomplished that in my current fortress; I don't think he means he literally &amp;quot;ran out of&amp;quot; rock as much as &amp;quot;don't have any stones lying around&amp;quot;. I could be wrong, but mining all of the stone from most biomes would be a truly legendary feat! ~ [[User:Midna|Midna]] 04:35, 18 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== EDIT ==&lt;br /&gt;
I really had to rephrase this. It was horrible. This is what I think it means, correct me if I'm wrong. --[[User:Zchris13|Zchris13]] 21:05, 7 April 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Midna</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Tentacle_demon&amp;diff=59859</id>
		<title>40d Talk:Tentacle demon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Tentacle_demon&amp;diff=59859"/>
		<updated>2009-12-17T06:38:13Z</updated>

		<summary type="html">&lt;p&gt;Midna: /* Everyone wants one for Halloween */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Is this a joke?{{nosignature|Amenos42}}&lt;br /&gt;
:Yes and no. It is a real creature. It is also a joke. --[[User:Ikkonoishi|Ikkonoishi]] 18:31, 21 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Goblin control? ==&lt;br /&gt;
&lt;br /&gt;
How is that possible? Is it hard coded, or a result of the prefstring, or just because it's a demon--or is it something else? &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Midna|Midna]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:Pleeease sign your edits using &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;--~~~~&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;. At any rate, it's because it's a demon, likely the [DEFENDER] tag. --[[User:GreyMario|GreyMario]] 23:33, 13 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Sorry, sometimes I forget...also, in the creatures I modded in, I haven't seen an admirer of these so far. Also, the engraving in the tentacle demon pits show races with the [INTELLIGENT] tag commiting 'depraved acts' upon other/the same race(s), or alone. [[User:Midna|Midna]] 02:02, 23 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Are you sure you gave your modded creature [FANCIFUL][SPHERE:THRALLDOM][CAN_SPEAK][CAN_LEARN][[PERSONALITY:IMMODERATION:(...)][GENPOWER:x] tags? It's possible that some of those influence creature's ability to rule lesser races. Also, 'depraved acts' seem to be result of [SPHERE:DEPRAVITY] tag. --[[User:Someone-else|Someone-else]] 06:15, 23 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::No, I don't want them as rulers--but I'm curious, because it'd be interesting to make one/some 'ruler' creatures later on. ~ [[User:Midna|Midna]] 11:34, 23 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Tentacle Zerg==&lt;br /&gt;
&lt;br /&gt;
These things seem to uh...multiply rather quickly.  I send 3 squads down to go take care of 3 of them, then it's 5, and now it's 8.  It's been several minutes now... [[User:Archaeologist|Archaeologist]]&lt;br /&gt;
:They ambush.  You're getting zerged by ultralisks, baby. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Zchris13|Zchris13]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Everyone wants one for Halloween ==&lt;br /&gt;
&lt;br /&gt;
Just a note: an Exceptional Tentacle demon skull [[Totem]] is worth 1000, while an equal-quality Elf skull totem is only worth 50. In other news, adamantine is plentiful and life is good. --[[User:Jellyfishgreen|Jellyfishgreen]] 22:01, 8 June 2009 (UTC)&lt;br /&gt;
:That probably has something to do with their considerably high modifier value (20). Off of the top of my head, I'm not even sure that elves have a multiplier to begin with. ... On another note, I wonder why we can't make beds out of adamantine if it's supposedly possible to make it soft/flexible enough to wear as clothing? Seems like it's both a lot more durable than wood and a lot better for usage as bed material to me...but then again, beds being a wood-only object has always rather irked me. ~ [[User:Midna|Midna]] 06:38, 17 December 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Midna</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Glowing_pits&amp;diff=59658</id>
		<title>40d:Glowing pits</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Glowing_pits&amp;diff=59658"/>
		<updated>2009-12-12T02:28:01Z</updated>

		<summary type="html">&lt;p&gt;Midna: Redirected page to Eerie glowing pit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Eerie glowing pit]]&lt;/div&gt;</summary>
		<author><name>Midna</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Eerie_glowing_pit&amp;diff=59457</id>
		<title>40d Talk:Eerie glowing pit</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Eerie_glowing_pit&amp;diff=59457"/>
		<updated>2009-12-09T06:57:29Z</updated>

		<summary type="html">&lt;p&gt;Midna: moved Talk:Glowing pit to Talk:Eerie glowing pit:&amp;amp;#32;In-game name.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spoiler}}&lt;br /&gt;
&lt;br /&gt;
== The Demons ==&lt;br /&gt;
&lt;br /&gt;
How powerful ARE the demons now? I gather that a pit chamber will release piles of them, but how many and how nasty are they all? Wonder if adamantine is really worth it... though if you've planned it out, I suppose it might be. Wonder how many demons a legendary dwarf warrior wielding masterwork adamantine weapons and armor could take out by himself!&lt;br /&gt;
&lt;br /&gt;
:They're as nasty as they used to be. -- [[User:Zaratustra|Zaratustra]] 11:38, 20 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I had repulsed the initial wave of 1 Daemon and 7 Spirits of Fire by 5 marksdwarves and 4 axedwarves. 2 marksdwarves and 2 axedwarves were Elite in full steel chain/plate, others - on their way to it. Lost all axedwarves and 1 marksdwarf in the process. A few seasons later I thought that there weren't much more daemons and breached the pits in a new spot. By that time I had 3 Champion marksdwarves in Fortress Guard (not controllable at all :( ), ~20 wardogs, 4 other marksdwarves, 2 of which - Elite and 4 axedwarves/hammerdwarves at about 'competent' each. All the civilians (90 of them) were drafted into military with some extra weapons and no armor including ~10 miners from Legendary to novice with picks. The aftermath in the units screen is 16 dead Spirits of Fire including 7 from the initial attack, 10 live and happy Spirits of Fire with '''very''' long names, probably some more Spirits of Fire in ambush/invisible to me state and 5 recruits resting and dehydratated in remote corners of my bedroom area. There were immence lags when my stockpiles cathed fire and it were heavily  lagging when I got there in adventure mode. --[[User:Another|Another]] 15:05, 20 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I just recently breached a pit, only to result in my entire fortress virtually being annihilated, 109 military dwarves were killed, including a Hammerlord with a legendary adamantine hammer, a mortally wounded Legendary Captain of the Guard, and the daemons lost only 50 total. --[[User:Naze|Naze]] 23:19, 12 December 2007&lt;br /&gt;
&lt;br /&gt;
:I cleansed a demon pit that included exactly 30 fire spirits and a demon. I built a corridor to the chamber, filled it with spikes and chained them to a lever, with the pull lever/R action. It worked quite well despite the fact that my spikes were melt by the demons as they approached. They eventually had to go through a corridor where marksdwarves were stationned. They killed 5 marksdwarves, and some managed to enter my fortress undetected. I was VERY lucky because the fortress guard was useful! If you disable TEMPERATURE, they will be destroyed with no sweat. [[User:Bartavelle|Bartavelle]] 09:01, 11 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:If you re-site your barracks to just outside the pits, then your fortress guard will find themselves joining the front line... [[User:YayTheDwarves|YayTheDwarves]] 09:58, 11 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
: from Lumpen on SomethingAwful: &amp;quot;Last night I cracked into the glowing pits and massacred the demons by filtering them through a massive maze of twisting fortifications through which my legendary siege operators unleashed a hail of over a hundred ballista arrows cranked out by 6 ballistae.&amp;quot; So, that could work. --[[User:Jellyfishgreen|Jellyfishgreen]] 12:19, 29 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I broke into the pitlast night, and beforeI could close it up, frog demons were across my cut of adamantine viens. I sent very little, but very strong people down there, as I only had about 39 dwarves :D. They killed them no sweat. They had abit trouble with a demon. There was only about 10 of the that came from the pit. I was quick to seal up where the whole where the demons came out of, yet my fortress still being able to get in.&lt;br /&gt;
&lt;br /&gt;
== Magma mini-pipes/vents? ==&lt;br /&gt;
&lt;br /&gt;
Are the magma bits considered unconnected, and thus will cool to obsidian, or are they in effect pipes/vents and will refill via the new code? --[[User:Nunix|Nunix]] 23:29, 26 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:there is no such thing as disconnected magma solidifying. that was added for some reason by someone to the wiki a long time ago but is incorrect. magma that is not connected anything will stay magma forever. the only way to turn it into obsidian is by adding water -[[User:Chariot|Chariot]] 05:15, 27 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Although, to be fair, depth 1 magma will cool to, um... air or something.  At any rate, if you let it get to depth 1 it evaporates, much like water.  Except more frustrating, because it's very slow to begin with.--[[User:Doctorlucky|Doctorlucky]] 03:36, 20 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Twas cooling in 2D. And what about refilling?--[[User:Dorten|Dorten]] 02:20, 4 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::What? Magma didn't ever cool in 2D, except for the special event that sometimes occurred on breaching the magma river.&lt;br /&gt;
::::ah, the magma river. The name brings back such memories...&lt;br /&gt;
::::--[[User:Savok|Savok]] 11:10, 4 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Rewalling/Flooring ==&lt;br /&gt;
&lt;br /&gt;
If you floor over the glowing pit rather as opposed to rewalling do the demons still spawn? [[User:Yvain|Yvain]] 18:18, 19 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:No, reflooring still can release demons. Tested the hard way. [[User:Yvain|Yvain]] 23:31, 19 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Additionally, building walls over every glowing pit tile still releases demons. [[User:Yvain|Yvain]] 00:18, 20 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== First encounter ==&lt;br /&gt;
&lt;br /&gt;
A creature I am developing, called the solen, was tested today using these. That is, demons. And the interesting thing is, fourteen have slaughtered--so far--about...&lt;br /&gt;
&lt;br /&gt;
20 tentacle demons, 5 daemons.&lt;br /&gt;
&lt;br /&gt;
Shall I upload pics of the room, its contents, and the glowing pit itself? Also I think this should be moved to ''Eerie Glowing Pit'', as that's what it really is. ~ [[User:Midna|Midna]] 17:21, 15 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I like the move idea. --[[User:Savok|Savok]] 11:10, 4 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Captives ==&lt;br /&gt;
&lt;br /&gt;
what happens if you free the captives in a glowing pit after surviving the demon onslaught? --[[User:0todd0|0todd0]] 02:08, 4 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:dunno, think they just go around babbling or somesuch :\ --[[User:Frostedfire|Frostedfire]] 04:32, 4 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::They are all insane, mostly melancholy.  If you unhook them, they just act like melancholy dwarves and wander around or throw themselves in the pit.  Poor guys :(  --[[User:Dadamh|Dadamh]] 13:28, 4 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Unchained humanoids? ==&lt;br /&gt;
&lt;br /&gt;
The article talks about caged/chained humanoids.&lt;br /&gt;
&lt;br /&gt;
Well, I have so far breached two pits. One had a floor of caged humanoids. That was the most recent one, which I breached carefully (and with cheating).&lt;br /&gt;
&lt;br /&gt;
The first one, I breached with stairs (which was dumb, because they couldn't be stopped at that point by rewalling). Inside the chamber there were at least 40 '''unchained''' melancholy/crazy humanoids. They immediately started trying to flee, along with the demons. The initial wave of &amp;quot;refugees&amp;quot; lagged my fortress to the pits and back. They were free to begin with.&lt;br /&gt;
&lt;br /&gt;
has this happened to anyone else?&lt;br /&gt;
[[User:Logical2u|Logical2u]] 11:35, 16 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Well, I breached my first pit ever last night.  Thing was 4 stories, connected by stairs all the way to the lowest Z-Axis level.  3 floors FULL of Elves and Humans caged/chained.  My Fortress pretty much lagged up into infinity at that point.  It's gotten a little better, but it's still pretty bad.  I appreciate the asthetic value, but good lord I hope Toady changes some of this in the future.  Either let SOME of the Humans and Elves vamoose back to wherever they initially came from (I bet it's a funny story how they ended up in a glowing pit being tortured by unimaginable horrors from the deep....), or make a good point out of them trying to get a 10/10 on their headfirst dive into magma.  [[User:Archaeologist|Archaeologist]] 00:53, 28 September 2008 (EDT)&lt;br /&gt;
:::They've been driven to insanity and care about nothing anymore. --[[User:GreyMario|GreyMaria]] 01:28, 28 September 2008 (EDT)&lt;br /&gt;
:::: So how do we get rid of the little lag monsters?  Wait, nevermind, the sudden wave of tentacle monsters killing EVERYTHING seems to have been more than adequate.  [[User:Archaeologist|Archaeologist]] 02:43, 28 September 2008 (EDT)&lt;br /&gt;
::::: Well, my tentacle demons killed nothing (apart some marksdwarves), and I still got '''104''' (not kidding, there's more than 5 pages of them in the &amp;quot;u&amp;quot; menu) elves, dwarves and humans babbling around. How am I supposed to kill them all ? Most of them are still in the chamber, and because of the adamantine veins I can't force myself to flood it with magma, create a cave in or something like that. It will be fairly complicated to kill them with the dwarven atom smasher too... Do you have any ideas ? [[User:Timst|Timst]] 15:18, 13 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::::[[Ballista]]e --[[User:LegacyCWAL|LegacyCWAL]] 15:34, 13 April 2009 (UTC)&lt;br /&gt;
::::::Time. Leave it a season and they'll all starve or die of thirst. [[User:Aosher|Aosher]] 09:11, 14 April 2009 (UTC)&lt;br /&gt;
:::::::Oh, they can do that ? Even if it's, err, NPC ? The merchants never die of thirst or starve, for instance. Anyway, it's &amp;quot;great&amp;quot;. :) [[User:Timst|Timst]] 09:30, 14 April 2009 (UTC)&lt;br /&gt;
::::::::They can do that! Don't know about diplomats etc, but the chained humanoids - i.e. anything labelled &amp;quot;From the Deep&amp;quot; in the {{K|u}} menu - can definitely starve, as of 40d. [[User:Aosher|Aosher]] 19:31, 14 April 2009 (UTC)&lt;br /&gt;
::::::::Confirmed. Refugees are physically unharmed but all insane and wearing nothing but filth, blood, and stains. My refugees all died about two months later, all on the same week, except the caged ones. Evidently insanity means forgetting to drink when you're thirsty. The tortured dwarves were laid to rest with proper dwarf coffins by my citizens. The elves...were added to the bonepile. --[[User:Jellyfishgreen|Jellyfishgreen]] 20:25, 30 May 2009 (UTC)&lt;br /&gt;
:::::::::I did a few tests and it seems that only tentacle demon pits contain prisoners on every level (along with the depraved engravings and filth, slime, and unknown substances) - frog demon and SoF pits only contain prisoners on the lowest level. --[[User:Quietust|Quietust]] 15:06, 30 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Water? ==&lt;br /&gt;
&lt;br /&gt;
Anybody know if pumping the glowing pit full of water will affect the demons? I've started a fortress to try it out, but it's slow going(I'm really more of a modder as DF goes).&lt;br /&gt;
*Demon leaders, frog demons, and tentacle demons can all swim, and spirits of fire are so hot that they'll boil the water from several tiles away, so flooding the pit is all but useless (aside from possibly drowning the chained prisoners). --[[User:Quietust|Quietust]] 13:22, 24 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== [[Sphere]]s ==&lt;br /&gt;
A bit of research has revealed that the actual contents of each level of the glowing pit are determined by the [SPHERE] tags on the [[Demon]] entity (bottom level only) and on the Tentacle Demon/Frog Demon/Spirit of Fire entities (all other levels):&lt;br /&gt;
&lt;br /&gt;
* [SPHERE:FIRE] - ashes + charcoal, pools of magma&lt;br /&gt;
* [SPHERE:WATER] - pools of water&lt;br /&gt;
* [SPHERE:MUCK] - muddy floors, vermin&lt;br /&gt;
* [SPHERE:DEPRAVITY] - engravings of depraved acts, general filth&lt;br /&gt;
* [SPHERE:THRALLDOM] - unchained prisoners&lt;br /&gt;
* [SPHERE:TORTURE] - caged and chained prisoners, corpses + body parts + chunks + meat + skins on pikes/in cages/on floor, pools of blood&lt;br /&gt;
* [SPHERE:DEATH] - engravings of death and suffering, bones, bone meal, skulls on pikes&lt;br /&gt;
&lt;br /&gt;
It's very much possible to combine these spheres in other ways for interesting results - for example, giving a demon both FIRE and WATER spheres will give their pit levels pools of both water '''and''' magma. --[[User:Quietust|Quietust]] 20:44, 5 October 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Demon Count ==&lt;br /&gt;
&lt;br /&gt;
In my first fortress to uncover HFS, I got 1 red demon and 20 spirits of fire, while in my current fortress I got 1 red demon and 30 spirits of fire. Trying to figure out exactly what determined the demon count, I took a closer look at the two and discovered that while my current fortress had 3 floors worth of charcoal and ashes above the &amp;quot;torture pit&amp;quot;, my last fortress had only 2 such floors - thus, it would appear that each &amp;quot;minion&amp;quot; floor contains ten minion-type demons (or simply causes 10 to be spawned within the entire region the instant the chamber is breached). --[[User:Quietust|Quietust]] 17:52, 7 October 2009 (UTC)&lt;br /&gt;
:Further tests (using Dwarf Companion to remove them all from ambush mode) shows that each level does indeed contain exactly 10 demons, and the bottom floor contains only the red Demon. --[[User:Quietust|Quietust]] 14:50, 23 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Spawning?==&lt;br /&gt;
&lt;br /&gt;
Do glowing pits spawn demons? or do they just contain them?--[[User:Drunken dwarf|Drunken dwarf]] 23:32, 16 October 2009 (UTC)&lt;br /&gt;
:Open one and find out =) --[[User:Squirrelloid|Squirrelloid]] 00:00, 17 October 2009 (UTC)&lt;br /&gt;
::In other words, no, they do not spawn demons. All of the fun is there the instant you open it, and once they're '''all''' dead, you're perfectly safe. Back in the 2D version, it may have been different. --[[User:Quietust|Quietust]] 00:48, 17 October 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Please clarify (article is mistaken, there can easily be more than one pit per region) ==&lt;br /&gt;
&lt;br /&gt;
Ok, if by region you mean the area occupied by the &amp;quot;region&amp;quot; display in the embark screen, this is definately false.  I have confirmed it with the site finder.  I think probably the word &amp;quot;region&amp;quot; in this article must be refering to something else.  Could the author please clarify?--[[User:Jpwrunyan|Jpwrunyan]] 14:39, 17 October 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Midna</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Glowing_pit&amp;diff=59456</id>
		<title>40d:Glowing pit</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Glowing_pit&amp;diff=59456"/>
		<updated>2009-12-09T06:57:28Z</updated>

		<summary type="html">&lt;p&gt;Midna: moved Glowing pit to Eerie glowing pit:&amp;amp;#32;In-game name.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Eerie glowing pit]]&lt;/div&gt;</summary>
		<author><name>Midna</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Eerie_glowing_pit&amp;diff=59455</id>
		<title>40d:Eerie glowing pit</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Eerie_glowing_pit&amp;diff=59455"/>
		<updated>2009-12-09T06:57:28Z</updated>

		<summary type="html">&lt;p&gt;Midna: moved Glowing pit to Eerie glowing pit:&amp;amp;#32;In-game name.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''This page is about the mountain feature. You may be looking for the [[Activity_zone#Pit.2FPond|pit/pond designation]] for activity zones, or for [[chasm#Bottomless pit|bottomless pits]], a form of chasm.''&lt;br /&gt;
&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
&lt;br /&gt;
A '''glowing pit''' is a small impassable [[chasm]] found in the center of [[adamantine]] deposits deep in the earth. There is at most one glowing pit per Local [[Embark]] map (that is, any game map, even 16x16,  will have, at most, one), and can be located by searching for 'other features' in the [[site finder]]. They are surrounded by mysterious rooms, and are dangerous enough to lead to the destruction of even a well-prepared fortress.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you dig deep enough in the right place, perhaps following that vein of glorious [[adamantine]], you might break into a peculiar chamber with strange glowing pits at the bottom.  The veins of adamantine radiate straight outward from the pit, and can be used to triangulate its position - it is much safer to have a disposable miner trapped in a walled space look for it on purpose than to risk running into it by accident.&lt;br /&gt;
&lt;br /&gt;
[[Image:000008 - Peculiar chamber.png]]&lt;br /&gt;
&lt;br /&gt;
Because pre-existing architecture shows up as an asset of your outpost, you can check the {{k|z}} status screen as soon as you strike the earth; demon pits will typically show up as 4000☼ of total wealth.&lt;br /&gt;
&lt;br /&gt;
In the bottom chamber, there will be [[Restraint|chain]]ed and [[cage]]d [[humanoid]]s, body parts, upright [[spear]]s and [[Pike (weapon)|pike]]s, bones and skulls, and horrifying (masterwork) engravings of death and suffering. '''These are a warning.''' If you do not take drastic measures such as immediately rewalling the chamber to seal it, the glowing pits will unleash a horde of demons upon your fortress. The bottom chamber itself is home to a single [[Demon]] leader, though he is not alone...&lt;br /&gt;
&lt;br /&gt;
Above this chamber will be 2-3 additional rooms, varying depending on what type of demons happen to inhabit it. Muddy chambers filled with vermin and surrounded by pools of water are inhabited by [[frog demon]]s, while filthy chambers decorated with depraved engravings and filled with additional humanoids are the lairs of [[tentacle demon]]s. Those unlucky enough to discover plain chambers filled with [[charcoal]] and [[ash]]es and surrounded by pools of magma will soon be confronted by the dreaded [[spirit of fire|spirits of fire]]. Each upper chamber is home to 10 demon minions, and all upper chambers will be of the same type.&lt;br /&gt;
&lt;br /&gt;
The lower pits contain a very small amount of [[magma]], usually only enough for a handful of [[smelter]]s or [[forge]]s, but sometimes enough small deposits for a good-sized industry.  Remember that a level of only 4/7 (but no less) is needed for operation, and ordinary arithmetic works when it spreads into newly channeled spaces, preferably on diagonals from the original deposit.&lt;br /&gt;
&lt;br /&gt;
Of course, you'll have to deal with the demons first... &lt;br /&gt;
&lt;br /&gt;
The squares actually labeled &amp;quot;glowing pit&amp;quot; work like a chasm for draining water and magma, and can be floored and provided with a lever-controlled hatch to the underworld if you please.  The &amp;quot;glowing pit&amp;quot; designation and # symbol radiate upward from the bottommost level of the mine - if a hatch is placed on a square there, the open squares on levels above it will become &amp;quot;open space&amp;quot; whenever it is closed.  Caged dwarfs dumped into the glowing pit generate a &amp;quot;--- died in a cage&amp;quot; message, and caged goblins pass without comment.  So far no demons have risen up to encourage further sacrifices or escorting flying trade caravans, but hope springs eternal (except for the dumped creatures, that is).&lt;br /&gt;
&lt;br /&gt;
There can be a few levels of &amp;quot;glowing pit&amp;quot; which are only open space without rooms, engravings, occupants, or any adamantine on the levels below the lowest chamber with engravings and cages.  This means that miners on the lowest two levels (at least) can break directly into the pit without having the faintest idea that adamantine is present beforehand.&lt;br /&gt;
&lt;br /&gt;
[[Image:000009 - Elf bone meal.png]]&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
[[Category:Spoilers]]&lt;br /&gt;
[[Category:World]]&lt;/div&gt;</summary>
		<author><name>Midna</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Undead&amp;diff=59454</id>
		<title>40d Talk:Undead</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Undead&amp;diff=59454"/>
		<updated>2009-12-09T04:27:27Z</updated>

		<summary type="html">&lt;p&gt;Midna: /* Zombie Gas Warfare */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Is used to tragedy&amp;quot;? == &lt;br /&gt;
One question: I had two dwarves that were not always occupied hunt small zombies and skeletons (hoary marmots, mountain goat and such). Apart from getting really good at wrestling, they both seemed to gain &amp;quot;Is used to tragedy&amp;quot; as a character trait. Can anyone confirm that? -- [[User:qwertyu|qwertyu]] 12:34, 9 March 2008 (CET)&lt;br /&gt;
&lt;br /&gt;
:That always happens regardless of what they are killing.&lt;br /&gt;
&lt;br /&gt;
==Pitting problems==&lt;br /&gt;
Should we include the fact that attempting to pit undead animals of any kind will result in them attacking the moment they are released, regardless of how close they are to the pit. (They can be right next to it but still attack the pit-ter once they are out of the cages)&lt;br /&gt;
--[[User:Umiman|Umiman]] 07:39, 29 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I believe we should put it in as a warning to those who attempt to put captured undead in pits.&lt;br /&gt;
:--Rickola&lt;br /&gt;
&lt;br /&gt;
::Should it be mentioned that the Undead versions are much more tougher than 'normal' creatures, once I had an entire fortress wiped out by a single Undead Racoon. --[[User:Hoborobo|Hoborobo]] 06:47, 10 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::I think zombies are a lot harder than skeletons.  Maybe undead horses are just absurdly hard anyway, but I put all seven of my starting dwarves on a single zombie horse.  Sure, they were untrained and unarmored and were wrestling it to death (except for the miners), but all seven dwarves went from untrained in wrestling to novice wrestlers, became tired/exhausted, AND two dwarves died and three got yellow/red injuries, before that single zombie horse went down.  Then the other four zombie horses wandered in...  Skeletons seem to be a lot easier to kill. --[[User:Sowelu|Sowelu]] 04:15, 22 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::Though zombies are easy to run away from.  My dwarves sidestep zombies whenever they see them (which is often, on my current map), but skeletons would corner them.  Zombies are, however, famously difficult to kill by wrestling.  Use an axe or sword.--[[User:Maximus|Maximus]] 16:25, 22 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::Zombies are utterly impossible to kill with wrestling. The only wrestling move that can kill at all is strangling, and zombies don't breathe or bleed. Dwarves set to wrestle undead will only ever destroy them with punches. If you're heading into an evil biome, I'd recommend bringing a well-armed macedwarf! That'll teach 'em to stay dead, pretty darn quick. Swords aren't so good, spears and picks even worse, though axes will do okay. In a pinch, at least make your dwarves shields to bash with. It's a matter of raw damage. --[[User:Navian|Navian]] 17:27, 22 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::::(It's not true that strangling is the &amp;quot;only&amp;quot; kill move - wrestling also includes punches, and a lucky punch can damage the throat or an organ.  Not relevant here, but just saying for accuracy.)--[[User:Albedo|Albedo]] 06:11, 28 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Skeleton Corpse ==&lt;br /&gt;
&lt;br /&gt;
I have a Skeleton Horse Corpses. That's not normal, right? It appears to have fallen several levels into a river. Adjacent to it (well... adjacent if you ignore the z-difference) are bridge squares and weapon traps. --[[User:Groveller|Groveller]] 11:55, 23 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I saw [http://www.bay12games.com/forum/index.php?topic=22793.0 this report] a while ago on the bugs board. May be worth resurrecting it (especially if you can supply saves)? --[[User:Raumkraut|Raumkraut]] 14:21, 23 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Hmm, just noticed it wasn't on the bugs board, but on the gameplay questions board. May be worth starting a thread on the bugs board then? --[[User:Raumkraut|Raumkraut]] 15:49, 23 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: Ah, the board. I hadn't even looked at that yet. Anyway, the person you linked to posted in the bugs board too, so I guess this is known. I didn't think of getting a save... --[[User:Groveller|Groveller]] 07:24, 25 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Skeletal creatures ==&lt;br /&gt;
&lt;br /&gt;
I was told that skeletal creatures would lose their limbs whenever they hit broken status. Is this true?&lt;br /&gt;
&lt;br /&gt;
As another note, if that is true, I have a bug that occured. Under the assumption broken bones = removed bones for the skeletons, one of my hammerdwarves hit a skeletal dragon so hard that its upper body was instantly mangled, skipping the broken (and thusly removed) state entirely.[[User:Milskidasith|Milskidasith]] 17:17, 9 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Assuming the 'sever on break' tag applies to skeletons, it only applies to limbs. You can't 'sever' a torso. --[[User:Navian|Navian]] 17:27, 22 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Undead Megabeasts ==&lt;br /&gt;
&lt;br /&gt;
Could this be elaborated on a bit? I've never seen an undead megabeast in the legends screen. How does this work? How rare is it (absurdly rare, I guess)? [[User:Lastofthelight|Lastofthelight]]&lt;br /&gt;
&lt;br /&gt;
:I've had a zombie Titan... no idea why it was a zombie but it was the only megabeast i'd seen.  Really, megabeasts are far too rare now that they can be killed off in world gen. --[[User:Squirrelloid|Squirrelloid]] 10:29, 8 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::Agreed. Somehow, I've managed to avoid seeing a megabeast entirely as of yet. Zombies and skeletons are hard enough to find; megabeasts are nearly impossible.&lt;br /&gt;
&lt;br /&gt;
::To be honest, I'm really hoping Toady hurries up and brings back the undead event that was talked about in [[Core components]]. That is, undead dwarves and pets that died in your fortress would pop through the floor and attack you. Spooky. ~ [[User:Midna|Midna]] 07:10, 1 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::I got a skeletal dragon. Disappointingly, it succumbed to a cage trap. I used savescumming to run some experiments, and it seems it's quite hardy but not particularly powerful. The dragon is now sitting in a dragonfire pillbox in my fortress - by the way, it seems that the undead BUILDINGDESTROYER:1 tag overrides BUILDINGDESTROYER:2, so it can be stopped by a raised drawbridge. I tried activating the pillbox and engaging it with my marksdwarves - it took an extremely long time to even begin to return fire, and only ignited one marksdwarf. On the plus side, being skeletal, I'm pretty sure that ranged attacks won't even scratch it - but now it's going to be a glorified fire trap. --[[Special:Contributions/155.69.95.232|155.69.95.232]] 09:34, 19 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Zombie Gas Warfare ==&lt;br /&gt;
&lt;br /&gt;
It should be noted that &amp;quot;live&amp;quot; zombies also spread miasma if they are indoors.  I have seen this on several occasions, but all with zombie fire imps, so I can't actually confirm that it happens with other zombie types.--[[User:Zipdog|Zipdog]] 02:17, 23 April 2009 (UTC)&lt;br /&gt;
:I'm not even sure how having undead [[fire imp]]s is even ''possible''. You'd think that a zombie fire imp, for example, would roast itself to the point where it would die.... ~ [[User:Midna|Midna]] 04:27, 9 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Undead Building Destroyer ==&lt;br /&gt;
I have seen evidence that skeletal creatures have building destroyer. Has anyone had any experience with this or more evidence of it happening? Do they also trapavoid? If undead creatures do destroy buildings normally, it should be on the page, yes? -- [[User:CultOfTheRaven|CultOfTheRaven]] 18:39, 7 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
: I believe that undead retain the traits of the base animal -- at least, I've had a skeletal raccoon steal items just like a regular raccoon does. --[[User:Sev|Sev]] 02:27, 21 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::The animal was a skeletal fox. I'm pretty sure regular foxes can't destroy doors. -- [[User:CultOfTheRaven|CultOfTheRaven]] 05:27, 25 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Hammer vs Axe ==&lt;br /&gt;
&lt;br /&gt;
After getting my 7 starting dwarves torn apart by a pack of skeletal muskox, I'd like to know just in case it happens again: what is more effective against undead, slashing or bludgeoning?  --[[User:Smartmo|Smartmo]] 22:42, 9 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I think bludgeon, as it has more raw damage while slashing has the advantage of easier bleeding, which is lost against undeads.[[User:Wagawaga|Wagawaga]] 20:36, 29 July 2009 (UTC)&lt;br /&gt;
:: Axes are very useful against the undead, since their criticals dismember limbs, it isn't uncommon for an axedwarf to cleave off a skeleton or zombies head killing it instantly even at low skill levels. You can test this yourself in adventure mode, using a Mace user and then an axe user to fight several undead encounters in evil zones. The combat system is inherently random, but after 20 or so fights each you'll quickly see some sort relevant data.&amp;lt;sup&amp;gt;anonymous edit - &amp;amp; see next section&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Cut apart to kill? ==&lt;br /&gt;
 Undead can ~only~ be destroyed after losing thier Head, Upper Body, or Lower Body. &amp;lt;br /&amp;gt;Even after having lost all of their limbs they'll still be quite &amp;quot;alive&amp;quot;, so to speak.&lt;br /&gt;
&lt;br /&gt;
This was an anonymous (IP only) post, with this as an editors comment:&lt;br /&gt;
 Tested this information while leveling an adverturer to legendary in almost&amp;lt;br /&amp;gt; exclusively undead encounters.&lt;br /&gt;
&lt;br /&gt;
I'm removing it for now, at least until someone with a User name shows up to discuss it. Verification is needed before an absolute statement like this is made. Same in fortress mode? ''All'' undead?! Some of the above posts suggest that a hammer is a fine weapon for its brute damage potential, with or without smashing an undead into bits.  --[[User:Albedo|Albedo]] 06:11, 28 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Depletion ==&lt;br /&gt;
Does the local population of undead deplete like normal wild animals? --[[User:Bouchart|Bouchart]] 23:38, 17 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Tameability? ==&lt;br /&gt;
&lt;br /&gt;
I was not able to find any information on taming the undead in the Tame or Pet articles, so I thought I'd bring it up here. Is it at all possible to tame zombie or skeletal creatures? Because I'd certainly love to have a bunch of skeletal giant eagles floating around my fortress as an alternative to bowling them over with my military every time one shows up. The goats and marmots... eh, not so much. [[Special:Contributions/24.22.239.156|24.22.239.156]] 03:04, 2 December 2009 (UTC)&lt;br /&gt;
:I believe undead creatures are inherently hostile toward all non-undead creatures - using Dwarf Companion to make a tame animal undead makes it attack everyone. --[[User:Quietust|Quietust]] 04:01, 2 December 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Midna</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Dry_season&amp;diff=59452</id>
		<title>40d Talk:Dry season</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Dry_season&amp;diff=59452"/>
		<updated>2009-12-09T02:31:28Z</updated>

		<summary type="html">&lt;p&gt;Midna: /* Move? */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I'm going to venture a guess but it's probably a period of increased swamp evaporation and reduced rainfall. I've had this happen on one of my maps but I did not get an announcement, it just came. [[User:Lightning4|Lightning4]] 03:54, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Also, in the raws, some of the plants have [WET] or [DRY] in their description; it may have something to do with that. --[[User:Nagromo|Nagromo]] 06:42, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Move? ==&lt;br /&gt;
&lt;br /&gt;
I suggest this be merged with (and redirected to) Autumn, because this is nothing more than a stub at the moment, and is merely an ''attribute'' of Autumn '''anyway'''. ~ [[User:Midna|Midna]] 02:31, 9 December 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Midna</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Carp&amp;diff=59450</id>
		<title>40d Talk:Carp</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Carp&amp;diff=59450"/>
		<updated>2009-12-09T02:28:03Z</updated>

		<summary type="html">&lt;p&gt;Midna: /* King of the Animals? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==King of the Animals?==&lt;br /&gt;
[[Unicorn|There is another contender for the position of King of the Animals, and this one is land-based.]] --[[User:BDR|BDR]] 14:42, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Hmm, what about the other fish? sea lampreys? pike? etc? what about them?  Do they just get shunted, and their named champions brushed aside?&lt;br /&gt;
&lt;br /&gt;
:I was going to propose the eagles that seem untargetable as they fly in, grab a dwarf, then drop him from a dizzying height whereupon he spats into chunks on the ground.--[[User:Draco18s|Draco18s]] 03:45, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Well, until Toady lets carp and elephants fight each other to settle this once and for all, perhaps carp should be King of the Sea and elephants King of the Land. Eagles can have King of the Air.--[[User:Xazak|Xazak]] 19:53, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Wait! I've just realized. Have you ever seen a carp and an elephant sitting at the same table?! NO! They're the same person! It makes so much sense. Everything fits. I have to go tell people... [[Special:Contributions/128.250.224.97|128.250.224.97]] 12:53, 14 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Hmm, wonder if you can have those eagles tamed.  Dwarven air force anyone? --[[User:Frostedfire|frostedfire]]  10:02, 9 November 2007 (AEDT)&lt;br /&gt;
&lt;br /&gt;
::::All the other types of hostile fish (e.g. longnose gar, pike, etc) are just as dangerous as carp, or were the last time I had a fort on a river infested by them (it was a &amp;quot;major river&amp;quot; which was only 4 or 5 tiles wide, had about 3 different kinds of hostile fish, and no carp). --[[User:SL|SL]] 12:06, 29 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::But &amp;quot;carp&amp;quot; sounds funnier than &amp;quot;pike&amp;quot;. For example, take the phrase &amp;quot;My dwarf was just killed by pike!&amp;quot; as opposed to &amp;quot;My dwarf was just killed by carp!&amp;quot; ... Speaking of which, why can't numerous entities hold the &amp;quot;king of the beasts&amp;quot; titles at once? Some of the creatures are so similar that, in my eyes, it makes no sense to pick just one.... ~ [[User:Midna|Midna]] 02:28, 9 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Biome/habitat==&lt;br /&gt;
It might be worth noting somewhere that you only seem to get &amp;quot;dangerous&amp;quot; fish if you have an actual river (or coastline?).  If you only have a brook and murky pools, you get our old friends turtles and salmon who never attack or scare anyone.  From what I can tell, salmon, turtles, and char seem to be classified as vermin, not creatures, so they don't freak out the dwarfs.  The aquifer seems safe too, though that may depend on what other water sources are nearby.  &lt;br /&gt;
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Can anyone confirm or refute? -- [[User:Angela Christine|Angela Christine]] 19:32, 9 November 2007 (EST)&lt;br /&gt;
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::From what I've seen, this is correct.  While starting and abandoning several fortresses trying to get the handle of making machines and other devious devices, 5 out of 5 fortresses started next to brooks generated no dangerous fish, while 3 of the 4 started next to major rivers and 2 out of 2 started on the coast had my poor dwarves molested by those vile things.  --[[User:TheUbie|TheUbie]] 01:57, 18 November 2007 (EST)&lt;br /&gt;
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:::Brooks cannot contain fish because they don't exist on two z-levels, at least that's what I've seen. No fish. --[[User:Vanan|Vanan]] 00:52, 26 November 2007 (EST)&lt;br /&gt;
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::::Brooks exist on z-levels the same way rivers do, however brook tiles are filled with rock which means no fish can be in them (and is why dwarves can walk on them). Channeling a brook so it shows 'real' water will cause it to occasionally get fish like all other pools of water, however large fish such as carp never seem to migrate onto the map so you won't get any of them, just the small 'vermin' fish. --[[User:BurnedToast|BurnedToast]] 00:14, 5 December 2007 (EST)&lt;br /&gt;
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:::::Brooks don't have &amp;quot;river&amp;quot; biome. Creatures (vermin included) are generated in biomes. That's why no goats spawn in your fortress, but olms do, if you have corridor near cave river. If you flooded entire river with magma, and then refilled it with water carp would probably respawn. --[[User:Someone-else|Someone-else]] 17:25, 9 May 2008 (EDT)&lt;br /&gt;
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:::::: Almost all fish do not scare dwarves, but undead versions do. [[User:Hoborobo|Hoborobo]] 07:26, 10 August 2008 (EDT)&lt;br /&gt;
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== Carp symbols ==&lt;br /&gt;
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I was only curious, since the wiki article lacked a picture, and me and some others would like to know, what does the carp look like in game. Thank you for the help beforehand.&lt;br /&gt;
:Please do sign your edits with &amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt;. At any rate, the fish icon is best described as such: three quarters of an infinity sign. Plain meat has the same symbol. --[[User:GreyMario|GreyMario]] 15:01, 2 April 2008 (EDT)&lt;br /&gt;
::I'd say it looks like an alpha sign. Almost all fishes are blue-colored because they count as underwater. --[[User:Someone-else|Someone-else]] 17:25, 9 May 2008 (EDT)&lt;br /&gt;
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:::Salmon are pink though [[User:Hoborobo|Hoborobo]] 06:44, 10 August 2008 (EDT)&lt;br /&gt;
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== Butchering? ==&lt;br /&gt;
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Has anyone managed to butcher a carp, and if so what do you get from it? --[[User:GreyMario|GreyMario]] 15:01, 2 April 2008 (EDT)&lt;br /&gt;
:I've never managed it, but I've only had carp once. Next time I get them I'll cheat really fast and dam the river to see what I can do with the air-drowned carp afterwards.--[[User:Eurytus|Eurytus]] 21:56, 2 April 2008 (EST)&lt;br /&gt;
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== New Version ==&lt;br /&gt;
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In the new version, I have had two fortresses right next to a river filled chock full of carp, and have yet to see a dwarf even get a scrape from one. Have they been toned down to more 'realistic' strength, or have I been obscenely lucky? --[[User:Mabmoro|Mabmoro]] 10:37, 29 July 2008 (EDT)&lt;br /&gt;
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:Can you say what version it is? [[User:Hoborobo|Hoborobo]] 06:43, 10 August 2008 (EDT)&lt;br /&gt;
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::I dont recall the version number, but so far in v0.28.181.39f, I havent gotten it either. None of the more recent versions have had aggressive carp, unless they were floating skeleton carp.&lt;br /&gt;
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::I also checked the raws- they're the same for damage... maybe its a hardcoded difference?--[[User:Mabmoro|mabmoro]] 12:50, 10 August 2008 (EDT)&lt;br /&gt;
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::Rest assured, carp and other fish are still most certainly deadly. At least, at the time of the question. I can't confirm yet if 39e and 39f had any serious changes, but 39d still boasts deadly, deadly fish so I would assume the latter versions do as well.&lt;br /&gt;
It's just tricky. They don't always strike, and the dwarf actually has be standing right at the river's edge for the carp to take notice. Fisherdwarves, of course, fill this role quite nicely.&lt;br /&gt;
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I've got a named carp floating in my river that's got about four kills under it's belt, as well as managed to catch and drag in a random mountain goat. That thing is evil incarnate... it won't even fall for my fishkilling trap. --[[User:Lightning4|Lightning4]] 02:10, 11 August 2008 (EDT)&lt;br /&gt;
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:I had assorted fish types (gar, pike, lampreys, carp) in the river outside of my fortress. They managed to kill 3-4 dwarves before I could get some marksdwarves to take care of them. I can confirm that fish, carp included, are still aggressive in the latest version (as of this post). [[User:Spoggerific|Spoggerific]] 14:46, 11 August 2008 (EDT)&lt;br /&gt;
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== Hunters ==&lt;br /&gt;
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Can hunters ''kill'' carp? [[User:Random832|Random832]] 12:26, 14 October 2008 (EDT)&lt;br /&gt;
:Depends on if they're close enough to the water to aim at said carp. --[[User:GreyMario|GreyMaria]] 18:54, 14 October 2008 (EDT)&lt;br /&gt;
::Will they take it out of the water to return their kill?  [[User:Gairabad|Gairabad]] 20:37, 15 November 2008 (EST)&lt;br /&gt;
:::In Adventurer mode, you need to be standing directly on top of an item in order to grab it. Since dwarves will refuse to path through water (except when they're already in it [and ESPECIALLY when they're swimming]), no. --[[User:GreyMario|GreyMaria]] 20:49, 15 November 2008 (EST)&lt;br /&gt;
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== E-Z ==&lt;br /&gt;
so I just had a novice axedwarf slaughter a pond full of carp in 10 seconds, and then he drowned. I had another pool with a sturgeon, and this guy took 3 dwarves lives before the next killed him. The water than took his life. So why are carp given the honorable title of &amp;quot;king of the sea&amp;quot;? what makes them different from sturgeon and the like? They really aren't that scary, if you know how to deal with them.--[[User:Destor|Destor]] 22:22, 24 December 2008 (EST)&lt;br /&gt;
:I'd say it's because of the ludicrousness.  Sure, sturgeon are deadly -- deadly as any other toothy carnivore bigger than a bear.  They earned their place in the food chain.  Carp on the other hand are &amp;lt;em&amp;gt;cat-sized goldfish&amp;lt;/em&amp;gt; that suck down dwarven children like unlucky flies.  Pound for pound, carp win. --[[User:Corona688|Corona688]] 20:48, 7 May 2009 (UTC)&lt;br /&gt;
::Some carp can get pretty big: http://www.timesonline.co.uk/tol/sport/more_sport/article6737929.ece [[User:Iapetus|Iapetus]] 22:00, 26 August 2009 (UTC)&lt;br /&gt;
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oh, and the guy who got the sturgeon was basically the same as the other, might have had a different attribute or something, but this was a fresh reclaim of a fresh fortress. (that I made to test using gear assemblies and the like, but then flooded it.)--[[User:Destor|Destor]] 22:24, 24 December 2008 (EST)&lt;br /&gt;
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== Fighting like a cornered carp ==&lt;br /&gt;
&lt;br /&gt;
 Note that while carp found in murky pools seem to fiercely defend their territory&amp;lt;br /&amp;gt;(believing themselves to be cornered), those that swim through rivers generally &amp;lt;br /&amp;gt;prefer to flee from dwarves rather than fight. &lt;br /&gt;
Interesting observation - but should that read &amp;quot;flee from ''armed'' dwarves...&amp;quot;? Don't river-carp still predate on unarmed fisherfolk/etc when the opportunity presents itself?--[[User:Albedo|Albedo]] 18:31, 3 November 2009 (UTC)&lt;br /&gt;
:I did a test in order to refute a claim made on the [[Fishing]] talk page (suggesting that carp were no longer dangerous) where I sent seven dwarves fishing by a carp-infested river - the carp (and pike and gar and sturgeons) would immediately swim away (while my dwarves would cancel fishing but then '''immediately''' resume - fishing is ultra high priority, for some reason), occasionally swimming in closer but then usually fleeing again, only rarely going in for an attack. However, once I tried the same with a murky pool containing several carp, each of the dwarves got torn to shreds almost instantly (the first one was reduced to 36 chunks and a severed lower left leg). Given that carp are not defined as predators, it makes sense that they were behaving like other animals such as elk and groundhogs, only attacking when provoked (or, in this case, cornered). --[[User:Quietust|Quietust]] 19:28, 3 November 2009 (UTC)&lt;br /&gt;
::Good point - I'm convinced.  But you should run the same experiment it with 1 dwarf, not 7, and a river.  Animals sometimes can sense &amp;quot;the odds&amp;quot; if outnumbered.  I have full confidence the outcome is predictable - but'' pro forma'' it should be run anyway to be thorough.--[[User:Albedo|Albedo]] 21:04, 3 November 2009 (UTC)&lt;br /&gt;
:::When I did the experiment, I sent the dwarves fishing one by one. --[[User:Quietust|Quietust]] 23:02, 3 November 2009 (UTC)&lt;br /&gt;
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== Werewolf Vs Carp ==&lt;br /&gt;
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After starting on a haunted map for the first time i have learned to fear carp even more than before. All it takes is a live werewolf in the base and a lot of dead ones floating in a pond with a couple of carp, said live wolf took down one of my drawves even with all starting seven set quickly to military and yet just a couple of the demonic (they must be) fish have slaughtered them left and right.&lt;br /&gt;
As i type this though i am getting revenge on those fish (and stealing them wolf bones :P) by draining their happy little pond, ive already made a few spare coffins just in case&lt;br /&gt;
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P.S. im not a proficient wiki user so if i make mistakes let me know please and thank you :) --[[User:Shaded|Shaded]] 07:37, 25 November 2009 (UTC)&lt;br /&gt;
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Expedition leaders log Summer Year 243.. Leave the F***ing carp alone. All three dwarves sent to mine out the wall of the pond of the hell fish where taken under and eaten expedition was deemed a failure and we where foced to abandon our fortress --[[User:Shaded|Shaded]] 07:47, 25 November 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Midna</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Maximizing_framerate&amp;diff=59449</id>
		<title>40d Talk:Maximizing framerate</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Maximizing_framerate&amp;diff=59449"/>
		<updated>2009-12-09T02:11:54Z</updated>

		<summary type="html">&lt;p&gt;Midna: /* One Way Stairs */&lt;/p&gt;
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&lt;div&gt;== Effect on # of dwarves, framerate calculations ==&lt;br /&gt;
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I'm not sure how important the number of dwarves is on the framerate. I was getting about 12 to 15 with 22 dwarves, and this has fallen to 9 with 97 dwarves. I think it is more bad pathing, like animals being caught behind doors that causes more problems than the number of units themselves. The addition of 80 goblins had an impact of 1 fps as well... although again, they probably weren't having any trouble path finding to no where. --Gotthard 13:53, 3 December 2007 (EST)&lt;br /&gt;
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:I typically see a substantial drop in framerate when new immigrants come, and afterward the game's never as fast or responsive. However, I also demand a higher framerate (not less than 40, to avoid annoying interface lagging/jerkiness) than many people seem prepared to tolerate, so our findings aren't inconsistent. You just have more load already and so don't notice a given amount of additional usage as much. [[User:Fedor|Fedor]] 05:39, 7 December 2007 (EST)&lt;br /&gt;
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::If this is the case, then I doubt there is a linear relationship associated with the FPS values. The G_FPS might also impact this. Typically, 10-12 more dwarves lowered my FPS by 1 at max, and I have 6 masons making blocks for my castle, and 18 dwarves running around permanently putting them up. I would guess that the FPS drops off fast to begin with, so it takes a lot to go down from 10-9 fps compared to 40-39 fps. --Gotthard 08:35, 7 December 2007 (EST)&lt;br /&gt;
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:::Yes, this is expected. Framerate changes aren't linear and here's why: Let us imagine that a given computer can process 10,000 game things per second. A framerate of 100 means that the game requires only 100 calculations per update, and therefore can update 100 times/second. A framerate of 1 means the game has to perform 10,000 calculations per update. To drop from 40 to 39 FPS, the game must require ~6 more calculations per update. To drop from 10 to 9 FPS, the game must require ~111 more calculations per update. [[User:Fedor|Fedor]] 08:51, 13 December 2007 (EST)&lt;br /&gt;
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::Wow, I can't stand things if FPS falls under ~80! Though, running a 2.1Ghz Dual Core and 512M 8600GeForce probably has some bearing on it. Personally, I run my G_FPS at only 10, and FPS_CAP at 200. I haven't gotten to economy sized populations yet with these settings (mostly on purpose cause I also keep my POP_CAP to only 10 until I've gotten the majority of the fortress dug out and a good stock of food and bedrooms, etc. The extra dwarves end up just getting in the way any other time I've tried my play-style. With this setup, I usually average around 150 FPS. Also, I've noticed a difference in FPS if I have the map section open, either single or double pane, moreso when there are a large number of creatures on the map. Simply closing (tabbing) the map got me an increase from ~125 to ~140. Should be worth 2-3 frames at the low FPS levels you guys are talking about. I'm also curious if the FPS counter itself has a significant effect on frames... --[[User:n9103|n9103]] 11:40, 17 Dec 2007 (PST)&lt;br /&gt;
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:::Dude... you are runnning the game displaying at 10 FPS even though it's 80~200 FPS (IE: Should be pretty damn jerky), and never got an economy sized population. Of course you have a good FPS. Hell, mine was sticking at 100 with 10 dwarves and I just have a ~2 year old straight out of the box PC. [[User:Milskidasith|Milskidasith]] 22:18, 11 November 2008 (EST)&lt;br /&gt;
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== Weather and Trees ==&lt;br /&gt;
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Is it just me, or with weather turned trees will not grow back. Most saplings have withered and died. The landscape is littered with them. I'm in a Mirthful area, so it's not alignment. I haven't been able to get any trees since I deforested the entire area, and yes, it has been over three years. I'm playing 33d. [[User:Klada|Klada]] 19:50, 5 December 2007 (EST)&lt;br /&gt;
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:Well I've been playing map for 6 years now, and I've had weather on the entire time, tons of trees have grown back. I've not deforested the ENTIRE area, but from what I understand trees grow back at a proportional rate to the amount of area there was to grow, so it should be better. I think saplings randomly die, perhaps moreso with traffic on them but... I don't have an explanation. --Gotthard 19:23, 6 December 2007 (EST)&lt;br /&gt;
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::&amp;quot;Is it just me, or with weather turned trees will not grow back.&amp;quot; Turned on or turned off? Logically, if weather were turned off, trees shouldn't grow to maturity. --[[User:n9103|n9103]] 11:29, 17 Dec 2007 (PST)&lt;br /&gt;
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:::Trees grow back just fine with weather turned off. I don't know why sometimes most or all the saplings die, but it's not turning weather off that causes it. --[[User:BurnedToast|BurnedToast]] 00:00, 4 January 2008 (EST)&lt;br /&gt;
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::::N9103, logic has no place here. Begone! --[[User:Savok|Savok]] 15:12, 21 March 2008 (EDT)&lt;br /&gt;
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:::::HA! Tell that to Flingify() ^.^  Most things in DF do get a logical implementation... notable exceptions exist of course, but generally speaking, things follow commonsense. ... So Nya! --[[User:N9103|Edward]] 05:55, 22 March 2008 (EDT)&lt;br /&gt;
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:Is any part of the area you embarked at evil? If so, are they the areas that the trees could grow in? (i.e. a mirthful mountain next to haunted woods) If you're beyond doubt sure that that's not the case, then going on what else has been investigated, I see one of two things: Complete deforestation *stops* tree growth, including saplings; Or, you've got some kind of bug that hasn't been documented yet. --[[User:N9103|Edward]] 19:05, 2 April 2008 (EDT)&lt;br /&gt;
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== Economy ==&lt;br /&gt;
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Can we confirm/disprove the effect of the economy on framerate? --[[User:DDouble|DDouble]] 02:42, 13 December 2007 (EST)&lt;br /&gt;
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:Not sure what you mean exactly. The economy makes several changes, any of which might potentially impact speed. Can you give more detail on what specifically might potentially be causing a slowdown (or speed boost)? Is there a discussion on the forum that you have in mind? [[User:Fedor|Fedor]] 08:51, 13 December 2007 (EST)&lt;br /&gt;
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::I'm pretty sure he's talking about the init setting and turning it off. The 'potentially' part you mentioned is what he wanted clarification on. Does turning the setting off before the economy activates improve pre-economy performance? There might indeed be people out there that are willing to lose one of the cooler features for a much improved framerate. A good question is does turning that setting off prevent you from ever gaining an economy (when you decide to turn the option back on) should you pass the point where it should have activated? --[[User:n9103|n9103]] 11:27, 17 Dec 2007 (PST)&lt;br /&gt;
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== One Way Stairs ==&lt;br /&gt;
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&amp;quot;Use ...multiple one-way stairways to connect any two spots where lots of dwarves will want to be&amp;quot;&lt;br /&gt;
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How do you make a one way stair? I tried searching here, and on the forum, but didn't find it. [[User:Calculus|Calculus]]&lt;br /&gt;
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:I mean to use paired up and down staircases instead of up/down ones. This suggestion is now removed because I'm not sure it actually makes a difference (it's safer for your dwarves, but I don't see a difference in game speed) [[User:Fedor|Fedor]] 14:50, 2 January 2008 (EST)&lt;br /&gt;
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::How is a single-floor staircase (down+up) any safer than using a multiple-floor staircase (down+down/up+up)?&lt;br /&gt;
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::Or for that matter, how is it different than making all your staircases down/up (minus bottom level of course)? --[[User:N9103|Edward]] 22:40, 3 January 2008 (EST)&lt;br /&gt;
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:::If a dwarf falls down a multi-level up/down staircase, he may die or be badly injured.[[User:Fedor|Fedor]] 22:52, 3 January 2008 (EST)&lt;br /&gt;
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::::What would cause a dwarf to fall down stairs aside from combat?--[[User:Maximus|Maximus]] 01:59, 4 January 2008 (EST)&lt;br /&gt;
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:::::Haven't a clue. I just know that several people have reported their dwarves getting killed or maimed that way.[[User:Fedor|Fedor]] 15:17, 5 January 2008 (EST)&lt;br /&gt;
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::::I used to use the up/down staircases for a central mineshaft until I had multiple dwarves become maimed/die when fighting on the stairs. I now use a spiral staircase design instead. I don't think anything BUT combat makes them fall, but if they charge a goblin snatcher and miss, there's no promise they won't end up 15 levels down missing all their limbs. --Gotthard 11:08, 7 January 2008 (EST)&lt;br /&gt;
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:::::How about using floor hatches every level? -- Digger&lt;br /&gt;
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::::::Those cause annoying blinkage. --[[User:Silfir|Silfir]] 07:17, 5 November 2008 (EST)&lt;br /&gt;
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:::::::Don't use stairs at all. Use ramps, the distance to travel a ramp is only 1, compared to a stair, which is two. (ramps, step on it, your down auto; stairs, you step on it, then you step down.) &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Zchris13|Zchris13]]&amp;lt;/small&amp;gt;&lt;br /&gt;
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::::::::Please, please, ''please'' sign your comments (use four tildes). Anyway, I haven't had any significant problems with dwarves dodging and falling down stairs, because my levels don't span in a way that allows it to happen in the first place. Personally, I find that it's easier to lock down things that way, but others will probably disagree. ~ [[User:Midna|Midna]] 02:11, 9 December 2009 (UTC)&lt;br /&gt;
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== Weather and windmills ==&lt;br /&gt;
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To BurnedToast: You seem to be right that turning weather off doesn't stop windmills from working. I wasn't sure where I got that impression, but after looking it up, it was from several instances on IRC where people came in, said &amp;quot;The windmill isn't making power :(&amp;quot;, were told to &amp;quot;turn weather on&amp;quot;, went &amp;quot;Ah ha!&amp;quot;, and never said that it didn't make them start working. (After I while I started suggesting it too since nobody had reported it not working, until recently.) So, hmm. I just switched a fort that had weather to not having it, and yeah, the windmills all still work. So I built a new one - also works. Then I generated a new world with weather off, started a new fort in it, built a windmill, and it produced 20 power. Oh well. --[[User:SL|SL]] 13:24, 9 January 2008 (EST)&lt;br /&gt;
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== Multiple CPUs/Cores ==&lt;br /&gt;
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As far as I have tested, DF uses 3 threads. It seems to put all its efforts in a single one, but even so, the other two still take cpu time, so having a dual-core machine still helps even if the threads are synchronized (and it isn't such a huge difference). I assume one of the threads link the display to the game core while the other runs the input buffer. I'd have to do more testing. [[User:Soulwynd|Soulwynd]] 23:37, 17 March 2008 (EDT)&lt;br /&gt;
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== Bulging Histories ==&lt;br /&gt;
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Any chance history plays a role in framerates? I have a fairly beefy machine and was regularly getting 100FPS in my first few forts, but after about 15 forts and 30 adventure modes (I'm quite suicidal), I can't get my FPS above 35 even on initial embark and a 3x3 fortress plot. [[User:Weasello|Weasello]] 12:43, 21 March 2008 (EDT)&lt;br /&gt;
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:Well... from that data, that's likely. Personally, I play all my forts on separate worlds. --[[User:Savok|Savok]] 15:12, 21 March 2008 (EDT)&lt;br /&gt;
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:I think I have to second the idea of (small histories == higher framerates) I've been playing a lot of small and smaller worlds, and even when I pick larger than normal sites, my frames seem to stay up better than on standard worlds.  I'll test at some point just how well a Full Local map holds up in a Pocket world. --[[User:N9103|Edward]] 19:04, 2 April 2008 (EDT)&lt;br /&gt;
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== Disconnection ==&lt;br /&gt;
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I've found it '''VERY''' important, in terms of framerates, not to block all paths between your fortress and the outside world, either with raised bridges, or with forbidden doors. I'm not certain about walls, as I haven't desired &amp;quot;permanent&amp;quot; blocking, but temporary, to prevent thives and the like. Infact, pathfinding errors from those I desire to keep out are exactly what crashes the framerate.&amp;lt;br&amp;gt;&lt;br /&gt;
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I'm talking about '''50% loss''', and that's just to start. If you continue to block the pathfinding, It's possible to have it completely crawl to a stop, as in 0-1 FPS!&amp;lt;br&amp;gt;&lt;br /&gt;
It's a shame that such a primitive defense results in such a catastrophic failure of the pathing system. :(&amp;lt;br&amp;gt;&lt;br /&gt;
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As I didn't see it mentioned anywhere, I'm adding it here, and will eventually add it to the main article if no one else feels like pretty-ing it up for display.&amp;lt;br&amp;gt;&lt;br /&gt;
--[[User:N9103|Edward]] 17:42, 29 March 2008 (EDT)&lt;br /&gt;
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:That's happening for you? I've been setting up an elaborate set of bridges and floodgates that serves as the only entrance to my fortress, and have closed my dwarves off inside on numerable occasions and it caused little more than make them cancel tasks that required them to leave the fortress.--[[User:Eurytus|Eurytus]] 15:57, 2 April 2008 (EST)&lt;br /&gt;
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::Have you turned off invasions as well? I used to do that when I played with invasions off to develop my management abilities. I did it now in three different worlds (smaller) and have had it happen every time. The framerate loss began as soon as a goblin/kobold tried to do mischief and pull a lever, as determined in the error log. I would assume that thieves/snatchers would likely cause similar frame-crashes, but that much isn't verified on my part. --[[User:N9103|Edward]] 04:04, 4 April 2008 (EDT)&lt;br /&gt;
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:::I have invasions on, although any attackers have died rather quickly.--[[User:Eurytus|Eurytus]] 21:48, 2 April 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::Hey look! invaders! I closed the gates and lowered the bridge, but my framerate didn't drop. In fact, just as the invaders got there my framerate went back up from a puzzlingly low 40 back up to a regular 90.--[[User:Eurytus|Eurytus]] 22:19, 2 April 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::I've tested it again with a couple more waves of goblins, and I've come to the conclusion that the preceding immense slowdown is while the goblins are on the map but not in view. This makes me think that either hidden units contribute to lag more, or the difficult terrain in my area causes their pathfinding to temporarily &amp;quot;freak out.&amp;quot;--[[User:Eurytus|Eurytus]] 1:03, 3 April 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::Well, it would seem obvious that invaders have glitches that have direct effects on framerates... just not well defined effects :-/  The &amp;quot;not in view&amp;quot; part seems true enough since the 'mischief-makers' are always invisible until discovered, and my forts generally have been rather far from invasion points. Looks like this is gonna be on hold for the page until someone does some '''extensive''' testing. --[[User:N9103|Edward]] 04:04, 4 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::::I'll be happy to start testing it as soon as I start establishing some more long-term fortresses.--[[User:Eurytus|Eurytus]] 11:23, 4 April 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:[[User_talk:Squirrelloid#Animals_try_to_path_through_tightly_closed_doors|Squirrelloid]]'s done some tests that end up proving the same point, but with animals instead of thieves/snatchers. Both of those groups use flawed pathfinding that doesn't properly account for created obstacles that are passable under certain conditions that aren't true at the time of the pathfind. (Doors being forbidden, or bridges raised for the thieves, and doors being designated as pet forbidden for the animals.) I still say that failed pathfinds cause 90% of framerate loss. --[[User:N9103|Edward]] 06:24, 1 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I've uploaded a zip of my errorlog.txt that encompasses a decent, but not overly long amount of time. The unzipped file is 22MB! Thankfully, text compresses very well, and the zip is only 387K. &amp;lt;99% of the file is failed mischief from either goblins or kobolds. [http://dffd.wimbli.com/file.php?id=167] --[[User:N9103|Edward]] 02:29, 11 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: At some point the article on Maximizing Framerate should include a section that deals with player actions that can have an impact.  Things like connecting a large open pipe system to a running water source, mass-designating stone for dumping, and closing off your fortress should all be listed as cons.  I'm doing some research right now into the benefits of intelligent [[traffic area]] designations as well.  For example, rooms larger than 11x11 with only two doors should have a high-traffic line linking the two doors, and two low-traffic &amp;quot;curbs&amp;quot; on either edge, to prevent the Dijkstra half of A* from spending extra cycles looking in dumb places. --[[User:Jurph|Jurph]] 18:01, 8 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Dual Screens ==&lt;br /&gt;
&lt;br /&gt;
I just put a second monitor on my computer, partly so I could fullscreen DF with the wiki in another screen. However, running DF in fullscreen make sit take up one screen like normal, and the other goes black. Ckciking the black monitor causes DF to stretch across the monitors. Since there is info here about running DF in one monitor to save CPU cycles, I was wondering is anyone could help. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Ilmmad|Ilmmad]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:I don't understand what you're saying. Dwarf Fortress does not do that on my computer. Operating system, perhaps?&amp;lt;br&amp;gt;By the way, sign your comments using &amp;lt;nowiki&amp;gt;--~~~~&amp;lt;/nowiki&amp;gt;. --[[User:GreyMario|GreyMario]] 17:24, 22 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:When you enter fullscreen mode with most graphics apis (such as OpenGL) you will take full control, which is why the other screen goes black. Your best bet is to run in windowed mode with the window size set to your resolution. --[[User:Shades|Shades]] 18:01, 22 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I had this same thought; and did some measurement - on Windows with the &amp;quot;windows standard&amp;quot; theme and default fonts, the room needed for the chrome is 27 pixels vertical, 8 pixels horizontal. [[User:Random832|Random832]] 10:31, 14 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== temperature ==&lt;br /&gt;
&lt;br /&gt;
From the article &amp;quot;&amp;quot; You're well-advised to stick with &amp;quot;warm&amp;quot; or &amp;quot;hot&amp;quot; fortress sites if you turn temperature off and your source of water is a stream.&amp;quot;&amp;quot;  ---  I cannot understand that. --[[User:Catpaw|Catpaw]] 08:29, 16 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:If you turn temperature off, and you start on a cold location with a stream, the stream will be frozen and never thaw.[[User:DaBing|DaBing]]&lt;br /&gt;
&lt;br /&gt;
So wait, it says some &amp;quot;rather nice lava warming effects&amp;quot; are turned off, but what are these exactly? Can I still dump stone in lava? What stops working? [[User:Ar-Pharazon|Ar-Pharazon]] 17:09, 18 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:You can still dump stone in lava, it just won't melt as there is no heat transfer. --[[User:Elvang|Elvang]] 21:00, 18 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== New 40d# releases and the Acceleration program ==&lt;br /&gt;
&lt;br /&gt;
So I'm sure most of you are aware of the new 40d releases (I think it's on 40d7) that toady has been putting out that incorporate better handling of OpenGL. In so far as I understand, he is combining the acceleration program into Dwarf Fortress, so they come 'packaged' together right out of the box. Also, the thread that the wiki is linking to ( http://www.bay12games.com/forum/index.php?topic=27262.0 ) is stated to be obsolete and sends the user to the 40d# thread ( http://www.bay12games.com/forum/index.php?topic=27262.0 ). I think we should update/remove/replace the 'acceleration program' portion of this article to point users to the new 40d# releases, unless we want to wait until Toady releases something final before changing anything? If do decide to change it, we might want to make people aware that there WAS an acceleration program, but it has been superseded by the new 40d# releases. Thoughts? --[[User:Sinergistic|Sinergistic]] 00:24, 6 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
=== Turn Mouse Support Off ===&lt;br /&gt;
&lt;br /&gt;
With the graphics-accelerated versions of 40d above, I've found that turning mouse support completely off ( [MOUSE:NO] in init.txt ) has had greater improvement in framerate than anything else I've tried.  Can anyone else confirm this? (nammyung)&lt;br /&gt;
&lt;br /&gt;
== Small Worlds ==&lt;br /&gt;
&lt;br /&gt;
I noticed mention of small worlds.  I have no doubt that they probably reduce lag, but I will argue the creation time issue.  My experience so far has been that &amp;quot;pocket&amp;quot; and &amp;quot;smaller&amp;quot; sized worlds take longer to gen than &amp;quot;Small&amp;quot; and &amp;quot;Medium,&amp;quot; because of the shear volume of rejected attempts in the initial creation stage.  My experience is entirely with 40d and 40d9. [[User:Burlingk|Burlingk]] 01:42, 10 February 2009 (EST)&lt;br /&gt;
:You don't get many rejects with the default configurations for worlds. When you start changing those, yes, rejects will happen, especially if you're trying to fit as much into a pocket sized one as you would into a small. [[User:Shardok|Shardok]] 00:06, 25 August 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Midna</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Undead&amp;diff=38853</id>
		<title>40d Talk:Undead</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Undead&amp;diff=38853"/>
		<updated>2009-02-01T12:11:54Z</updated>

		<summary type="html">&lt;p&gt;Midna: /* Undead Megabeasts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;One question: I had two dwarves that were not always occupied hunt small zombies and skeletons (hoary marmots, mountain goat and such). Apart from getting really good at wrestling, they both seemed to gain &amp;quot;Is used to tragedy&amp;quot; as a character trait. Can anyone confirm that? -- [[User:qwertyu|qwertyu]] 12:34, 9 March 2008 (CET)&lt;br /&gt;
&lt;br /&gt;
:That always happens regardless of what they are killing.&lt;br /&gt;
&lt;br /&gt;
:Should we include the fact that attempting to pit undead animals of any kind will result in them attacking the moment they are released, regardless of how close they are to the pit. (They can be right next to it but still attack the pit-ter once they are out of the cages)&lt;br /&gt;
:--[[User:Umiman|Umiman]] 07:39, 29 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I believe we should put it in as a warning to those who attempt to put captured undead in pits.&lt;br /&gt;
::--Rickola&lt;br /&gt;
&lt;br /&gt;
:::Should it be mentioned that the Undead versions are much more tougher than 'normal' creatures, once I had an entire fortress wiped out by a single Undead Racoon. --[[User:Hoborobo|Hoborobo]] 06:47, 10 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::I think zombies are a lot harder than skeletons.  Maybe undead horses are just absurdly hard anyway, but I put all seven of my starting dwarves on a single zombie horse.  Sure, they were untrained and unarmored and were wrestling it to death (except for the miners), but all seven dwarves went from untrained in wrestling to novice wrestlers, became tired/exhausted, AND two dwarves died and three got yellow/red injuries, before that single zombie horse went down.  Then the other four zombie horses wandered in...  Skeletons seem to be a lot easier to kill. --[[User:Sowelu|Sowelu]] 04:15, 22 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::Though zombies are easy to run away from.  My dwarves sidestep zombies whenever they see them (which is often, on my current map), but skeletons would corner them.  Zombies are, however, famously difficult to kill by wrestling.  Use an axe or sword.--[[User:Maximus|Maximus]] 16:25, 22 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::::Zombies are utterly impossible to kill with wrestling. The only wrestling move that can kill at all is strangling, and zombies don't breathe or bleed. Dwarves set to wrestle undead will only ever destroy them with punches. If you're heading into an evil biome, I'd recommend bringing a well-armed macedwarf! That'll teach 'em to stay dead, pretty darn quick. Swords aren't so good, spears and picks even worse, though axes will do okay. In a pinch, at least make your dwarves shields to bash with. It's a matter of raw damage. --[[User:Navian|Navian]] 17:27, 22 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Skeleton Corpse ==&lt;br /&gt;
&lt;br /&gt;
I have a Skeleton Horse Corpses. That's not normal, right? It appears to have fallen several levels into a river. Adjacent to it (well... adjacent if you ignore the z-difference) are bridge squares and weapon traps. --[[User:Groveller|Groveller]] 11:55, 23 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I saw [http://www.bay12games.com/forum/index.php?topic=22793.0 this report] a while ago on the bugs board. May be worth resurrecting it (especially if you can supply saves)? --[[User:Raumkraut|Raumkraut]] 14:21, 23 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Hmm, just noticed it wasn't on the bugs board, but on the gameplay questions board. May be worth starting a thread on the bugs board then? --[[User:Raumkraut|Raumkraut]] 15:49, 23 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: Ah, the board. I hadn't even looked at that yet. Anyway, the person you linked to posted in the bugs board too, so I guess this is known. I didn't think of getting a save... --[[User:Groveller|Groveller]] 07:24, 25 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Skeletal creatures ==&lt;br /&gt;
&lt;br /&gt;
I was told that skeletal creatures would lose their limbs whenever they hit broken status. Is this true?&lt;br /&gt;
&lt;br /&gt;
As another note, if that is true, I have a bug that occured. Under the assumption broken bones = removed bones for the skeletons, one of my hammerdwarves hit a skeletal dragon so hard that its upper body was instantly mangled, skipping the broken (and thusly removed) state entirely.[[User:Milskidasith|Milskidasith]] 17:17, 9 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Assuming the 'sever on break' tag applies to skeletons, it only applies to limbs. You can't 'sever' a torso. --[[User:Navian|Navian]] 17:27, 22 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Undead Megabeasts ==&lt;br /&gt;
&lt;br /&gt;
Could this be elaborated on a bit? I've never seen an undead megabeast in the legends screen. How does this work? How rare is it (absurdly rare, I guess)? [[User:Lastofthelight|Lastofthelight]]&lt;br /&gt;
&lt;br /&gt;
:I've had a zombie Titan... no idea why it was a zombie but it was the only megabeast i'd seen.  Really, megabeasts are far too rare now that they can be killed off in world gen. --[[User:Squirrelloid|Squirrelloid]] 10:29, 8 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::Agreed. Somehow, I've managed to avoid seeing a megabeast entirely as of yet. Zombies and skeletons are hard enough to find; megabeasts are nearly impossible.&lt;br /&gt;
&lt;br /&gt;
::To be honest, I'm really hoping Toady hurries up and brings back the undead event that was talked about in [[Core components]]. That is, undead dwarves and pets that died in your fortress would pop through the floor and attack you. Spooky. ~ [[User:Midna|Midna]] 07:10, 1 February 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Midna</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Undead&amp;diff=38852</id>
		<title>40d Talk:Undead</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Undead&amp;diff=38852"/>
		<updated>2009-02-01T12:10:26Z</updated>

		<summary type="html">&lt;p&gt;Midna: /* Undead Megabeasts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;One question: I had two dwarves that were not always occupied hunt small zombies and skeletons (hoary marmots, mountain goat and such). Apart from getting really good at wrestling, they both seemed to gain &amp;quot;Is used to tragedy&amp;quot; as a character trait. Can anyone confirm that? -- [[User:qwertyu|qwertyu]] 12:34, 9 March 2008 (CET)&lt;br /&gt;
&lt;br /&gt;
:That always happens regardless of what they are killing.&lt;br /&gt;
&lt;br /&gt;
:Should we include the fact that attempting to pit undead animals of any kind will result in them attacking the moment they are released, regardless of how close they are to the pit. (They can be right next to it but still attack the pit-ter once they are out of the cages)&lt;br /&gt;
:--[[User:Umiman|Umiman]] 07:39, 29 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I believe we should put it in as a warning to those who attempt to put captured undead in pits.&lt;br /&gt;
::--Rickola&lt;br /&gt;
&lt;br /&gt;
:::Should it be mentioned that the Undead versions are much more tougher than 'normal' creatures, once I had an entire fortress wiped out by a single Undead Racoon. --[[User:Hoborobo|Hoborobo]] 06:47, 10 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::I think zombies are a lot harder than skeletons.  Maybe undead horses are just absurdly hard anyway, but I put all seven of my starting dwarves on a single zombie horse.  Sure, they were untrained and unarmored and were wrestling it to death (except for the miners), but all seven dwarves went from untrained in wrestling to novice wrestlers, became tired/exhausted, AND two dwarves died and three got yellow/red injuries, before that single zombie horse went down.  Then the other four zombie horses wandered in...  Skeletons seem to be a lot easier to kill. --[[User:Sowelu|Sowelu]] 04:15, 22 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::Though zombies are easy to run away from.  My dwarves sidestep zombies whenever they see them (which is often, on my current map), but skeletons would corner them.  Zombies are, however, famously difficult to kill by wrestling.  Use an axe or sword.--[[User:Maximus|Maximus]] 16:25, 22 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::::Zombies are utterly impossible to kill with wrestling. The only wrestling move that can kill at all is strangling, and zombies don't breathe or bleed. Dwarves set to wrestle undead will only ever destroy them with punches. If you're heading into an evil biome, I'd recommend bringing a well-armed macedwarf! That'll teach 'em to stay dead, pretty darn quick. Swords aren't so good, spears and picks even worse, though axes will do okay. In a pinch, at least make your dwarves shields to bash with. It's a matter of raw damage. --[[User:Navian|Navian]] 17:27, 22 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Skeleton Corpse ==&lt;br /&gt;
&lt;br /&gt;
I have a Skeleton Horse Corpses. That's not normal, right? It appears to have fallen several levels into a river. Adjacent to it (well... adjacent if you ignore the z-difference) are bridge squares and weapon traps. --[[User:Groveller|Groveller]] 11:55, 23 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I saw [http://www.bay12games.com/forum/index.php?topic=22793.0 this report] a while ago on the bugs board. May be worth resurrecting it (especially if you can supply saves)? --[[User:Raumkraut|Raumkraut]] 14:21, 23 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Hmm, just noticed it wasn't on the bugs board, but on the gameplay questions board. May be worth starting a thread on the bugs board then? --[[User:Raumkraut|Raumkraut]] 15:49, 23 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: Ah, the board. I hadn't even looked at that yet. Anyway, the person you linked to posted in the bugs board too, so I guess this is known. I didn't think of getting a save... --[[User:Groveller|Groveller]] 07:24, 25 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Skeletal creatures ==&lt;br /&gt;
&lt;br /&gt;
I was told that skeletal creatures would lose their limbs whenever they hit broken status. Is this true?&lt;br /&gt;
&lt;br /&gt;
As another note, if that is true, I have a bug that occured. Under the assumption broken bones = removed bones for the skeletons, one of my hammerdwarves hit a skeletal dragon so hard that its upper body was instantly mangled, skipping the broken (and thusly removed) state entirely.[[User:Milskidasith|Milskidasith]] 17:17, 9 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Assuming the 'sever on break' tag applies to skeletons, it only applies to limbs. You can't 'sever' a torso. --[[User:Navian|Navian]] 17:27, 22 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Undead Megabeasts ==&lt;br /&gt;
&lt;br /&gt;
Could this be elaborated on a bit? I've never seen an undead megabeast in the legends screen. How does this work? How rare is it (absurdly rare, I guess)? [[User:Lastofthelight|Lastofthelight]]&lt;br /&gt;
&lt;br /&gt;
:I've had a zombie Titan... no idea why it was a zombie but it was the only megabeast i'd seen.  Really, megabeasts are far too rare now that they can be killed off in world gen. --[[User:Squirrelloid|Squirrelloid]] 10:29, 8 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::Agreed. Somehow, I've managed to avoid seeing a megabeast entirely as of yet. Zombies and skeletons are hard enough to find; megabeasts are nearly impossible.&lt;br /&gt;
&lt;br /&gt;
::To be honest, I'm really hoping Toady hurries up and brings back the undead event that was talked about in [[Core features]]. That is, undead dwarves and pets that died in your fortress would pop through the floor and attack you. Spooky. ~ [[User:Midna|Midna]] 07:10, 1 February 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Midna</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Tantrum&amp;diff=20015</id>
		<title>40d:Tantrum</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Tantrum&amp;diff=20015"/>
		<updated>2009-02-01T11:52:05Z</updated>

		<summary type="html">&lt;p&gt;Midna: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dwarves are fickle creatures, and when pressed to the breaking point of their happiness, they will '''tantrum'''.  A tantruming dwarf may attack people and animals, destroy buildings, or throw things.  The dwarf will receive happy thoughts from doing this.  Those acts are generally considered a [[justice|crime]].&lt;br /&gt;
&lt;br /&gt;
Dwarves will tantrum if they are at the &amp;quot;very unhappy&amp;quot; level of happiness or worse. If a dwarf has created a masterpiece-level item, they will also throw a tantrum if it rots, or is ever destroyed or stolen.  Masterpiece engravings can be destroyed by miners digging out walls or floors.&lt;br /&gt;
&lt;br /&gt;
However, dwarves will not tantrum if a masterwork item is sold to foreigners, or if a masterpiece building is dismantled.&lt;br /&gt;
&lt;br /&gt;
==Tantrum chains==&lt;br /&gt;
&lt;br /&gt;
If any dwarf throws a tantrum in the beginning of the fortress's life, '''it should be taken as a warning.''' When this happens, it often signifies that the ''other'' dwarves are unhappy--and if they aren't already, they probably will be soon.&lt;br /&gt;
&lt;br /&gt;
In more mature fortresses, tantrums have been known to have similarly nasty results. In one [[Boatmurdered|extreme case]], a chain of tantrums was observed which eventually brought the fortress to its metaphorical knees. Chains don't occur particularly often, but when they do, they are extraordinarily hard to stop.&lt;br /&gt;
&lt;br /&gt;
They generally play out something like this:&lt;br /&gt;
&lt;br /&gt;
Dwarf A throws a tantrum, and punches Dwarf B.&lt;br /&gt;
A recovers happily, but B throws a tantrum and smashes the butcher's workshop to bits.&lt;br /&gt;
The butcher, C, tantrums and destroys the table of the closest noble, D.&lt;br /&gt;
D tantrums, starting fights with three other dwarves--A, C, and E.&lt;br /&gt;
All of ''them'' tantrum, and C is taken into custody.&lt;br /&gt;
E gets busy and smacks B. Meanwhile, C is killed by the hammerdwarf, accidentally or otherwise.&lt;br /&gt;
C's friends, F, G, H, I, J, ''and K,'' all tantrum and do other nasty things.&lt;br /&gt;
Everybody eventually tantrums and the fortress production grinds to a halt.&lt;br /&gt;
Everybody starves, throws themselves into a volcano, or otherwise dies.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dwarves]]&lt;br /&gt;
[[Category:Thoughts]]&lt;/div&gt;</summary>
		<author><name>Midna</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Tantrum&amp;diff=45159</id>
		<title>40d Talk:Tantrum</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Tantrum&amp;diff=45159"/>
		<updated>2009-02-01T11:51:12Z</updated>

		<summary type="html">&lt;p&gt;Midna: /* Riots */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Drafting ==&lt;br /&gt;
&lt;br /&gt;
It seems tantruming dwarves can be drafted and will act completely normally...Has anyone else seen this?  My dwarf was already drafted before he was tantruming (I was testing on the destruction of artifacts heh), so maybe it makes a difference, but I was able to deactive/reactive his squad.&lt;br /&gt;
&lt;br /&gt;
== Riots ==&lt;br /&gt;
&lt;br /&gt;
Shouldn't someone edit this page to include the chain reaction of destruction that can cause a whole fortress to tear itself apart?  Like when a dwarf gets mad, he destroys the carpenter's shop, the carpenter gets mad, destroys a few tables in the dining room, gets arrested and hammered to death, which makes all his friends go on a rampage and so on.  I'd edit it myself, but I have no firsthand experience, and I'm not sure of the odds of something like this happening.  ([[Boatmurdered]] is a fine example.)  --[[User:Smartmo|Smartmo]] 16:50, 13 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:Done. ~ [[User:Midna|Midna]] 06:51, 1 February 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Midna</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Tantrum&amp;diff=20014</id>
		<title>40d:Tantrum</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Tantrum&amp;diff=20014"/>
		<updated>2009-02-01T11:50:36Z</updated>

		<summary type="html">&lt;p&gt;Midna: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dwarves are fickle creatures, and when pressed to the breaking point of their happiness, they will '''tantrum'''.  A tantruming dwarf may attack people and animals, destroy buildings, or throw things.  The dwarf will receive happy thoughts from doing this.  Those acts are generally considered a [[justice|crime]].&lt;br /&gt;
&lt;br /&gt;
Dwarves will tantrum if they are at the &amp;quot;very unhappy&amp;quot; level of happiness or worse. If a dwarf has created a masterpiece-level item, they will also throw a tantrum if it rots, or is ever destroyed or stolen.  Masterpiece engravings can be destroyed by miners digging out walls or floors.&lt;br /&gt;
&lt;br /&gt;
However, dwarves will not tantrum if a masterwork item is sold to foreigners, or if a masterpiece building is dismantled.&lt;br /&gt;
&lt;br /&gt;
If any dwarf throws a tantrum in the beginning of the fortress's life, '''it should be taken as a warning.''' When this happens, it often signifies that the ''other'' dwarves are unhappy--and if they aren't already, they probably will be soon.&lt;br /&gt;
&lt;br /&gt;
In more mature fortresses, tantrums have been known to have similarly nasty results. In one [[Boatmurdered|extreme case]], a chain of tantrums was observed which eventually brought the fortress to its metaphorical knees. Chains don't occur particularly often, but when they do, they are extraordinarily hard to stop.&lt;br /&gt;
&lt;br /&gt;
They generally play out something like this:&lt;br /&gt;
&lt;br /&gt;
Dwarf A throws a tantrum, and punches Dwarf B.&lt;br /&gt;
A recovers happily, but B throws a tantrum and smashes the butcher's workshop to bits.&lt;br /&gt;
The butcher, C, tantrums and destroys the table of the closest noble, D.&lt;br /&gt;
D tantrums, starting fights with three other dwarves--A, C, and E.&lt;br /&gt;
All of ''them'' tantrum, and C is taken into custody.&lt;br /&gt;
E gets busy and smacks B. Meanwhile, C is killed by the hammerdwarf, accidentally or otherwise.&lt;br /&gt;
C's friends, F, G, H, I, J, ''and K,'' all tantrum and do other nasty things.&lt;br /&gt;
Everybody eventually tantrums and the fortress production grinds to a halt.&lt;br /&gt;
Everybody starves, throws themselves into a volcano, or otherwise dies.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dwarves]]&lt;br /&gt;
[[Category:Thoughts]]&lt;/div&gt;</summary>
		<author><name>Midna</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Raw_adamantine&amp;diff=15491</id>
		<title>40d Talk:Raw adamantine</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Raw_adamantine&amp;diff=15491"/>
		<updated>2009-02-01T09:13:50Z</updated>

		<summary type="html">&lt;p&gt;Midna: /* Always getting ore */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I'm a little surprised at the lack of detail here, especially considering the importance of this material in the last version.  It sounds like it might not be guaranteed anymore, though.. --[[User:BDR|BDR]] 19:47, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Be Bold, add to the material page. I havent found it yet. So I know little. --[[User:Soyweiser|Soyweiser]] 20:14, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::If I knew enough to add to it, I would.  I suppose it's possible to just copy over an old page, but according to the forums there may be less danger associated with it such that it could use a different write-up. --[[User:BDR|BDR]] 17:02, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Always getting ore ==&lt;br /&gt;
&lt;br /&gt;
I'm have talented and expert miners digging veins of adamantine, and I've yet to see one mine a tile without leaving a chuck of ore. Does adamantine always leave ore regardless of miner skill? [[User:HeWhoIsPale|HeWhoIsPale]] 19:02, 6 October 2008 (EDT)&lt;br /&gt;
:It's pure luck. Adamantine is nothing special in that manner. --[[User:GreyMario|GreyMaria]] 21:32, 6 October 2008 (EDT)&lt;br /&gt;
::It just seemed a little odd that with over 100 tiles of adamantine mined, everyone dropped an ore independent of the skill of the miner and it seemed normally spread for other rocks. [[User:HeWhoIsPale|HeWhoIsPale]] 09:05, 7 October 2008 (EDT)&lt;br /&gt;
:::My dabbling miner is getting ore every time, there is no way this is just luck. Either adamantine has a bonus to ore returning chances (I'm guessing a 100% chance), or my fort is bugged. [[User:HeWhoIsPale|HeWhoIsPale]] 09:47, 10 October 2008 (EDT)&lt;br /&gt;
::::Current versions of DF have a much smaller chance of losing stone/ore from mining. Make a test in regular rock to compare. [[User:Zaratustra|Zaratustra]] 10:20, 10 October 2008 (EDT)&lt;br /&gt;
:::::I am. My miners dig out a 3x10 room of Talc and leave a few (3-6) stones. The dig out 100+ tiles of adamantine and leave ore for  every single tile. I do not get similar results for other ores or gems. I would have just chalked this up to chance if the difference wasn't an order of magnitude greater. I have not modified the game in anyway other then messing with the tileset in the init file. [[User:HeWhoIsPale|HeWhoIsPale]] 09:42, 14 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I am getting this too. how odd is that. it must be that your miners are so careful with mining it that they try to always get some ore ou of it, because of how valuable it is. unless this is some freak chance. I added it to the article. --[[User:Destor|Destor]] 16:37, 28 November 2008 (EST)&lt;br /&gt;
:Alternately, it could be the fact that adamantine is nearly flipping indestructable. ~ [[User:Midna|Midna]] 04:13, 1 February 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Midna</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Gremlin&amp;diff=45995</id>
		<title>40d Talk:Gremlin</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Gremlin&amp;diff=45995"/>
		<updated>2009-02-01T09:10:31Z</updated>

		<summary type="html">&lt;p&gt;Midna: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Possible verification for gremlins pulling levers -- they have the [MISCHIEVIOUS] flag, unlike any other creature. --[[User:Corona688|Corona688]] 01:26, 15 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:They did in the old version, but I think they don't even spawn in the new version.  I remember Toady saying he wanted to bring the gremlins back, along with other improvements to chasm civilization(s).--[[User:Maximus|Maximus]] 01:42, 15 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:: I saw a gremlin in my current fortress (40d), but I haven't seen him pulling any lever. But he was not next to my levers before I killed him, so I can tell you if they still do that. [[User:Timst|Timst]] 03:11, 15 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Confirmed. I've seen an annoyingly large number of gremlins wandering around; they were given names (along with the dozen or so cave-swallowmen nearby in the chasm) by the dwarves, which spammed me half to death with messages akin to &amp;quot;THE DWARVES HAVE GIVEN A RESIDENT _______ THE NAME _______.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:::No evidence of lever-pulling or other mischief; however, they do have a nasty tendancy to scare the hell out of any dwarves that wander by to get a drink. (There were three or four immediately visible ones when I checked the {{k|u}}nits screen; I don't know how many more might have been hiding in the other hidden features.) ~ [[User:Midna|Midna]] 03:38, 5 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::UPDATE! Modifying drow into the game using elves as a template provided interesting results. In fact, due to the ability to bring pretty much any tameable animal with them from embark, I ended up bringing a gremlin with me.&lt;br /&gt;
:::This is where the fun started.&lt;br /&gt;
:::It ''seems'' that any sentient creature which is used as a pet is '''usable as one of your units.''' The gremlin popped up with the a name and the title &amp;quot;Gremlin Ambusher,&amp;quot; which leads me to believe that it was capable of working. I didn't get to test it, though. And for all intents and purposes, it seems as though I'd started with eight units, though I noted a few odd things. (If I recall correctly, it didn't have preferences due to not having an entity associated with it.) You could view the thoughts, though, which was an interesting feature.&lt;br /&gt;
:::This was discovered in 40d, and as such I suggest more testing. ~ [[User:Midna|Midna]] 04:09, 1 February 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Midna</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Gremlin&amp;diff=45994</id>
		<title>40d Talk:Gremlin</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Gremlin&amp;diff=45994"/>
		<updated>2009-02-01T09:09:24Z</updated>

		<summary type="html">&lt;p&gt;Midna: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Possible verification for gremlins pulling levers -- they have the [MISCHIEVIOUS] flag, unlike any other creature. --[[User:Corona688|Corona688]] 01:26, 15 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:They did in the old version, but I think they don't even spawn in the new version.  I remember Toady saying he wanted to bring the gremlins back, along with other improvements to chasm civilization(s).--[[User:Maximus|Maximus]] 01:42, 15 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:: I saw a gremlin in my current fortress (40d), but I haven't seen him pulling any lever. But he was not next to my levers before I killed him, so I can tell you if they still do that. [[User:Timst|Timst]] 03:11, 15 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Confirmed. I've seen an annoyingly large number of gremlins wandering around; they were given names (along with the dozen or so cave-swallowmen nearby in the chasm) by the dwarves, which spammed me half to death with messages akin to &amp;quot;THE DWARVES HAVE GIVEN A RESIDENT _______ THE NAME _______.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:::No evidence of lever-pulling or other mischief; however, they do have a nasty tendancy to scare the hell out of any dwarves that wander by to get a drink. (There were three or four immediately visible ones when I checked the {{k|u}}nits screen; I don't know how many more might have been hiding in the other hidden features.) ~ [[User:Midna|Midna]] 03:38, 5 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::UPDATE! Modifying drow into the game using elves as a template provided interesting results. In fact, due to the ability to bring pretty much any tameable animal with them from embark, I ended up bringing a gremlin with me.&lt;br /&gt;
:::This is where the fun started.&lt;br /&gt;
:::It ''seems'' that any sentient creature which is used as a pet is '''useable as one of your units.''' The gremlin popped up with the a name and the title &amp;quot;Gremlin Ambusher,&amp;quot; which leads me to believe that it was capable of working. I didn't get to test it, though. And for all intents and purposes, it seems as though I'd started with eight units, though I noted a few odd things. (If I recall correctly, it didn't have preferences due to not having an entity associated with it.) You could view the thoughts, though, which was an interesting feature.&lt;br /&gt;
:::This was discovered in 40d, and as such I suggest more testing. ~ [[User:Midna|Midna]] 04:09, 1 February 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Midna</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Gremlin&amp;diff=45993</id>
		<title>40d Talk:Gremlin</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Gremlin&amp;diff=45993"/>
		<updated>2009-02-01T09:08:58Z</updated>

		<summary type="html">&lt;p&gt;Midna: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Possible verification for gremlins pulling levers -- they have the [MISCHIEVIOUS] flag, unlike any other creature. --[[User:Corona688|Corona688]] 01:26, 15 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:They did in the old version, but I think they don't even spawn in the new version.  I remember Toady saying he wanted to bring the gremlins back, along with other improvements to chasm civilization(s).--[[User:Maximus|Maximus]] 01:42, 15 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:: I saw a gremlin in my current fortress (40d), but I haven't seen him pulling any lever. But he was not next to my levers before I killed him, so I can tell you if they still do that. [[User:Timst|Timst]] 03:11, 15 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Confirmed. I've seen an annoyingly large number of gremlins wandering around; they were given names (along with the dozen or so cave-swallowmen nearby in the chasm) by the dwarves, which spammed me half to death with messages akin to &amp;quot;THE DWARVES HAVE GIVEN A RESIDENT _______ THE NAME _______.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:::No evidence of lever-pulling or other mischief; however, they do have a nasty tendancy to scare the hell out of any dwarves that wander by to get a drink. (There were three or four immediately visible ones when I checked the {{k|u}}nits screen; I don't know how many more might have been hiding in the other hidden features.) ~ [[User:Midna|Midna]] 03:38, 5 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::UPDATE! Modifying drow into the game using elves as a template provided interesting results. In fact, due to the ability to bring pretty much any tameable animal with them from embark, I ended up bringing a gremlin with me.&lt;br /&gt;
:::This is where the fun started.&lt;br /&gt;
:::It ''seems'' that any sentient creature which is used as a pet is '''useable as one of your units.''' The gremlin popped up with the a name and the title &amp;quot;Gremlin Ambusher,&amp;quot; which leads me to believe that it was capable of working. I didn't get to test it, though. And for all intents and purposes, it seems as though I'd started with eight units, though I noted a few odd things. (If I recall correctly, it didn't have preferences due to not having an entity associated with it.) You could view the thoughts, though, which was an interesting feature.&lt;br /&gt;
:::This was discovered in 40d, and as such I suggest more testing.&lt;/div&gt;</summary>
		<author><name>Midna</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Elephant&amp;diff=863</id>
		<title>40d Talk:Elephant</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Elephant&amp;diff=863"/>
		<updated>2009-02-01T09:01:35Z</updated>

		<summary type="html">&lt;p&gt;Midna: /* Animal rivalry? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==initial postings==&lt;br /&gt;
I changed the line about cave features, but left the rest alone. Are there any other parts that are no longer accurate in this version?--[[User:BahamutZERO|BahamutZERO]] 15:07, 29 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Someone told me that Toady mentioned he had toned down the elephant aggressivness in one of his daily dev posts, does anyone know anything more about that? I don't want to end up having put up a completely out-of-date article. :P --[[User:BahamutZERO|BahamutZERO]] 15:58, 29 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Elephants seem totally non-agressive now, I don't know if they even defend themselves when attacked. I had a dwarven caravan guard slaughter 3 of them without a single wound, all the elephants did was run even when the dwarf was right next to them.  Of course, the dwarf guards have steel instead of iron now, but still, I think elephants are no longer a real threat. --[[User:BurnedToast|BurnedToast]] 02:55, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Then I think Unicorns may have taken their place; in a way they're even worse because they went about slaughtering a bunch of elves without any provocation at all. --[[User:BDR|BDR]] 14:07, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Oh, the irony of that, eh? --[[User:Xotes|Xotes]] 14:21, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Yep, I didn't fail to notice the new analogy; Elephants:Dwarves::Unicorns:Elves. :D --[[User:BDR|BDR]] 15:23, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
I deleted most of the old information from the page, yes it was funny but after sending a raw peasant to hunt elephants with an axe and having him bring back multiple elephant corpses I decided it was time to change it. Please DO rewrite it and make it better, please DO NOT just revert the old one. --[[User:BurnedToast|BurnedToast]] 10:14, 18 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I think this article needs to be preserved for its humor, if nothing else.  Can we move it to a 'fun stuff' category of articles?&lt;br /&gt;
&lt;br /&gt;
:There's always the archives. -- [[User:Zaratustra|Zaratustra]] 15:22, 29 November 2007 (EST)&lt;br /&gt;
==Elephants as trade items==&lt;br /&gt;
Having a legendary stone carver, I just traded a bunch of stone junk for a caged elephant. Any ideas what to do with it? Any chance I can get a breeding pair by trading more *stone junk* ?[[User:GarrieIrons|GarrieIrons]] 05:41, 6 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==In Real Life?==&lt;br /&gt;
&lt;br /&gt;
Do we really need this section.  There's a whole other wiki that does that, after all... --[[User:Squirrelloid|Squirrelloid]] 09:42, 7 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:Ok, I'm removing it. --[[User:Squirrelloid|Squirrelloid]] 10:35, 8 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::Probably a good call. It must have been using mind-control beams on me or something, because for some reason I couldn't decide if it should stay or not...--[[User:Quil|Quil]] 17:27, 8 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::It was left over from the Archive version, where we worried our negative outlook on The Blood-Soaked Tusked Fiend might affect our real-world attitudes and treatment of elephants. --[[User:Jellyfishgreen|Jellyfishgreen]] 06:42, 9 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Animal rivalry? ==&lt;br /&gt;
&lt;br /&gt;
Come to think of it, Toady really ''did'' tone down their aggressiveness, but some other odd stuff is happening, possibly as a result. Recently, I had a herd of elephants on the map, which, naturally, garnered an ''Oh dear god no'' from me; however, the elephants just wandered by my dwarves, at which point a fire imp popped out of the nearby volcano and lobbed a fireball at one.&lt;br /&gt;
&lt;br /&gt;
In all honesty, I found this absolutely hilarious, until it went after one of my dwarves and set the entire forest on fire. The dwarf died a painful death and I withdrew the rest of them while it wandered around, eventually returning to the volcano. (Or so I assume.)&lt;br /&gt;
&lt;br /&gt;
I still haven't found the little bugger. ~ [[User:Midna|Midna]] 04:00, 1 February 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Midna</name></author>
	</entry>
</feed>