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		<title>40d:Challenges</title>
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		<summary type="html">&lt;p&gt;Myroc: /* Nay, no ponderous stone doors or shining silver arcades, not while I live! */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:''Part of this article was originally taken from the DF forums thread [http://www.bay12games.com/forum/index.php?topic=466.0 &amp;quot;Goal-Based Dwarf Fortress&amp;quot;].''&lt;br /&gt;
&lt;br /&gt;
The general goal of [[Fortress Mode]] is to survive, acquire wealth, defend your wealth, and become the capital of your civilization. However, many players find that fighting off repeated [[siege|sieges]] and keeping their people alive just isn't enough anymore. They begin to experiment with different sets of objectives, themes, and restrictions in search of more [[fun]]. These are some goals to attempt or use as inspiration.&lt;br /&gt;
&lt;br /&gt;
== ASPCA ==&lt;br /&gt;
* No [[animals]]&lt;br /&gt;
&lt;br /&gt;
Don't bring any [[animals|pets]]. Furthermore, due to the possibility of animals being caught in them, don't build any [[traps]], either. If [[immigrants]] bring pets, get rid of the pets somehow. (If you're a particularly rabid ASPCA member, you could get rid of the pet-bearing immigrants, too, but that's probably excessive.)&lt;br /&gt;
&lt;br /&gt;
== City-States ==&lt;br /&gt;
* No [[skill]]s&lt;br /&gt;
* 7 or multiple of 7 of everything you bring&lt;br /&gt;
&lt;br /&gt;
At the start your dwarves split everything equally and move to 7 different locales that are not interconnected. They have to mine their own rooms, plant their own crops, use their own craft piles. This will probably require a bit of cross-fertilization until you get [[door]]s and can lock everyone in, but after that it is every dwarf for him/herself!&lt;br /&gt;
&lt;br /&gt;
== Dieting Dwarves ==&lt;br /&gt;
'''Fishing village'''&lt;br /&gt;
&lt;br /&gt;
Give your dwarves only the fishing skill and other fishing related skills (like bonecrafting.) Try to survive off a [[fish]] only diet. Flood the river and build houses above it so the dwarves can fish through their floors. There will be an extra challenge if the river freezes in the winter.&lt;br /&gt;
&lt;br /&gt;
'''Carnivore'''&lt;br /&gt;
&lt;br /&gt;
* No plants or seeds&lt;br /&gt;
&lt;br /&gt;
Only eat strays, pets, and animals you trap and hunt. No farming or plant gathering. Keep all your pets in cages and care for them as little as possible. Eat your dwarves' pets first for an extra challenge. If this upsets your dwarves, ridicule or ignore them. (If you are particularly heartless, you could cage those dwarves as well because anyone that empathizes with animals doesn't deserve any rights either.)&lt;br /&gt;
&lt;br /&gt;
'''Vegan'''&lt;br /&gt;
&lt;br /&gt;
In essence, construct an [http://archive.dwarffortresswiki.net/index.php/Main_Glade Elven Forest]: The [[Challenges#Hippy challenge|Hippy Challenge]].&lt;br /&gt;
&lt;br /&gt;
'''IOGT/AA'''&lt;br /&gt;
&lt;br /&gt;
* No alcohol&lt;br /&gt;
&lt;br /&gt;
Quite possibly, this is the cruelest challenge that your dwarves can be given. Don't ever brew any alcohol. Build [[well]]s instead and watch your now teetotaller dwarves work slower and slower by the season.&lt;br /&gt;
&lt;br /&gt;
== Hippy challenge ==&lt;br /&gt;
&lt;br /&gt;
Peace, man. Don't harm any plants except those you plant yourself. Don't cut down any trees, and don't trade for logs with the filthy humans or dwarves who do. You can trade for plants with the elves, they understand your environmental code. Don't burn any coal, do you know what that does to the environment, man? Never cause any creature's death, so no military, and no lethal traps. You can use cage traps, and either tame the creatures you catch, or release them back into the wild, far from your fort.&lt;br /&gt;
&lt;br /&gt;
For an extra challenge try this in an area with a goblin fort or cave.&lt;br /&gt;
&lt;br /&gt;
== Diplomacy ==&lt;br /&gt;
* Six dwarves with only social [[skill]]s&lt;br /&gt;
* One skilled dwarf&lt;br /&gt;
&lt;br /&gt;
Six courtiers of the king's court made some ill-advised remarks within earshot of the king, and as a result have been ordered to go found an outpost. They've hired you to make sure they survive. The six nobles only have social skills and refuse to do any work that is beneath them.&lt;br /&gt;
&lt;br /&gt;
== Fort Geneva ==&lt;br /&gt;
* Build only nonlethal (cage) traps&lt;br /&gt;
* Sentient creatures ([[Goblins]], etc.) are to be considered prisoners of war and treated humanely&lt;br /&gt;
* Suggested provisions for prisoners: a bed, a personal cell, a commons area, aboveground exercise yard, and the clothes the creature was wearing when captured&lt;br /&gt;
* Inspiration: [http://en.wikipedia.org/wiki/Geneva_Conventions Geneva Conventions]&lt;br /&gt;
&lt;br /&gt;
== Hermit ==&lt;br /&gt;
* No [[skill]]s&lt;br /&gt;
* One [[pick]] and no other supplies&lt;br /&gt;
&lt;br /&gt;
A well known and popular challenge. Kill off the 6 starting dwarves and any [[immigrants]] as they arrive, and try to make a living for the last dwarf.&lt;br /&gt;
&lt;br /&gt;
== Humanlike Fortress ==&lt;br /&gt;
Pretend you're a filthy above-ground dwelling [[Human|humie]].&lt;br /&gt;
* Build a town wall.&lt;br /&gt;
**Only hovels and farms outside the town walls.&lt;br /&gt;
*House your dwarves in small town homes &lt;br /&gt;
**5-10 dwarves per house (they had pretty big families back in the day)&lt;br /&gt;
**upstairs bedrooms, small dining room, maybe a single level basement.&lt;br /&gt;
*House your workshops according to profession, not conveinance.&lt;br /&gt;
*Build warehouses for stockpiles, and set guards outside them.&lt;br /&gt;
*Create a keep, with its own wall, barracks, treasury, etc. And house your nobles within the keep.&lt;br /&gt;
*Create a market square.&lt;br /&gt;
*Create a main street from the town wall to the market square and/or keep. Well-paved blocks, statues and decorative shubbery are a must.&lt;br /&gt;
*No underground interconnections between different areas.&lt;br /&gt;
*For obtaining stone, metal, et.c. a mine must be built, but must have separate entrance from other buildings, can be outside the fortress, but must not have a connection within it, or vice versa.&lt;br /&gt;
* BONUS: Make a fountain at least 3 Z squares high in the center of the keep, with a +statue+(or better) on top of it.&lt;br /&gt;
* BONUS: The fortress is built around a human town.&lt;br /&gt;
* BONUS: Town has an awesome inn operating in same building as the brewery. REGULAR parties there, or it isn't good enough!&lt;br /&gt;
* BONUS: All booze is kept within a town inn.&lt;br /&gt;
* BONUS: An above ground farm complete with crops and cows,mules,horses,etc.&lt;br /&gt;
* BONUS+: Modify the raws and actually use humans to make the fort. &lt;br /&gt;
* ÜBERBONUS : Make all of the fortress out of wood. And have a dragon attack it. Send us pictures!&lt;br /&gt;
&lt;br /&gt;
== Hunting Party ==&lt;br /&gt;
* One marksman/ambusher&lt;br /&gt;
* Two camp servants (e.g. one cook/brewer/herbalist, one butcher/tanner/leatherworker/woodcutter)&lt;br /&gt;
* Four clients, all dabbling in marksman/ambusher but with primarily civilian skills.&lt;br /&gt;
&lt;br /&gt;
No anvil, lots of hunting dogs ... and a haunted wood. (In a terrifying wood, you may find all the trees &amp;amp; plants are dead, severely reducing long-term prospects.)&lt;br /&gt;
&lt;br /&gt;
== Immigration and customs enforcement ==&lt;br /&gt;
* One miner/mason/architect&lt;br /&gt;
* One woodcutter/carpenter/architect&lt;br /&gt;
* Five military dwarves&lt;br /&gt;
&lt;br /&gt;
No anvil, lots of food, in a canyon - spend the first year building fortifications to interdict traffic. Immigrants can build a town around you, but your original dwarves remain dedicated to their mission.&lt;br /&gt;
&lt;br /&gt;
== Nay, no ponderous stone doors or shining silver arcades, not while I live! ==&lt;br /&gt;
&lt;br /&gt;
The new king has decided rocks and metals can no longer be used in construction. He'll be overthrown shortly, but in the meantime construct your fortress using only &amp;lt;material&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Anything that can be made out of &amp;lt;material&amp;gt; will be made only from &amp;lt;material&amp;gt;. Doors, chairs, floodgates, bridges, stairs, workshops, towers, you name it.&lt;br /&gt;
&lt;br /&gt;
'''Wooden'''&lt;br /&gt;
&lt;br /&gt;
Make everything that you can out of wood. That means nothing underground, though you may excavate to make areas above-ground. Bonus points for bringing no wood at the start and/or going to a treeless area.&lt;br /&gt;
&lt;br /&gt;
'''Glass'''&lt;br /&gt;
&lt;br /&gt;
Construct an above-ground fortress made entirely out of glass. Bonus points for not using magma or using clear and crystal glass exclusively.&lt;br /&gt;
&lt;br /&gt;
'''Soap'''&lt;br /&gt;
&lt;br /&gt;
Cleanliness is next to godliness! Soap is in the form of bars, and so can be used as a building material just like any other type of bar. Show those elven traders just how much you despise their philosophies by building your trading outpost out of stuff derived from dead trees ''and'' dead animals. Too many cats? Build with cat tallow soap.&lt;br /&gt;
&lt;br /&gt;
'''Variation:''' Choose one type of rock, one type of metal, one type of gem, and one type of wood. Your whole fortress must be made from these items. You may further narrow it down to bones, skin, and other from one animal, one type of glass, etc. If any artifacts are made using a forbidden item, chuck into lava, a river, or a chasm (you may need to throw the dwarf who made it in as well, since he will throw a tantrum).&lt;br /&gt;
&lt;br /&gt;
== Luddite ==&lt;br /&gt;
* No mechanics or [[mechanism]]s&lt;br /&gt;
* No [[machine]]s&lt;br /&gt;
&lt;br /&gt;
[[Traps]] and moving [[bridge]]s are forbidden, water moved for [[farming]] must be accomplished by hand.&lt;br /&gt;
&lt;br /&gt;
== Master Of One ==&lt;br /&gt;
* All starting dwarves can have one skill and one skill only&lt;br /&gt;
* No changes are allowed on any dwarf's labor screen&lt;br /&gt;
* All immigrants must stay with the profession(s) they arrive with&lt;br /&gt;
* All peasants must be activated into the military&lt;br /&gt;
Alternatively,&lt;br /&gt;
* All starting dwarves can have one skill and one skill only&lt;br /&gt;
* No changes are allowed on any dwarf's labor screen, except that hauling may be disabled. You may not enable hauling.&lt;br /&gt;
* All immigrants must stay with the profession(s) they arrive with, and only military that immigrates recruited may be military.&lt;br /&gt;
&lt;br /&gt;
== Outcast ==&lt;br /&gt;
* No [[skill]]s&lt;br /&gt;
* One [[pick]] and no other supplies&lt;br /&gt;
&lt;br /&gt;
Same as the hermit challenge, only with multiple hermits. Turn off immigrants or kill them. Turn away merchants. If they don't leave, kill them.&lt;br /&gt;
&lt;br /&gt;
== The Mad Butcher ==&lt;br /&gt;
&amp;lt;sub&amp;gt;(this requires a tiny amount of editing to the raws)&amp;lt;/sub&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
#Edit Dwarf Fortress\Raw\object\Creature_Domestic.txt. Remove the tag [BUTCHERABLE_NONSTANDARD] from cats and dogs. &amp;lt;br&amp;gt;&lt;br /&gt;
#Start with a normal build except:&lt;br /&gt;
#*One dwarf should be a dedicated butcher/leather worker&lt;br /&gt;
#*buy minimal food&lt;br /&gt;
#*bring as many puppies or kittens as possible&lt;br /&gt;
#Drop all your puppies or kittens into cages or into animal pits as soon as possible. &amp;lt;br&amp;gt;&lt;br /&gt;
#Dig a shaft 10 or more Z-levels deep, mark the top an animal pit.&amp;lt;br&amp;gt;&lt;br /&gt;
#At the bottom of the shaft set up a butcher shop, a tanner shop, a bedroom, and some food and leather stockpiles.&amp;lt;br&amp;gt;&lt;br /&gt;
#Set it all up so that the mad butcher cannot escape.&amp;lt;br&amp;gt;&lt;br /&gt;
#As you need food, begin selecting animals to be dropped into your deep pit, next to the butcher. &amp;lt;br&amp;gt;&lt;br /&gt;
#See how long a single butcher, butchering splattered kittens, can keep your fortress fed! Cooking and farming are cheating... raw meat for everyone!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== This. Is. SPARTAAAA! ==&lt;br /&gt;
&lt;br /&gt;
At least 50% of your dwarves should be military 100% of the time, and train in spears, shield use and [[wrestling]]. All other dwarves are &amp;quot;helots&amp;quot; and shouldn't be given any skills &amp;amp;ndash; they can be pressed into the military during times of war, but given no equipment or at most a bare minimum of inferior weapons. Do not use crossbows or traps. Kill maimed dwarves.&lt;br /&gt;
&lt;br /&gt;
You should refuse trade with caravans, instead attacking them if possible. Whenever a messenger appears promptly enter aggressive negotiations and then throw them down the well screaming &amp;quot;THIS IS SPAARRTAAAAA...&amp;quot; at your monitor. You should forbid the use of gold and silver, etc., the making of crafts, and the smoothing of walls or any other task that makes your fortress &amp;quot;beautiful&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
You shouldn't create chainmail or plate armour. You should only brew wine.&lt;br /&gt;
&lt;br /&gt;
Note that the above suggestions are modelled on the popular movie [http://en.wikipedia.org/wiki/300_(film) 300], which was historically inaccurate. For a more &amp;quot;realistic dwarven Sparta&amp;quot;, try reading the wiki article on [http://en.wikipedia.org/wiki/Sparta#Society the real Sparta]&lt;br /&gt;
&lt;br /&gt;
== Human &amp;quot;alliance&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
Start a game centered on a human town. Build a wall around the town in stone, using a mine under the town. Do not take anything from the town, though the human guards will probably help with any sieges. For an extra challenge after finishing the wall, dig down to the [[aquifer]] and flood the town.&lt;br /&gt;
&lt;br /&gt;
== Stealth ==&lt;br /&gt;
&lt;br /&gt;
Create a hidden outpost close to a goblin lair. Impact the outside as minimally as possible - dig down right away, and deconstruct the wagon ASAP. No building outside or even going outside. Once your army is ready, launch a surprise attack.&lt;br /&gt;
&lt;br /&gt;
== Temple ==&lt;br /&gt;
&lt;br /&gt;
Designing a temple to Armok. Aesthetics count - the god will be very angry if there are no stained-glass windows and domed ceilings carved with frescoes. To gain more favor, make regular sacrifices and keep the fountains and rivers red with [[blood]].&lt;br /&gt;
&lt;br /&gt;
== The great brewery ==&lt;br /&gt;
&lt;br /&gt;
Disaster has struck the kingdom. A strangely glowing [[Fire|‼]]&amp;lt;nowiki&amp;gt;&amp;lt;/nowiki&amp;gt;peasant[[Fire|‼]] visited the greatest brewery of the empire, and as a result the whole thing exploded. No time for weeping &amp;amp;mdash; create its successor, a fort dedicated to alcohol production, and get the alcohol supplies flowing! Try to make the widest variety possible, and give or trade it to the dwarven [[caravan]] each year.&lt;br /&gt;
&lt;br /&gt;
== Castle ==&lt;br /&gt;
&lt;br /&gt;
Build a castle, greater than anything built by human, elf or dwarf. This is highly time&lt;br /&gt;
consuming if you want it to be a good castle. There must be floor indoors, and no underground&lt;br /&gt;
constructions except for mining operations and cellars. For an even greater challenge, build&lt;br /&gt;
a gigantic tower in the middle, where the nobles stay.&lt;br /&gt;
&lt;br /&gt;
== Wealth ==&lt;br /&gt;
&lt;br /&gt;
The kingdom's coffers need lining, so hop to! Found a fort and start accumulating wealth as fast as possible. Attain as high a fortress value as possible, and make most of your wealth into coins for the vault. Try to beat your record for one year, two years, or five years.&lt;br /&gt;
&lt;br /&gt;
== Assassination ==&lt;br /&gt;
&lt;br /&gt;
Your group of seven has been chosen to assault a goblin fortress &amp;amp;ndash; and you're not getting any backup. Turn off immigration, and try to slay the goblin leader and escape without casualties. For extra challenge, bring no picks.&lt;br /&gt;
&lt;br /&gt;
== Biodome ==&lt;br /&gt;
&lt;br /&gt;
All material, seeds, food, tools, and dwarves must be in the fortress within one year. Then, seal up the entrance. Any new immigrants... well, they might be in trouble. Survive for as long as possible!&lt;br /&gt;
&lt;br /&gt;
No chasms/underground rivers/magma vents allowed.&lt;br /&gt;
&lt;br /&gt;
== Retirement resort ==&lt;br /&gt;
&lt;br /&gt;
Build a dwarven paradise, free from labor. All peasant immigrants should be removed from every job, including hauling, and given a great place to live. Make sure to include fun activities and plenty of parties.&lt;br /&gt;
&lt;br /&gt;
== Commune ==&lt;br /&gt;
&lt;br /&gt;
All your dwarves have all labors enabled. Dwarves sleep only in barracks, and no dwarf, including administrators, can be assigned any personal rooms. If the nobles find this upsetting, don't hesitate to make the corridors run red with the [[blood]] of the bourgeoisie. Obviously, don't mint any coins either. (Dwarves can take turns with wood cutting and mining, since they can't have both at once.)&lt;br /&gt;
&lt;br /&gt;
== Underwater fortress ==&lt;br /&gt;
&lt;br /&gt;
Encase your entire fortress in [[water]]! Your fortress should be watersealed: surrounded by water against all [[wall]]s and the top of the fortress.&lt;br /&gt;
* Bonus: Build all water-touching walls/roof in clear glass!&lt;br /&gt;
* Bonus: Use [[magma]] instead of water!&lt;br /&gt;
* Bonus: Build it in the [[ocean]] or a non-freezing lake&lt;br /&gt;
* Bonus: Build large glass domes that encase the fortress. A dome 20 tiles wide should be 20 z-levels tall. Which may be hard to cover in water.&lt;br /&gt;
* Mod: Make your dwarves amphibious and include airlocks between the wet fortress and the dry.&lt;br /&gt;
&lt;br /&gt;
== Mountain audit/core sample ==&lt;br /&gt;
&lt;br /&gt;
Start in a mountainous area and strip mine everything down, down, down to ground level. Stockpile everything, and calculate the mountain's composition. For kicks, try not excavating one tile on each z-level. You'll be left with one enormous core sample.&lt;br /&gt;
&lt;br /&gt;
== Segregation ==&lt;br /&gt;
&lt;br /&gt;
Make two separate, working, independent fortresses. All the men go in one, all the women in the other. Married dwarves are excluded from both.&lt;br /&gt;
&lt;br /&gt;
== No singles ==&lt;br /&gt;
&lt;br /&gt;
As soon as you get a married couple with an immigration wave, kill all single dwarves. Continue to do so with all immigration waves. Try to lose no children.&lt;br /&gt;
&lt;br /&gt;
== Santa Claus ==&lt;br /&gt;
&lt;br /&gt;
Get ten thousand toys built and offered to caravans yearly. Optionally, build ten thousand toys, fetch them in adventure mode and deliver them to every single city of the world.&lt;br /&gt;
&lt;br /&gt;
== How high can you go? ==&lt;br /&gt;
&lt;br /&gt;
Construction, construction, construction! Just how big a tower can you build? Out of glass maybe, clear glass? Steel? Pump water to the top? Make your tower a ''pinnacle'' of achievement and stun humans, elves and goblins alike - for they know nothing of construction and engineering like dwarves do!&lt;br /&gt;
&lt;br /&gt;
== Computing ==&lt;br /&gt;
&lt;br /&gt;
Can your dwarves build the [http://en.wikipedia.org/wiki/Antikythera_mechanism Antikythera mechanism]? Can you program the fortress to play tic-tac-toe? More details at [[computing]].&lt;br /&gt;
&lt;br /&gt;
== Doomsday Clock ==&lt;br /&gt;
&lt;br /&gt;
Build a water or mechanical clock whose final state triggers the support which holds your fortress up or a megabeast out.&lt;br /&gt;
See how much wealth you can achieve before the clock runs out.&lt;br /&gt;
*Bonus: Create something that resets itself, as well as purging the map, so that you can reuse the same fortress over and over.&lt;br /&gt;
*Super-Bonus: Create something that involves pressure plates and a small kitten, when the pressure plates are hit in the right order, your map ends. Toss the kitten in and hope for the best.&lt;br /&gt;
&lt;br /&gt;
== Live up to your name ==&lt;br /&gt;
&lt;br /&gt;
Go with the random name chosen by the game for your fortress and group. Make a handicap/play style based on your group's name, and a personal goal based on your fortress name. For example, if your group is The Iron Fist, your military must consist only of wrestlers in iron armor. If your fortress is Prisonportals, you must capture and jail as many goblins/creatures as possible, and all doors in the prison must be made of glass.&lt;br /&gt;
&lt;br /&gt;
== Equaland ==&lt;br /&gt;
&lt;br /&gt;
Equaland: where we are all Equal, besides the Almighty Leader. Each dwarf must have their own bedroom, dining room, etc. Make a large tower in the center of your perfect land and put &amp;quot;The Leader&amp;quot; in it. Then make some kind of mechanism to kill the dwarves inside their dwelling, complete with levers so that The Leader can choose who dies next. If dwarves have one too many friends kill them, if they eat too much food kill them, etc.&lt;br /&gt;
&lt;br /&gt;
== World Domination ==&lt;br /&gt;
Pretend you are an evil mastermind. Now come up with some device or machine to render the world (or at least your portion of the map) totally unliveable, aside from, of course, your hidden lair. &lt;br /&gt;
&lt;br /&gt;
Suggestions:&lt;br /&gt;
* Flood the map with water/magma (may require building walls around the edge of the map)&lt;br /&gt;
* Build an &amp;quot;Earthquake Machine&amp;quot; (the entire map is supported by a single support, which is connected to a lever)&lt;br /&gt;
* Build an extensive holding cell network for &amp;quot;scientific purposes&amp;quot;. Fill it with megabeasts and elephants in secret. Have a lever that  lets everything free to feed on the general population.&lt;br /&gt;
&amp;lt;!-- feel free to add your own ideas for doomsday devices to this list --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Government in Exile ==&lt;br /&gt;
All dwarves are either nobles or in the military.  The only useful dwarves you'll have will be your broker, manager, mayor, bookkeeper, and dungeon master.  If you can survive until the sheriff arrives, transfer your entire military into the fortress guard.  With a little luck, and a lot of exported roasts, you too can rule without proletarian interference.&lt;br /&gt;
&lt;br /&gt;
== Stay Awhile, and Listen ==&lt;br /&gt;
Create a world with a lot of large caves and make it possible to see them on the embark map. Build a Fortress near a large cave with a lot of big angry monsters in it (hopefully not too close) and loot lying around that becomes a frontier town for adventurers seeking to clear out the nearby 'dungeon'.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; Train up dwarves to become parties of heroes who will descend into the dungeon for fame and fortune (or more likely severed limbs and death). Parties should only be about four or less. You can defend your fortress but luring monsters out into your siege engines is cheating. Give yourself points for large monsters killed and treasure claimed.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
BONUS: Only solo adventurers are allowed to enter the dungeon.&amp;lt;br&amp;gt;&lt;br /&gt;
BONUS: Only use 'Thieves' to steal loot and create traps inside the dungeon.&lt;br /&gt;
&lt;br /&gt;
== Casting ==&lt;br /&gt;
Who needs to construct giant statues?! We need ours made from natural walls, however, we want it above ground level as well. For casting your goal is to create some giant structure out of natural obsidian walls through the use of an extremely elaborate scaffold of lava and water pools and screw pumps. When you are finished, just deconstruct the scaffolding and smooth/engrave the statue as you go. Just imagine the bridge over that chasm, now complete with two giant dwarf statues on either side to strike fear into all who enter and to show them the power of your fortress.&lt;br /&gt;
&lt;br /&gt;
== The Monolith ==&lt;br /&gt;
As the inevitability of a fortress-wide mental breakdown looms over every single fortress why not have something that alludes to that precipice of [[insanity]]. Like the book and feature film, 2001: A Space Odyssey you must have a Monolith. This has to be made from [[obsidian]] and have a completely smooth surface (You cannot build it from blocks) You can have it be any size as long as it is outside, at least 2 tiles thick to ensure there are no pillar tiles, and has about the same ratio of width to height as it does in the movie (1:4:9) to make it as close to the real thing as possible. It would be preferable to make it large so that it seems to be dominating the landscape and your dwarves' psyche. The bigger the better.&lt;br /&gt;
&lt;br /&gt;
*If the rock obsidian strata isn't deep enough in parts to make a monolith feasible consider casting a monolith with a large rectangular block in the exact same dimensional criteria as above.&lt;br /&gt;
&lt;br /&gt;
== Ceremonial Sacrifices ==	 &lt;br /&gt;
	 &lt;br /&gt;
Build an amazingly complex or spectacular killing device. A shaft that extends across the entire Z-plane is a good start. A constantly shifting maze of atomsmasher drawbridges is another. For the minimalist, a very confined space where you will drop a dwarf wrestler along with the gobbos once in a while. Perhaps a waterslide that carries your prisoner all the way down into a chasm? Whatever your idea, build it and dedicate your fort to the construction, maintenance and improvement of your device.	 &lt;br /&gt;
	 &lt;br /&gt;
Do not kill any of your invaders. Capture them using cage traps, and them set them off in your device. Keep a record of the number of victims you drop into it.&lt;br /&gt;
&lt;br /&gt;
== Noblesse requiro ==&lt;br /&gt;
&lt;br /&gt;
Build your fortress to please the sick, twisted, evil nobles needs. Build a execution chamber for your rowdy dwarves and build a torture chamber for your dungeon master, using your imagination! Use this to punish pathetic dwarves who dare rebel. Build palaces for your nobles and pamper them in every way. Pour most of your resources into a beautiful place for nobles to live whilst letting your dwarves sleep in tiny, pathetic rooms. The only exception is your mayor, who rises from the rank of the disgusting peons. He must live in squalor as well, preferably next to noble rooms to so the nobles can taunt him. score yourself according to how happy your nobles are, and your worth.&lt;br /&gt;
&lt;br /&gt;
== Stranded Scout Squad ==&lt;br /&gt;
&lt;br /&gt;
The only items you can bring weapons, ammo, and armor (no picks).  The only skills you can hand out are military.  The only animals you can bring are war dogs.  See how it goes.&lt;br /&gt;
&lt;br /&gt;
== Bandit Camp ==&lt;br /&gt;
&lt;br /&gt;
* At least 3 marksdwarves.&lt;br /&gt;
* Ideally, settle on a hillside, along a canyon or a valley.&lt;br /&gt;
&lt;br /&gt;
Attack and loot every intelligent creatures who enter your territory : Goblins &amp;amp; kobolds, but also merchants, diplomats, and even migrants. You can't tell your guys to directly attack allies, but you can build traps linked to a lever (eg. a big pit under the road, with a linked pillar under the pit &amp;quot;roof&amp;quot;.) and pull them to kill groups.&lt;br /&gt;
&lt;br /&gt;
== Space Ship ==&lt;br /&gt;
&lt;br /&gt;
Create a giant space ship fit for space travel. It should be able to hold about 100 dwarves for at least 2 years.&lt;br /&gt;
&lt;br /&gt;
BONUS: Use exploding [[booze]] as ignitable fuel.&lt;br /&gt;
&lt;br /&gt;
BONUS: Make a removable [[ramp]] for boarding.&lt;br /&gt;
&lt;br /&gt;
BONUS: Make the [[water]] for the 2 years be on the ship using removable pumps.&lt;br /&gt;
&lt;br /&gt;
BONUS+: Make it totally self sufficient. (Make an internal system which pumps the [[water]] supply through a room every few years to muddy the floor. Plant [[seed|seeds]] in the [[mud]] that's now on the floor. Manage your consumption to maintain self sufficiency.)&lt;br /&gt;
&lt;br /&gt;
BONUS+: Make it all out of [[steel]].&lt;br /&gt;
&lt;br /&gt;
[[fun|FUN]]: Let it be held by a single [[support]], ignite the [[booze]], remove the support an let it &amp;quot;fly&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Aqueducts ==&lt;br /&gt;
&lt;br /&gt;
For some reason, a noble was harmlessly pulling a lever when suddenly, magma flooded the river and exploded the booze! The king requires your band of seven to build a great aqueduct to bring water to the capital. Start with supports, and build up your aqueduct until it is 10 z-levels high!&lt;br /&gt;
&lt;br /&gt;
BONUS: Start over a human town, build a wall around it, pump water through the aqueduct and into it!&lt;br /&gt;
&lt;br /&gt;
== Dwarf like an Egyptian ==&lt;br /&gt;
&lt;br /&gt;
*Build a pyramid of epic proportion.&lt;br /&gt;
&lt;br /&gt;
Build a legendary dwarven pyramid, with a corridor running to a central tomb for your favourite noble. Perhaps build it entirely out of glass? Or try to make the top twist in a bit of a swirl. Alternatively, make your entire fortress inside a pyramid, which stretches below the ground.&lt;br /&gt;
&lt;br /&gt;
== Real Time ==&lt;br /&gt;
&lt;br /&gt;
:''Half this game is spent paused!'' - Dogfather&lt;br /&gt;
&lt;br /&gt;
* Don't use pause. Ever.&lt;br /&gt;
&lt;br /&gt;
::Comment: Every single tool in the game pauses the game. How could this challenge be possible?&lt;br /&gt;
:::Good point. Can't really get around it, but you can choose to not Pause explicitly.&lt;br /&gt;
&lt;br /&gt;
* Also: Don't save. Ever. (If you need to sleep, arrange your jobs, close the gates and let the dwarves take care of themselves)&lt;br /&gt;
&lt;br /&gt;
== Survivalist ==&lt;br /&gt;
&lt;br /&gt;
Dying is for pansies! Lets see how long you can make your fortress last...&lt;br /&gt;
*The longer the better.&lt;br /&gt;
*Your fortress must be built somewhere at least caravan reachable (wagon not needed), so hostile forces have some way to get to it.&lt;br /&gt;
&lt;br /&gt;
== Graveyard Master ==&lt;br /&gt;
Ever dwarf deserves a decent resting place:&lt;br /&gt;
*Build a tomb for ever dwarf that dies, the more dwarves you manage to bury the better.&lt;br /&gt;
*Tombs must be rooms with exactly 5x5 of size and 1 of height, with only one entrance tile that must be closed by a door.&lt;br /&gt;
*Tombs must have all its surfaces engraved.&lt;br /&gt;
*Tomb must contain at least 4 statues.&lt;br /&gt;
*Once complete, The door must be locked and the tomb cannot ever be entered again.&lt;br /&gt;
&lt;br /&gt;
==Skull collector==&lt;br /&gt;
What proves the might of a civilization better than a hall full of skulls?&lt;br /&gt;
*Try to collect as many skulls as you can during your fortress life, and put then in a special skulls-only storage. The more skulls the better.&lt;br /&gt;
&lt;br /&gt;
==Moria==&lt;br /&gt;
Build a huge hall - at least 3 z-levels high. Leave few pillars symmetrically placed in the hall (don't build them, carve them out). Smooth and possibly engrave everything (not only the lowest z-level!). Then build thin bridge (not the bridge building, just a thin piece of rock to walk on) above magma - support it with bauxite supports connected to a lever (bauxite mechanisms needed in support). Destroy stone holding it at the both ends and replace it with floor hatches (so when you pull the lever it all goes down). After that build a bridge above the chasm.&lt;br /&gt;
When it's all done seal your dwarves deep inside in safe place and get invaded by goblins. At the same time dig out HFS. Lead the HFS across the both bridges and then collapse the second one when one of the champions clashes with it (it doesn't matter that the champion has killed the HFS with one hit).&lt;br /&gt;
&lt;br /&gt;
== Crematory Fortress ==&lt;br /&gt;
* Requires a [[magma pipe]] and [[bauxite]].&lt;br /&gt;
&lt;br /&gt;
Build a temple structure above a [[magma pipe]] and [[engrave]] every available surface.  The temple should be as opulent as possible.  In the temple, build a retracting [[bridge]] over a hole in the floor, and designate a [[coffin]] [[stockpile]] on it.  Whenever a dwarf dies, build a [[bauxite]] or other [[magma-proof]] [[coffin]] for him, place it on the [[bridge]], and retract it, committing his body to the [[magma|fiery blood of the mountain]].&lt;br /&gt;
&lt;br /&gt;
::Note: At the time of writing, the editor isn't sure if coffins falling off the bottom of the map count as being 'lost.'  If they do, channel out a magma pool and put the temple above that to avoid tantrums.&lt;br /&gt;
&lt;br /&gt;
==Swiss Precision==&lt;br /&gt;
Build a working clock.  The clock should accurately track DF days, months, and years.&lt;br /&gt;
&lt;br /&gt;
Bonus Points:&lt;br /&gt;
:If the clock has a mechanical effect in the fortress proper to announce new days&lt;br /&gt;
:If the clock creates seasonally appropriate effects at the change of months and/or seasons.&lt;br /&gt;
:If the clock is used to aid in the operation of the fortress in addition to its role as a clock (automatically controls farmland irrigation at particular times, automatically opens the &amp;lt;s&amp;gt;blast doors&amp;lt;/s&amp;gt; floodgates in time for merchants, etc...).&lt;br /&gt;
:If the clock governs the schedule of a working rail station (which is always on time).  (Definitions of 'working' and 'rail station' are subject to player imagination).&lt;br /&gt;
&lt;br /&gt;
But don't worry about the bonus points, a precision time device should be hard enough.&lt;br /&gt;
&lt;br /&gt;
==Arms Dealer==&lt;br /&gt;
A caravan with a shipment of weapons has broken down in the middle of its trip to the mountainhome, and now have to brave it out until someone can come and find them.&lt;br /&gt;
You are allowed to bring only weapons, along with food and drink, and the only animals allowed are war dogs. You may only have one trader dwarf, and the rest must be military skilled &amp;quot;guard&amp;quot; dwarves.&lt;br /&gt;
Bonus points for &amp;quot;breaking down&amp;quot; in a hostile or evil area.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Myroc</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Cleaning&amp;diff=44642</id>
		<title>40d Talk:Cleaning</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Cleaning&amp;diff=44642"/>
		<updated>2009-02-26T19:46:14Z</updated>

		<summary type="html">&lt;p&gt;Myroc: /* Seasonal Cleaning */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Verify Cleaning==&lt;br /&gt;
I see no indication that any of this is true in 40c.  No blood, vomit, water, bolts, or ammunition (even not-forbidden) has been cleaned up in my fortress, and every dwarf has had Cleaning toggled on by default from the beginning.  Is this old data?  --[[User:Sev|Sev]] 14:05, 2 September 2008 (EDT)&lt;br /&gt;
:At least the cleaning of blood and used bolts I can verify for 40d. So probably its still true for vomit and water, too. --[[User:Doub|Doub]] 04:30, 11 October 2008 (EDT)&lt;br /&gt;
::I just watched one of my dwarves clean up used bolts (in 40d) [[User:Edenicholas|Edenicholas]] 15:02, 11 October 2008 (EDT)&lt;br /&gt;
:::I've added verify tags to water and vomit. I've also done ammunition since no one's mentioned it specifically. Anyone who's seen their dwarves clean these, please just remove the verify tag and leave a note here. [[User:Kirig Stonebeard|Kirig Stonebeard]] 09:06, 26 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
==Seasonal Cleaning==&lt;br /&gt;
&amp;quot;as above ground areas will clean automatically at the turn of every season. &amp;quot;  Can anyone verify this? I thought outside got clean only when it rained?--[[User:Kwieland|Kwieland]] 09:14, 26 February 2009 (EST)&lt;br /&gt;
:It cleans at the start of the season.  I've never seen rain clean up anything. --[[User:LegacyCWAL|LegacyCWAL]] 13:45, 26 February 2009 (EST)&lt;br /&gt;
::Actually, i've seen rain clean away blood and vomit. And yes, i am sure. I watched a tile with vomit/blood respectively on it and as soon as rain hit it, it went away. --[[User:Myroc|Myroc]] 14:46, 26 February 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Myroc</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Magma&amp;diff=11297</id>
		<title>40d Talk:Magma</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Magma&amp;diff=11297"/>
		<updated>2009-02-21T20:26:17Z</updated>

		<summary type="html">&lt;p&gt;Myroc: /* Magma-swimming Baby */  Forgot sig. AGAIN.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Are you certain that steel is a requirement for metals in contact with magma? This info conflicts with the [[Magma smelter]] article, which state that using [[Fire-safe materials]] is enough. Don't have a fort with magma yet, but could someone check which one is correct?[[User:Thexor|Thexor]] 19:23, 31 October 2007 (EDT)&lt;br /&gt;
:If i disable temperature can my dwarfs swim through the magma unharmed? Will it still cause water to steam? [[User:Diabl0658|Diabl0658]] 22:28, 31 October 2007 (EDT)&lt;br /&gt;
:: 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;
&lt;br /&gt;
Does the type of rock around the mountainous areas hint at magma? If you check out [http://en.wikipedia.org/wiki/Volcanic_rocks#Naming this article] and [http://en.wikipedia.org/wiki/Igneous_rock#Mineralogical_classification this site] list a bunch of common volcanic rocks: Granite, Rhyolite, Diorite, Andesite, Gabbro, Basalt, Peridotite and Komatite. Perhaps some clues as to where to find magma?&lt;br /&gt;
:It may be possible to find magma vents by searching for extrusive igneous rocks (such as basalt, felsite, rhyolite and andesite), but continental shelves and deep earth are just naturally made of intrusive igneous rock (such as granite, diorite and gabbro). It's generally indicative of rock that has been pushed up to the surface (or erosion has withered the rock down), and not a volcano.&lt;br /&gt;
::So areas with surface igneous rocks such as basalt, felsite, rhyolite and andesite have a high chance of finding a source of magma below the surface? I'd like to know if it's entirely random or if there is some order or pattern to it. [[User:Schm0|Schm0]] 08:38, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
On a completely different topic: I keep setting up on magma vents but not actually having a magma chamber visible. I assumed one problem was the lack of a border on my plot (so somehow the volcano was actually outside my plot), but even after making it bigger there was still no magma (...but it did have a fancy cave)...This has happened the last 4 times I've tried to start on a volcano, and the world regenerating takes quite a while for ~10 named volcanoes, and then all of the livable ones don't actually have magma.--[[User:UltimaGecko|UltimaGecko]] 16:50, 3 November 2007 (EDT)&lt;br /&gt;
:You might try using reveal.exe to see if the volcano is underground. I just built on a site with a volcano which was not visible from the surface, and used reveal to make sure I hadn't lost my mind (then I killed DF and restarted it so I wouldn't still have the map revealed) - The volcano was entirely underground, covered by layer(s) of rock. I've also added a note to the article saying that it is possible to find a volcano which is visible on the starting screen but not from the surface on-site.--[[User:SL|SL]] 21:54, 7 November 2007 (EST)&lt;br /&gt;
::I think this is related to the temperature of the area. I've got a map with a magma vent in the middle of a glacier. There was no surface magma, but there was a nice flat, round patch of obsidian surrounded by ice. After digging down three levels through this &amp;quot;cap&amp;quot;, I hit live magma. It's actually a nice setup, as I've basically set up a small fort *in* the cap--basically my dwarves are living in the mouth of the volcano, with the basement level dedicated to magma smelters, forges, glass furnaces, etc. --[[User:RedKing|RedKing]] 04:26, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Magmapool/pipe section ==&lt;br /&gt;
Zara, you recently added some info about all magma pipes having cliffs over them -- this is incorrect. I've played a very large number of magma pipe maps, and very often they are completely exposed to the air. I've also removed the line about them being &amp;quot;as small as two z-levels!&amp;quot;, because it needs better phrasing. I may fix it later. [[User:MOOMANiBE|MOOMANiBE]] 22:39, 26 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:in the meantime I had figured that out, too. But what is the difference between a magma pipe and a volcano, then? &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Zara|Zara]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::As far as I know, the distinction comes down to whether it reaches the surface. If so, some would then call it a volcano rather than a magma pipe. I believe that magma pipes which reach the surface (or volcanoes, if you will) are the only ones which actually show up on the embark map, while underground magma pipes and magma pools do not (unless you use the Regional Prospector tool). --[[User:Janus|Janus]] 23:07, 10 March 2008 (EDT)&lt;br /&gt;
 &lt;br /&gt;
:::No, similar to Moonanibe,I've played on several maps where, on the embark screen, the magma pipe was only visible using regional prospector. However, as soon as I took a look at the place, I found the magma partly (or completely) exposed on the surface. [[User:Zara|Zara]] 01:59, 11 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Added new section ==&lt;br /&gt;
I added a section regarding &amp;quot;Built objects vs. Magma&amp;quot;. I think it's absolutely vital we establish what does and doesn't melt in magma, in a clean list. There are quite a few things that could be added to that list (Constructed floors for one) so please, do add to it. [[User:MOOMANiBE|MOOMANiBE]] 17:31, 18 February 2008 (EST)&lt;br /&gt;
:Have you tested the bridges? I conjecture that all buildings and constructions without mechanisms are perfectly fine with magma contact. [[User:VengefulDonut|VengefulDonut]] 10:37, 19 February 2008 (EST)&lt;br /&gt;
:: The bridges part was cut from another section of the article and moved in there. Since it was already here, I assumed it was accurate. I haven't actually checked myself. [[User:MOOMANiBE|MOOMANiBE]] 16:54, 19 February 2008 (EST)&lt;br /&gt;
:I will verify bridges one way or the other. I'm pretty sure they cant melt, though. [[User:VengefulDonut|VengefulDonut]] 21:03, 19 February 2008 (EST)&lt;br /&gt;
::they dont melt, as they arent actually within the magma. that was copied over from the 2d wiki and nobody removed it -[[User:Chariot|Chariot]] 22:29, 19 February 2008 (EST)&lt;br /&gt;
::: I noticed you removed the line about bridges. It seems silly not to mention them at all, so I've written up a line about them working no matter what the material and stuck it in. [[User:MOOMANiBE|MOOMANiBE]] 23:12, 19 February 2008 (EST)&lt;br /&gt;
::::yea they should definately be mentioned, wasnt thinking when i removed it completely(recovering from a bad cold and brain is still a bit foggy) -[[User:Chariot|Chariot]] 00:49, 20 February 2008 (EST)&lt;br /&gt;
Tested. Non-magmaiproof bridges -over- magma are fine. Non-magma-proof submerged in magma will melt. [[User:VengefulDonut|VengefulDonut]] 12:39, 21 February 2008 (EST)&lt;br /&gt;
: Interesting. I'll edit the article to say as much. [[User:MOOMANiBE|MOOMANiBE]] 15:30, 21 February 2008 (EST)&lt;br /&gt;
This is what I've found: ANY Construction is safe from magma (even wooden ones. Walls, stairs, fortifications, etc). Any building is unaffected by magma if the magma doesn't occupy the same tile as the building. Example: a door is safe if it's closed, even if it's made of non-safe rock or wood. If you lock it open with a mechanism, or if it's jammed, then the magma interacts with the components, burning/melting them if they can't stand the heat. A pump made of wood or any other material is also safe, as long as the magma doesn't flow *over* it. Since the &amp;quot;out&amp;quot; side acts as a wall, if it's correctly isolated from the magma it won't get damaged and will pump the magma without any trouble. --[[User:Sergius|Sergius]] 01:41, 21 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Anyone clear on Vertical Bars in magma?  I am attempting to keep imps and such from moving through my magma feeding tunnel and was curious if anyone had any good solutions to this problem. --[[User:Stalinbulldog|Stalinbulldog]] 16:23, 14 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I just use a bauxite wall grate, it works fine for me. --[[User:Zombiejustice|Zombiejustice]] 01:02, 15 June 2008 (EDT)&lt;br /&gt;
:: Ah, thank you, I just wanted to be sure they didn't melt regardless --[[User:Stalinbulldog|Stalinbulldog]] 02:32, 15 June 2008 (EDT)&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
I made a few tests with magma and buildings/constructions and I can confirm some known results and I can provide a few new aspects. Constructions (b-&amp;gt;C) are magma safe (walls, floors, stairs, others not tested). No matter what the material is.&lt;br /&gt;
*&amp;lt;s&amp;gt;bridges build with bauxite *rocks* are not magma safe (bauxite mechanism or not)&amp;lt;/s&amp;gt;&lt;br /&gt;
*bridges build with bauxite *blocks* are magma safe (test with mechanism is pending)&lt;br /&gt;
*bridges build with steel bars are magma safe (test with mechanism is pending)&lt;br /&gt;
Open test: bridge with blocks considered as not magma safe.&lt;br /&gt;
&amp;lt;br&amp;gt;[[User:Imajia|Imajia]] 12:14, 11 July 2008 (EDT)&lt;br /&gt;
::I'm sorry, I made a mistake. The bridges build with bauxite rocks were previously connected with a lever. Unfortunately the mechanism is not removed from the bridge when you remove the lever. Well, at least it seems that the rules for magma safe materials are valid for bridges. With one exception: raised bridges can contain any mechanism, only when magma flows over the bridge it is destroyed.--[[User:Imajia|Imajia]] 13:18, 13 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Replenishing Magma ==&lt;br /&gt;
&lt;br /&gt;
Since magma replenishes now, I've rewritten that snippet from the article. If I've missed something(a kind of magma not regenerating, though this always worked for me on several maps), feel free to correct things. --[[User:Romantic Warrior|Romantic Warrior]] 15:47, 18 February 2008 (EST).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I have a very good feeling that the replenishing magma is just &amp;quot;pressurized&amp;quot; magma. I haven't tested fully, but i have poured water over a magma pipe and re-mined it, and in that case the magma flow was upwards. --[[User:Sphexx|Sphexx]] 03:49, 23 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Temperature ==&lt;br /&gt;
&lt;br /&gt;
Does magma increase the temperature of things around it? Can it be used to melt ice? --[[User:Ikkonoishi|Ikkonoishi]] 20:26, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I'm not sure how the temperature calculations are done, but I CAN tell you that magma will melt nearby ice. Check out http://mkv25.net/dfma/movie-153-meltingwateronglacier to see it in action. [[User:Zaranthan|Zaranthan]] 15:23, 26 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::It should be a flow, just like the magma itself. One of the other visible results is warm stone. The same can probably be said for water and damp stone as well. --[[User:N9103|Edward]] 17:01, 26 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Flow?==&lt;br /&gt;
&lt;br /&gt;
I have a magma pipe (pit) in my current fortress... I breached the pipe from the lowest level because of the diagonal bug when I discovered it, and it filled some long exploratory shafts. Since then, the top magma layer is down to 5/7 and 6/7 running all over the surface. After a little while, it's easy to see that magma act curiously: instead of bouncing from wall to wall like real water physics, in my game the 5/7 (the flow) seems to all move in the same direction at the same time. The direction change often, and seem to change randomly. --[[User:Eagle of Fire|Eagle of Fire]] 22:43, 26 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
There is another way to stop a flow of magma that's moving through a tunnel. You can go one z-level higher, dig to a spot above the magma-filled tunnel, then build a channel above where the magma is flowing and assign it as a Pond Zone. So long as you have buckets and a viable Water Source zone, a dwarf will come along and drop water on the magma, instantly turning it into obsidian and blocking the tunnel. --[[User:Stromko]] January 6th, 2007&lt;br /&gt;
: I've tried this - it rarely works. Usually you just destroy 1/7 of the magma per bucket, along with the water from the bucket, and nothing turns to obsidian. You need to hit it with larger quantities of water at once to get reliable results. --[[User:SL|SL]] 10:35, 6 January 2008 (EST)&lt;br /&gt;
::Actually, you have to hit it from two levels up. Just one won't do anything.--[[User:Demosthenes|Demosthenes]] 17:07, 18 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
Is there a special condition that must be met before Magma Smelters/Forges/Furnaces and so on will appear on the build menus?  I have a magma pit and some channels over it so that I can access it for magma, but I cannot build any magma-using buildings. - [[User:Confused Rat|Confused Rat]]&lt;br /&gt;
&lt;br /&gt;
:Magma furnaces and forges need a hole somewhere on the ground where they are built. This is to allow the furnace/forge to take the heat from the magma as they are used. --[[User:Eagle of Fire|Eagle of Fire]] 19:43, 25 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:What he means is that the magma furnaces don't even appear in the build menu. This is because you haven't discovered magma through natural means. The only way this can happen is if you used reveal to find the magma. You'll have to use the [[Utilities#Enable_Magma_Buildings|Enable Magma Buildings]] utility to make them appear. --[[User:Valdemar|Valdemar]] 20:03, 25 January 2008 (EST)&lt;br /&gt;
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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;
&lt;br /&gt;
Because magma is currently a finite resource, would it be a good idea to add how to make an infinity generator as workarround untill Toady gives us some more of the stuff?&amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:Highlord Asehujiko|Highlord Asehujiko]] ([[User talk:Highlord Asehujiko|talk]]•[[Special:Contributions/Highlord Asehujiko|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
:Not on the main article as it would easily be considered cheating. In here, or the [[cheating]] article itself would be fine, the latter probably more appropriate as it could be applied to water as well for those scorching maps. --[[User:N9103|Edward]] 19:16, 27 January 2008 (EST)&lt;br /&gt;
::Magma regenerates in most cases, which pretty much means it's infinite. --[[User:Someone-else|Someone-else]] 19:19, 26 April 2008 (EDT)&lt;br /&gt;
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== Lava vs. Magma ==&lt;br /&gt;
&lt;br /&gt;
I hadn't noticed it until just now, but both Lava and Magma occur in the game.  I haven't seen this fact referenced in the wiki.  Magma is a fluid which occurs in Magma Pipes, and in areas directly connected to Magma Pipes.  Lava appears to occur in disconnected areas.  I'm not sure what happens if you reconnect.  If you use {{k|k}} to view a square, you'll see either Magma or Lava depths given.  I'm not clear on what difference there is between the two fluids. --[[User:Doctorlucky|Doctorlucky]] 02:58, 23 March 2008 (EDT)&lt;br /&gt;
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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;
&lt;br /&gt;
I have encountered an interesting glitch. I have 2 puppies and a kitten in magma that aren't dying, and yes I have temperature setting on. http://mkv25.net/dfma/movie-570-magmavspuppy&lt;br /&gt;
&lt;br /&gt;
For those interested in trying to recreate it, I believe it has to do with designating the animal to slaughter while trying to throw it into a pit. A few of my dwarves were having pathing errors to try and slaughter them when I noticed the 3 invulnerable pests. After saving and reloading, the critters were insta-gibbed.&lt;br /&gt;
--[[User:Sphexx|Sphexx]] 04:59, 23 May 2008 (EDT)&lt;br /&gt;
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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;
&lt;br /&gt;
Magma, at least in my experience, has always been surrounded only by Obsidian, as a result you cannot get any kind of insight as to the surrounding minerals, this differs from a chasm where the veins coming up to a chasm are directly reflected in the walls.&lt;br /&gt;
&lt;br /&gt;
--[[User:Stalinbulldog|Stalinbulldog]] 04:18, 26 July 2008 (EDT)&lt;br /&gt;
:volcanoes and magmapipes can form large &amp;quot;chasms&amp;quot; above them, though it depends on how rocky the map is&lt;br /&gt;
: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 reall really 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;
&lt;br /&gt;
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 [[Fortifications]]. [[User:RomeoFalling|RomeoFalling]] 23:09, 14 October 2008 (EDT)&lt;br /&gt;
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:: How? [[Fortification|Fortifications]] 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;
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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;
&lt;br /&gt;
== 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;
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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;
&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;
&lt;br /&gt;
::: 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;
&lt;br /&gt;
::::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;
&lt;br /&gt;
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;
&lt;br /&gt;
== 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;/div&gt;</summary>
		<author><name>Myroc</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Magma&amp;diff=11296</id>
		<title>40d Talk:Magma</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Magma&amp;diff=11296"/>
		<updated>2009-02-21T20:25:58Z</updated>

		<summary type="html">&lt;p&gt;Myroc: Magma-swimming Baby&lt;/p&gt;
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&lt;div&gt;Are you certain that steel is a requirement for metals in contact with magma? This info conflicts with the [[Magma smelter]] article, which state that using [[Fire-safe materials]] is enough. Don't have a fort with magma yet, but could someone check which one is correct?[[User:Thexor|Thexor]] 19:23, 31 October 2007 (EDT)&lt;br /&gt;
:If i disable temperature can my dwarfs swim through the magma unharmed? Will it still cause water to steam? [[User:Diabl0658|Diabl0658]] 22:28, 31 October 2007 (EDT)&lt;br /&gt;
:: 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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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;
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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;
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== 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;
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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-magmaiproof bridges -over- magma are fine. Non-magma-proof submerged in magma will melt. [[User:VengefulDonut|VengefulDonut]] 12:39, 21 February 2008 (EST)&lt;br /&gt;
: Interesting. I'll edit the article to say as much. [[User:MOOMANiBE|MOOMANiBE]] 15:30, 21 February 2008 (EST)&lt;br /&gt;
This is what I've found: ANY Construction is safe from magma (even wooden ones. Walls, stairs, fortifications, etc). Any building is unaffected by magma if the magma doesn't occupy the same tile as the building. Example: a door is safe if it's closed, even if it's made of non-safe rock or wood. If you lock it open with a mechanism, or if it's jammed, then the magma interacts with the components, burning/melting them if they can't stand the heat. A pump made of wood or any other material is also safe, as long as the magma doesn't flow *over* it. Since the &amp;quot;out&amp;quot; side acts as a wall, if it's correctly isolated from the magma it won't get damaged and will pump the magma without any trouble. --[[User:Sergius|Sergius]] 01:41, 21 May 2008 (EDT)&lt;br /&gt;
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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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== 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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==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;
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&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 reall really 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 [[Fortifications]]. [[User:RomeoFalling|RomeoFalling]] 23:09, 14 October 2008 (EDT)&lt;br /&gt;
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:: How? [[Fortification|Fortifications]] 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;
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 ~============&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;
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:::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;
&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;
&lt;br /&gt;
== 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;
&lt;br /&gt;
: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;
&lt;br /&gt;
== 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;
&lt;br /&gt;
:&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;
&lt;br /&gt;
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;
&lt;br /&gt;
== 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;
&lt;br /&gt;
== 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;
&lt;br /&gt;
== 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;
&lt;br /&gt;
::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;
&lt;br /&gt;
::It's mapped to &amp;quot;P&amp;quot;. Capital. [[User:Zchris13|Zchris13]] 21:01, 12 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== 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;
&lt;br /&gt;
: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;
&lt;br /&gt;
::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;
&lt;br /&gt;
::: 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;
&lt;br /&gt;
::::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;
&lt;br /&gt;
==Site finder==&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
== 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.&lt;/div&gt;</summary>
		<author><name>Myroc</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Crossbow&amp;diff=20824</id>
		<title>40d Talk:Crossbow</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Crossbow&amp;diff=20824"/>
		<updated>2009-02-20T21:19:48Z</updated>

		<summary type="html">&lt;p&gt;Myroc: /* Bolts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Training with Crossbows, Wooden/Bone Bolts more than preferred ==&lt;br /&gt;
&lt;br /&gt;
Dwarves will automatically use only wooden or bone bolts, you needn't worry about metal bolts being wasted on practice.&lt;br /&gt;
&lt;br /&gt;
Based on classic DF, bone or wooden bolts will indeed be used to fight if the dwarf doesn't have anything else though, and they sometimes would just coincidentally have a handful of &amp;quot;practice&amp;quot; bolts when they went out to battle thus having a useful backup. Especially nice when they're very highly skilled and 35-45 bolts isn't enough to last the duration of a fight!&lt;br /&gt;
&lt;br /&gt;
== Out of ammo ==&lt;br /&gt;
&lt;br /&gt;
Is it worth noting (on this page) that dwarves will use the hammer skill to bludgeon with their crossbow if they run out of ammo? --[[User:Matryx|Matryx]] 09:22, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I think it is, if only to warn that if they run out of bolts while they're fighting something, they won't immediately run back to the stockpile to get more. --[[User:Xazak|Xazak]] 09:26, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::What triggers them to resupply?  They seem to stand around after finishing off their bolts.  Do I need to stand them down to trigger the resupply? --[[User:Aristoi|Aristoi]] 19:24, 22 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
==Xbow material==&lt;br /&gt;
Do someone know if your crossbow hit harder, or do more damage, when it's made of metal rather than wood or bone in the same way a melee weapon would? --[[User:Eagle of Fire|Eagle of Fire]] 02:42, 28 November 2007 (EST)&lt;br /&gt;
:When it is used in melee - crossbow material is important as all other melee weapons. In ranged only material and quality of the bolt affect it's damage potential. Crossbow's quality level is directly added to the soldier's effective marksdwarf skill increasing his accuracy and rate of fire.--[[User:Another|Another]] 13:11, 9 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== training ===&lt;br /&gt;
&lt;br /&gt;
Does say, hunting with a crossbow increase marksdwarf skill?&lt;br /&gt;
&amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:Shadow archmagi|Shadow archmagi]] ([[User talk:Shadow archmagi|talk]]•[[Special:Contributions/Shadow archmagi|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
: Yes it does. Unfortunately it will also increase hammerdwarf skill ;) --[[User:Koltom|Koltom]] 23:53, 27 February 2008 (EST)&lt;br /&gt;
: Interestingly enough, the converse isn't true- target practice at the archery range has had no effect on my hunter's ambushing skill.  Article update? [[User:LucienSadi|LucienSadi]] 05:45, 11 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== dual wielding ==&lt;br /&gt;
&lt;br /&gt;
I set one of my marksdwarves to wield 2 crossbows, and he's currently holding them both in the same hand. Can he use them both like this or does it mean he'll just going to be using one of them? --[[User:Tachyon|Tachyon]] 18:18, 6 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Late as hell, but for the record no dwarves truly dual wield in DF.  When they carry 2 weapons, it's just in case they lose one in an enemy or it shatters in the middle of a fight. --[[User:ThunderClaw|ThunderClaw]] 14:59, 3 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Shatter?  Wow, I've never seen that.--[[User:Maximus|Maximus]] 15:20, 3 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Two-handed?==&lt;br /&gt;
Are crossbows two-handed when used at range? You'd think they'd be two-handed for re-loading, and one-handed (at the very least, two hands are more accurate) for firing, but I don't know if DF supports this.[[User:StrawberryBunny|StrawberryBunny]] 10:34, 8 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
On a more important issue; will a Dwarf be capable of carrying a shield while using a crossbow in case he was forced into melee? Would he only equip the shield up close? How would it affect his ability to carry bolts in his off-hand?&lt;br /&gt;
&lt;br /&gt;
== Z-levels and Range ==&lt;br /&gt;
&lt;br /&gt;
How does firing up or down affect the range of a marksdwarf?  [[User:Gairabad|Gairabad]] 17:15, 10 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:From what I've seen, marksdwarves can shoot up or down with little problem.  The range of a marksdwarf is pretty finite anyway, something like 20 squares.--[[User:Maximus|Maximus]] 17:36, 10 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Bolts==&lt;br /&gt;
Do bolts even have a quality rating, and if so does it affect damage? --[[User:Juckto|Juckto]] 00:12, 22 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
They do have a quality rating. It's hard to tell for the other question, but it should. Ammo is treated like weapons in most other respects. --[[User:Navian|Navian]] 00:55, 22 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:To me, it's grades of ammo- no-quality is pretty much wooden chopsticks, masterwork is fluted and grooved with slight serrations at the tip for maximum pain... --[[User:LucienSadi|LucienSadi]] 19:55, 11 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
I just had to shout somewhere that I can't wait for re-stacking to be implemented, or the quiver fixed as a container, so I never again have to worry about a dwarf charging into combat with a single reclaimed bolt rattling alone in his quiver. --[[User:Jellyfishgreen|Jellyfishgreen]] 11:37, 13 February 2009 (EST)&lt;br /&gt;
:Do you have any recommendations on what to do with single crossbow bolts so they don't litter the landscape and so that the Dwarves don't kill themselves because they can't count and strategize on the same hand? --[[User:FJH|FJH]] 16:12, 20 February 2009 (EST)&lt;br /&gt;
::One word: [[Dwarven_Atom_Smasher]] --[[User:Myroc|Myroc]] 16:19, 20 February 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Myroc</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Thief&amp;diff=46874</id>
		<title>40d Talk:Thief</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Thief&amp;diff=46874"/>
		<updated>2009-02-16T15:11:10Z</updated>

		<summary type="html">&lt;p&gt;Myroc: /* Goes through walls? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Thieves unseen by other hostiles ==&lt;br /&gt;
&lt;br /&gt;
Fun fact, I created a veritable rancor pit in my fortress by placing a Titan cage in a large chamber, then sealing off the entrance, and using pressure plates + retracting bridges to drop hapless goblins into the pit.  Strangely enough, whenever I have a goblin thief dumped inside, the Titan ignores them, while blissfully painting the walls red with Goblin Wrestler blood.  So if you expect to use a Megabeast or other fun creature(s) to execute thieves, don't bother.  --[[User:Eddie|Eddie]] 01:27, 7 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Goes through walls? ==&lt;br /&gt;
&lt;br /&gt;
I just had a sock and a sandal stolen from my fortress. All of my gates were raised, and there were no other way into the fortress. (No tunnels or such leading to outside the walls). --[[User:Myroc|Myroc]] 12:16, 15 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:The stolen message occurs when the thief leaves the map, not when it picks the item up, so if its plausible he stole it and escaped before you sealed the fortress, and then left the map afterwards...  Also, if there are dead goblin clothes laying outside (or dead merchant/dwarf clothes) - thieves will also steal those. --[[User:Squirrelloid|Squirrelloid]] 15:26, 15 February 2009 (EST)&lt;br /&gt;
::I don't know, i've had my fortress sealed up for quite a while. --[[User:Myroc|Myroc]] 16:01, 15 February 2009 (EST)&lt;br /&gt;
:::It could be that you had something, no '''anything''' lying around outside. These guys steal your fired bolts, right?--[[User:Destor|Destor]] 16:52, 15 February 2009 (EST)&lt;br /&gt;
::::Except there were no socks or sandals lying outside the walls, only bolts. --[[User:Myroc|Myroc]] 10:11, 16 February 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Myroc</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Thief&amp;diff=46872</id>
		<title>40d Talk:Thief</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Thief&amp;diff=46872"/>
		<updated>2009-02-15T21:01:52Z</updated>

		<summary type="html">&lt;p&gt;Myroc: /* Goes through walls? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Thieves unseen by other hostiles ==&lt;br /&gt;
&lt;br /&gt;
Fun fact, I created a veritable rancor pit in my fortress by placing a Titan cage in a large chamber, then sealing off the entrance, and using pressure plates + retracting bridges to drop hapless goblins into the pit.  Strangely enough, whenever I have a goblin thief dumped inside, the Titan ignores them, while blissfully painting the walls red with Goblin Wrestler blood.  So if you expect to use a Megabeast or other fun creature(s) to execute thieves, don't bother.  --[[User:Eddie|Eddie]] 01:27, 7 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Goes through walls? ==&lt;br /&gt;
&lt;br /&gt;
I just had a sock and a sandal stolen from my fortress. All of my gates were raised, and there were no other way into the fortress. (No tunnels or such leading to outside the walls). --[[User:Myroc|Myroc]] 12:16, 15 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:The stolen message occurs when the thief leaves the map, not when it picks the item up, so if its plausible he stole it and escaped before you sealed the fortress, and then left the map afterwards...  Also, if there are dead goblin clothes laying outside (or dead merchant/dwarf clothes) - thieves will also steal those. --[[User:Squirrelloid|Squirrelloid]] 15:26, 15 February 2009 (EST)&lt;br /&gt;
::I don't know, i've had my fortress sealed up for quite a while. --[[User:Myroc|Myroc]] 16:01, 15 February 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Myroc</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Thief&amp;diff=46870</id>
		<title>40d Talk:Thief</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Thief&amp;diff=46870"/>
		<updated>2009-02-15T17:16:59Z</updated>

		<summary type="html">&lt;p&gt;Myroc: Goes through walls?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Thieves unseen by other hostiles ==&lt;br /&gt;
&lt;br /&gt;
Fun fact, I created a veritable rancor pit in my fortress by placing a Titan cage in a large chamber, then sealing off the entrance, and using pressure plates + retracting bridges to drop hapless goblins into the pit.  Strangely enough, whenever I have a goblin thief dumped inside, the Titan ignores them, while blissfully painting the walls red with Goblin Wrestler blood.  So if you expect to use a Megabeast or other fun creature(s) to execute thieves, don't bother.  --[[User:Eddie|Eddie]] 01:27, 7 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Goes through walls? ==&lt;br /&gt;
&lt;br /&gt;
I just had a sock and a sandal stolen from my fortress. All of my gates were raised, and there were no other way into the fortress. (No tunnels or such leading to outside the walls). --[[User:Myroc|Myroc]] 12:16, 15 February 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Myroc</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Mayor&amp;diff=39363</id>
		<title>40d Talk:Mayor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Mayor&amp;diff=39363"/>
		<updated>2009-02-14T22:21:57Z</updated>

		<summary type="html">&lt;p&gt;Myroc: /* Re-election */  Whoops, forgot signature&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Violating production mandates==&lt;br /&gt;
My mayor just had the thought &amp;quot;..angered that nobody could be punished for a recent failure&amp;quot;. Is this what happens when I violate an export mandate? Currently export of bolts is prohibited; I was smug and exported some arrows that obviously none of my dwarves made. He still could have punished my trader though? --[[User:Koltom|Koltom]] 16:58, 21 March 2008 (EDT)&lt;br /&gt;
:You get this message when one of your nobles gave a mandate, it failed but you didn't have dwarves with the right job enabled. For example, if your broker ask for a gem and you have no gemcutters around until the mandate end, he'll have nobody to properly punish. That's when he'll get such a thought. --[[User:Eagle of Fire|Eagle of Fire]] 00:33, 23 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Profession vs politics==&lt;br /&gt;
&amp;quot;The former Mayor will revert to the job they had previously&amp;quot; My (first) mayor was a legendary carpenter. However, she still cut trees and made wooden things.. also i noticed that she wasn't listed with the other admins (leg. clerk), and her purple icon still flashed purple, although she was a leg. carpenter. [[User:Twiggie|Twiggie]] 15:41, 15 April 2008 (EDT)&lt;br /&gt;
:I can guess at what this means.  Say you have a mayor who is a legendary carpenter, like your example.  You can still have the mayor do all of those jobs, like carpentry, etc- just that the mayor/carpenter will have that purple color all nobles have.  Now lets say some other dwarf is elected mayore.  The former mayor will have that yellow color. --[[User:Bouchart|Bouchart]] 16:56, 15 April 2008 (EDT)&lt;br /&gt;
::mayors/expedition leaders also listen to peoples complaints, making those people happy and the mayor unhappy--[[User:Eerr|Eerr]] 16:20, 8 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== unhappy mayors ==&lt;br /&gt;
&lt;br /&gt;
one of my soldiers (who just had a baby and has also just killed some kobold thieves) just became mayor.&lt;br /&gt;
I want her to stay in the army (although if I get invaded I might put her sentry in charge of my magma smelter or something to keep the baby safe). Is there going to be any long term bad effect to not give her the goodies that a mayor wants?[[User:GarrieIrons|GarrieIrons]] 02:26, 28 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:She might get some unhappy thoughts, but you can counterbalance that by ensuring she's got things giving her happy thoughts as well. Otherwise they don't really &amp;quot;need&amp;quot; their goodies, since they don't perform a function with them like the treasurer or manager do. Why not give her the goodies, though? In my fortresses I have a &amp;quot;mayoral&amp;quot; bedroom, office and dining room that I reassign every time mayorship changes hands, and I've had active military dwarves become mayor under this system with no problem. In one case I can recall the military mayor got injured and went to rest in the mayor's room, but if he'd still been there when his term as mayor ended I could have evicted him by temporarily dismantling the bed. [[User:Bryan Derksen|Bryan Derksen]] 12:07, 28 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Re-election ==&lt;br /&gt;
&lt;br /&gt;
My Mayor just died of suffocation. How long does it take until a new Mayor is elected? --[[User:Myroc|Myroc]] 17:21, 14 February 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Myroc</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Mayor&amp;diff=39362</id>
		<title>40d Talk:Mayor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Mayor&amp;diff=39362"/>
		<updated>2009-02-14T22:20:29Z</updated>

		<summary type="html">&lt;p&gt;Myroc: Re-election&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Violating production mandates==&lt;br /&gt;
My mayor just had the thought &amp;quot;..angered that nobody could be punished for a recent failure&amp;quot;. Is this what happens when I violate an export mandate? Currently export of bolts is prohibited; I was smug and exported some arrows that obviously none of my dwarves made. He still could have punished my trader though? --[[User:Koltom|Koltom]] 16:58, 21 March 2008 (EDT)&lt;br /&gt;
:You get this message when one of your nobles gave a mandate, it failed but you didn't have dwarves with the right job enabled. For example, if your broker ask for a gem and you have no gemcutters around until the mandate end, he'll have nobody to properly punish. That's when he'll get such a thought. --[[User:Eagle of Fire|Eagle of Fire]] 00:33, 23 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Profession vs politics==&lt;br /&gt;
&amp;quot;The former Mayor will revert to the job they had previously&amp;quot; My (first) mayor was a legendary carpenter. However, she still cut trees and made wooden things.. also i noticed that she wasn't listed with the other admins (leg. clerk), and her purple icon still flashed purple, although she was a leg. carpenter. [[User:Twiggie|Twiggie]] 15:41, 15 April 2008 (EDT)&lt;br /&gt;
:I can guess at what this means.  Say you have a mayor who is a legendary carpenter, like your example.  You can still have the mayor do all of those jobs, like carpentry, etc- just that the mayor/carpenter will have that purple color all nobles have.  Now lets say some other dwarf is elected mayore.  The former mayor will have that yellow color. --[[User:Bouchart|Bouchart]] 16:56, 15 April 2008 (EDT)&lt;br /&gt;
::mayors/expedition leaders also listen to peoples complaints, making those people happy and the mayor unhappy--[[User:Eerr|Eerr]] 16:20, 8 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== unhappy mayors ==&lt;br /&gt;
&lt;br /&gt;
one of my soldiers (who just had a baby and has also just killed some kobold thieves) just became mayor.&lt;br /&gt;
I want her to stay in the army (although if I get invaded I might put her sentry in charge of my magma smelter or something to keep the baby safe). Is there going to be any long term bad effect to not give her the goodies that a mayor wants?[[User:GarrieIrons|GarrieIrons]] 02:26, 28 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:She might get some unhappy thoughts, but you can counterbalance that by ensuring she's got things giving her happy thoughts as well. Otherwise they don't really &amp;quot;need&amp;quot; their goodies, since they don't perform a function with them like the treasurer or manager do. Why not give her the goodies, though? In my fortresses I have a &amp;quot;mayoral&amp;quot; bedroom, office and dining room that I reassign every time mayorship changes hands, and I've had active military dwarves become mayor under this system with no problem. In one case I can recall the military mayor got injured and went to rest in the mayor's room, but if he'd still been there when his term as mayor ended I could have evicted him by temporarily dismantling the bed. [[User:Bryan Derksen|Bryan Derksen]] 12:07, 28 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Re-election ==&lt;br /&gt;
&lt;br /&gt;
My Mayor just died of suffocation. How long does it take until a new Mayor is elected?&lt;/div&gt;</summary>
		<author><name>Myroc</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Captured_creatures&amp;diff=34630</id>
		<title>40d Talk:Captured creatures</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Captured_creatures&amp;diff=34630"/>
		<updated>2009-02-14T13:06:19Z</updated>

		<summary type="html">&lt;p&gt;Myroc: /* Injury Shaft */  Changed a typo i made&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Taming ==&lt;br /&gt;
It looks like animals that killed any &amp;quot;good&amp;quot; creatures (such as elves or humans) can't be tamed (will go rampart as soon as they are released from cages).&lt;br /&gt;
I've got my whole fortress sealed off, a dragon came, after being hit by few stone traps and killing whole elven caravan, it fell into a cage trap. I tamed him (I do have a Dungeon Master) but when I tried to chain him before the entrance he started to kill dwarfs as soon as he was released from cage. I'm 100% sure it didn't kill any dwarfs (only a war dog) before falling in to a trap, and I'm certain it killed at least one elf. I'm using 27.176.38c, not modded in any way. --[[User:Tomato|Tomato]] 02:58, 3 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Just to clarify a little here, it doesnt seem that killing tame animals will trigger untamability, but if Tomato's experiences are anything to go by, watch out if other civilized entities have been slain. (I am reasonably sure that tame animals are ok, by an experimental process of de-stealthing a GCS by throwing a dog into its cave, taming it, and letting it wander around in my base for a month or so waiting for the death messages) --[[User:Kaypy|Kaypy]] 10:30, 21 May 2008 (EDT)&lt;br /&gt;
== magma ==&lt;br /&gt;
Initial questions: will cages melt and its inhabitants be killed if magma is released onto it and the cage is non-magma-resistant?&lt;br /&gt;
:Yes, I burnt a bunch of useless donkeys and kittens this way. [[User:Dangerous Beans|Dangerous Beans]] 12:32, 1 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== breed in cages?==&lt;br /&gt;
I've done the cages to massive herds idea, but it doesn't work. They'll give birth just fine while in the cage (and the babies *won't* be locked in the cage, btw) but I've gone three years without a birth until a couple seasons after I released them all to presumably breed again. If you ask me, the ideal herd would be contained in a pit that's had access walled off, since (I believe) pathfinding lag isn't a factor when it's a wall, not a locked door.&lt;br /&gt;
&lt;br /&gt;
Yea, I'm feeling a bit lazy right now, or I'd have edited this stuff into the article myself. Feel free to add it in and remove this, assuming I haven't just ended up in some weird situation where they just happen to have been pregnant for 3 years... --[[User:N9103|Edward]] 22:56, 10 January 2008 (EST)&lt;br /&gt;
: I am not exactly sure, but i think both a cow and a dog have given birth inside a cage after being in there for more than a year. So i toned down the statement in the article.--[[User:Koltom|Koltom]] 10:02, 27 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Actually, the babies born in cages thing is true, but it works this way: the baby is born in the cage but is not ''assigned'' in the cage. So when it's born, a dwarf will immediately rush to free it. (Tried this by building a cage behind forbidden doors and the baby remained in the cage.)&lt;br /&gt;
&lt;br /&gt;
By the way, how do you put a timestamp behind your edit? This timestamp below I have manually typed in. --[[User:ShunterAlhena]] 09:12, 11 January 2008 (EST)&lt;br /&gt;
 &lt;br /&gt;
:use &amp;lt;nowiki&amp;gt;--~~~~&amp;lt;/nowiki&amp;gt; or the button that looks like a signature ;) --[[User:N9103|Edward]] 08:04, 11 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== STOP HIM!!! ==&lt;br /&gt;
&lt;br /&gt;
How am I supposed to put a captured goblin in an arena without letting the little bastard go? [[User:Patarak|Patarak]] 00:05, 25 January 2008 (EST)&lt;br /&gt;
:A lever based enter/exit door for the arena so you can lock it, His combatent will probably have to be the one to let him go in that case. Or use a pit of some kind. --[[User:Shades|Shades]] 04:01, 25 January 2008 (EST)&lt;br /&gt;
My problem more lies with transporting the goblins from an animal stockpile to my arena/pit, which simply had the goblin released from his cage. [[User:Patarak|Patarak]] 04:32, 25 January 2008 (EST)&lt;br /&gt;
:Is there a problem with building a cage using the cage the gobbo's in? As for releasing... you do know levers work on cages too, right? --[[User:N9103|Edward]] 05:37, 25 January 2008 (EST)&lt;br /&gt;
Just to clarify, I have a problem transporting the goblin, not releasing him. When I attempted to move him, the goblin was released in the animal stockpile. I'm not sure how to specify build the cage that the goblin is using, but that would probably work, yes. [[User:Patarak|Patarak]] 05:52, 25 January 2008 (EST)&lt;br /&gt;
::You would {{k|b}}uild ca{{k|j}}e (yes its j to build a cage) [[User:Jikor|Jikor]] 06:51, 25 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
IIRC, in order to assign a creature to an existing cage, it first has to be taken out of the cage it's in and carried over to the new cage. However, the dwarf moving it in this way may suddenly realise they are carrying a dangerous 'thing' and drop it. This can be avoided by building the cage directly, which does not require taking the creature out. [[User:VengefulDonut|VengefulDonut]] 07:59, 25 January 2008 (EST)&lt;br /&gt;
:With the current (.38c) version I have noticed that transporting goblin soldiers is fine, the poor goblin just trails along and gets moved while goblin thieves will escape when tried to be moved. Perhaps it has something to do with sneaking vs not-sneaking. [[User:Yvain|Yvain]] 00:06, 10 April 2008 (EDT)&lt;br /&gt;
:I know for certian this behavior held in 0.23.130.23a. I imagine it probably hasn't changed since 0.27.169.33g. I tagged the article with 0.23.130.23a, so if someone knows better, please change it. [[User:VengefulDonut|VengefulDonut]] 08:09, 25 January 2008 (EST)&lt;br /&gt;
Whenever I build the cage, the dwarves just bring an empty one. I still haven't figured out a way to build exactly the cage the goblins are in. [[User:Patarak|Patarak]] 14:11, 25 January 2008 (EST)&lt;br /&gt;
:{{k|b}}uild menu -&amp;gt; ca{{k|j}}e [sic], then press e{{k|x}}pand list to see the indivudial cages with quality levels instead of a broader category list. Pick the one that's called &amp;quot;Goblin Cage(''materialname'')&amp;quot; and the dwarves will construct the cage with the gobbo still inside. Then link it up to a lever, station your executioner in a locked room with it, and yank the lever to start your pitfight. --[[User:TangoThree|TangoThree]] 10:23, 26 January 2008 (EST)&lt;br /&gt;
::No more reusable method? I mean, for next fight the cage has to be dismantled, then new cage built and connected to a lever. I could imagine &amp;quot;dumping&amp;quot; the goblin right onto the cage (set as cage trap?) on the arena (short pit/pond shaft right above) should work?&lt;br /&gt;
&lt;br /&gt;
== RE: Arenas section ==&lt;br /&gt;
&lt;br /&gt;
Is it actually possible to strip the weapons and armour off a captured creature as suggested here? --[[User:TangoThree|TangoThree]] 11:15, 26 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
: Yep, Check out the talk page for cages, under &amp;quot;Captured thieves&amp;quot; someone should probably integrate that info this article. --[[User:The Flying Febe|The Flying Febe]] 23:20, 3 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Sentry Animals? ==&lt;br /&gt;
&lt;br /&gt;
Can tamed creatures be used as sentries? Or would I have to have a dwarf?&amp;lt;br /&amp;gt;&lt;br /&gt;
--[[User:Lordmick134|Lordmick134]] 22:43, 30 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Yes. Build a chain or rope and attach a tame creature to it, and it will have a good chance of spotting any nearby thieves or other sneaking creatures. I usually set up 2-3 chained critters in alcoves along my entry halls for that purpose. --[[User:Janus|Janus]] 02:55, 31 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Can caged animals see ambushers farther away than the 8 tiles adjacent to them?  I figure they probably don't (in which case they're still plenty useful anyways), but it'd make it a lot easier to cover large areas if I don't have to put a cage every third tile. [[User:LegacyCWAL|LegacyCWAL]] 20:08, 7 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
No. The best way is to set up some high-traffic areas, and make sure all your valuables are indoors and that any potential ambushers have to get past your security. For example;&lt;br /&gt;
:xxx&lt;br /&gt;
:xOx&lt;br /&gt;
:xxx&lt;br /&gt;
&lt;br /&gt;
If you put your roped animal in the middle they will have access to all 8 tiles around them with very little chance of an enemy bypassing it. --[[User:AlexFili|AlexFili]] 04:09, 9 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I was afraid of that. Ambushers getting into the fortress isn't a problem because I've already done what you describe (and racked up a hell of a kill count in the process =P ).  I was just hoping for a better way to help keep ambushers away from stuff like road-builders and caravans that my Corridor of Doom can't protect. --[[User:LegacyCWAL|LegacyCWAL]] 13:45, 9 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Animal Training Labor ==&lt;br /&gt;
&lt;br /&gt;
The article said only a dwarf with Animal Training activated will release animals. I had a dwarf releasing and caging animals with no labors active, except pump operating. Using 38c. --[[User:Strangething|Strangething]] 15:31, 14 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I don't know where it says that, so I'll leave it to you to fix it. You're correct; the article is wrong. --[[User:Savok|Savok]] 15:48, 14 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I already fixed it --[[User:Strangething|Strangething]] 20:31, 15 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Capturing friends ==&lt;br /&gt;
&lt;br /&gt;
Does anyone know of a way to capture friendly entities?  Elves would be awesome but I was thinking more like my own dwarves, without makind them go berserk (I'm also trying to figure out whether or not it counts as lowering population, and if not what happens if you sell them?). --[[User:MagicGuigz|MagicGuigz]] 20:00, 7 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I think that making them go to sleep on a cage trap (such as by locking them in a 1x1 room with said trap in it) will do it.[[User:LegacyCWAL|LegacyCWAL]] 20:58, 7 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Ah yes probably, didn't think of that...thanks!  Maybe we should include it if it's veryfied? There's lots of fun to be had with captured dwarves and humans/elves I think. --[[User:MagicGuigz|MagicGuigz]] 21:31, 7 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: It was pretty hard but I managed to catch one!  The trick is to dig a 3-4 z-levels hole with a hatch over it (or bridge, etc), and have a cage at the bottom.  Draft someone and make him stand there while someone pulls the lever.  2 dead dwarves (and the one in the cage gravely wounded I suspect) but it was worth it.  The 1x1 room thing didn't work, as they tended to starve before they actually fainted...or maybe I didn't wait long enough? More testing to come and then maybe I can include that in the article. --[[User:MagicGuigz|MagicGuigz]] 22:24, 9 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: The dwarf was automatically released and helped by others...  I guess the only way to keep dwarves locked is to make them go berserk...&lt;br /&gt;
&lt;br /&gt;
== Slavery? ==&lt;br /&gt;
&lt;br /&gt;
Is it possible to sell caged entities? I once tried to sell a caged Goblin (Pedogob, I think it was) to Dwarven Merchants, and the Goblin was released from its cage when the cage was set down in the Depot. Did I do something wrong, or is it just not possible? --[[User:Nekojin|Nekojin]]&lt;br /&gt;
&lt;br /&gt;
: Bug #41 (or was it 40?).  Sometimes (not always) a dwarf will take only the cage without its content to the depot.  --[[User:MagicGuigz|MagicGuigz]] 11:02, 19 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;This can be avoided by building the cage the animal is in&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
Caveat — When an animal is captured via a cage trap and then assigned to an existing cage, the dwarf moving the animal will tend to let it go. This can be avoided by building the cage the animal is in.v0.27.176.38c&lt;br /&gt;
&lt;br /&gt;
Can we get some clarification on the last sentence? [[User:SwallowedSpear|SwallowedSpear]] 18:56, 11 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:In DF, building an object can (and often does) refer to placing it as a building. EG: &amp;quot;I have 20 limonite tables for my dining hall, but I didn't build them yet&amp;quot;. Does that clear it up? [[User:VengefulDonut|VengefulDonut]] 19:18, 11 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::Well, does it mean that if, say, a goblin gets caught in a *Lead cage*, you should &amp;quot;build&amp;quot; that same *Lead Cage* where you want it to go? [[User:SwallowedSpear|SwallowedSpear]] 19:49, 12 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Yes. --[[User:N9103|Edward]] 21:07, 12 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Jailbreak ==&lt;br /&gt;
&lt;br /&gt;
I had caught goblins in my traps over the years. I put all the cages in a big room because I didn't know what else to do with them ... then during the second siege of my fortress I caught a GOBLIN MACE LORD!&amp;lt;br /&amp;gt;&lt;br /&gt;
I read the arena section and put him in there with a giant jaguar. Locked the door and pulled the lever.. the mace lord literally tore the giant jaguar apart and began walking in a circle inside of the room.. I don't get it.&amp;lt;br /&amp;gt;&lt;br /&gt;
I thought that he could at least try to free his captured brethren. That way an army of 7 would form and even though they were mostly thieves a simple locked rock door shouldn't be able to hold a MACE LORD and his 6 followers captive now would it? Am I the only one who thinks this would be a welcome change? --[[User:Aspgren|Aspgren]] 05:25, 7 Feb 2009 (CET)&lt;br /&gt;
&lt;br /&gt;
:Toady actually reads the suggestions in the DF forums. If you have an idea and an interest in seeing it happen, here is not the best place to put it. [[User:VengefulDonut|VengefulDonut]] 00:26, 7 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Injury Shaft ==&lt;br /&gt;
&lt;br /&gt;
Is it only me or does the instructions to build sound confusing? I'm having a hard time deciphering it. --[[User:Myroc|Myroc]] 08:05, 14 February 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Myroc</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Captured_creatures&amp;diff=34629</id>
		<title>40d Talk:Captured creatures</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Captured_creatures&amp;diff=34629"/>
		<updated>2009-02-14T13:05:49Z</updated>

		<summary type="html">&lt;p&gt;Myroc: Injury Shaft&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Taming ==&lt;br /&gt;
It looks like animals that killed any &amp;quot;good&amp;quot; creatures (such as elves or humans) can't be tamed (will go rampart as soon as they are released from cages).&lt;br /&gt;
I've got my whole fortress sealed off, a dragon came, after being hit by few stone traps and killing whole elven caravan, it fell into a cage trap. I tamed him (I do have a Dungeon Master) but when I tried to chain him before the entrance he started to kill dwarfs as soon as he was released from cage. I'm 100% sure it didn't kill any dwarfs (only a war dog) before falling in to a trap, and I'm certain it killed at least one elf. I'm using 27.176.38c, not modded in any way. --[[User:Tomato|Tomato]] 02:58, 3 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Just to clarify a little here, it doesnt seem that killing tame animals will trigger untamability, but if Tomato's experiences are anything to go by, watch out if other civilized entities have been slain. (I am reasonably sure that tame animals are ok, by an experimental process of de-stealthing a GCS by throwing a dog into its cave, taming it, and letting it wander around in my base for a month or so waiting for the death messages) --[[User:Kaypy|Kaypy]] 10:30, 21 May 2008 (EDT)&lt;br /&gt;
== magma ==&lt;br /&gt;
Initial questions: will cages melt and its inhabitants be killed if magma is released onto it and the cage is non-magma-resistant?&lt;br /&gt;
:Yes, I burnt a bunch of useless donkeys and kittens this way. [[User:Dangerous Beans|Dangerous Beans]] 12:32, 1 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== breed in cages?==&lt;br /&gt;
I've done the cages to massive herds idea, but it doesn't work. They'll give birth just fine while in the cage (and the babies *won't* be locked in the cage, btw) but I've gone three years without a birth until a couple seasons after I released them all to presumably breed again. If you ask me, the ideal herd would be contained in a pit that's had access walled off, since (I believe) pathfinding lag isn't a factor when it's a wall, not a locked door.&lt;br /&gt;
&lt;br /&gt;
Yea, I'm feeling a bit lazy right now, or I'd have edited this stuff into the article myself. Feel free to add it in and remove this, assuming I haven't just ended up in some weird situation where they just happen to have been pregnant for 3 years... --[[User:N9103|Edward]] 22:56, 10 January 2008 (EST)&lt;br /&gt;
: I am not exactly sure, but i think both a cow and a dog have given birth inside a cage after being in there for more than a year. So i toned down the statement in the article.--[[User:Koltom|Koltom]] 10:02, 27 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Actually, the babies born in cages thing is true, but it works this way: the baby is born in the cage but is not ''assigned'' in the cage. So when it's born, a dwarf will immediately rush to free it. (Tried this by building a cage behind forbidden doors and the baby remained in the cage.)&lt;br /&gt;
&lt;br /&gt;
By the way, how do you put a timestamp behind your edit? This timestamp below I have manually typed in. --[[User:ShunterAlhena]] 09:12, 11 January 2008 (EST)&lt;br /&gt;
 &lt;br /&gt;
:use &amp;lt;nowiki&amp;gt;--~~~~&amp;lt;/nowiki&amp;gt; or the button that looks like a signature ;) --[[User:N9103|Edward]] 08:04, 11 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== STOP HIM!!! ==&lt;br /&gt;
&lt;br /&gt;
How am I supposed to put a captured goblin in an arena without letting the little bastard go? [[User:Patarak|Patarak]] 00:05, 25 January 2008 (EST)&lt;br /&gt;
:A lever based enter/exit door for the arena so you can lock it, His combatent will probably have to be the one to let him go in that case. Or use a pit of some kind. --[[User:Shades|Shades]] 04:01, 25 January 2008 (EST)&lt;br /&gt;
My problem more lies with transporting the goblins from an animal stockpile to my arena/pit, which simply had the goblin released from his cage. [[User:Patarak|Patarak]] 04:32, 25 January 2008 (EST)&lt;br /&gt;
:Is there a problem with building a cage using the cage the gobbo's in? As for releasing... you do know levers work on cages too, right? --[[User:N9103|Edward]] 05:37, 25 January 2008 (EST)&lt;br /&gt;
Just to clarify, I have a problem transporting the goblin, not releasing him. When I attempted to move him, the goblin was released in the animal stockpile. I'm not sure how to specify build the cage that the goblin is using, but that would probably work, yes. [[User:Patarak|Patarak]] 05:52, 25 January 2008 (EST)&lt;br /&gt;
::You would {{k|b}}uild ca{{k|j}}e (yes its j to build a cage) [[User:Jikor|Jikor]] 06:51, 25 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
IIRC, in order to assign a creature to an existing cage, it first has to be taken out of the cage it's in and carried over to the new cage. However, the dwarf moving it in this way may suddenly realise they are carrying a dangerous 'thing' and drop it. This can be avoided by building the cage directly, which does not require taking the creature out. [[User:VengefulDonut|VengefulDonut]] 07:59, 25 January 2008 (EST)&lt;br /&gt;
:With the current (.38c) version I have noticed that transporting goblin soldiers is fine, the poor goblin just trails along and gets moved while goblin thieves will escape when tried to be moved. Perhaps it has something to do with sneaking vs not-sneaking. [[User:Yvain|Yvain]] 00:06, 10 April 2008 (EDT)&lt;br /&gt;
:I know for certian this behavior held in 0.23.130.23a. I imagine it probably hasn't changed since 0.27.169.33g. I tagged the article with 0.23.130.23a, so if someone knows better, please change it. [[User:VengefulDonut|VengefulDonut]] 08:09, 25 January 2008 (EST)&lt;br /&gt;
Whenever I build the cage, the dwarves just bring an empty one. I still haven't figured out a way to build exactly the cage the goblins are in. [[User:Patarak|Patarak]] 14:11, 25 January 2008 (EST)&lt;br /&gt;
:{{k|b}}uild menu -&amp;gt; ca{{k|j}}e [sic], then press e{{k|x}}pand list to see the indivudial cages with quality levels instead of a broader category list. Pick the one that's called &amp;quot;Goblin Cage(''materialname'')&amp;quot; and the dwarves will construct the cage with the gobbo still inside. Then link it up to a lever, station your executioner in a locked room with it, and yank the lever to start your pitfight. --[[User:TangoThree|TangoThree]] 10:23, 26 January 2008 (EST)&lt;br /&gt;
::No more reusable method? I mean, for next fight the cage has to be dismantled, then new cage built and connected to a lever. I could imagine &amp;quot;dumping&amp;quot; the goblin right onto the cage (set as cage trap?) on the arena (short pit/pond shaft right above) should work?&lt;br /&gt;
&lt;br /&gt;
== RE: Arenas section ==&lt;br /&gt;
&lt;br /&gt;
Is it actually possible to strip the weapons and armour off a captured creature as suggested here? --[[User:TangoThree|TangoThree]] 11:15, 26 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
: Yep, Check out the talk page for cages, under &amp;quot;Captured thieves&amp;quot; someone should probably integrate that info this article. --[[User:The Flying Febe|The Flying Febe]] 23:20, 3 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Sentry Animals? ==&lt;br /&gt;
&lt;br /&gt;
Can tamed creatures be used as sentries? Or would I have to have a dwarf?&amp;lt;br /&amp;gt;&lt;br /&gt;
--[[User:Lordmick134|Lordmick134]] 22:43, 30 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Yes. Build a chain or rope and attach a tame creature to it, and it will have a good chance of spotting any nearby thieves or other sneaking creatures. I usually set up 2-3 chained critters in alcoves along my entry halls for that purpose. --[[User:Janus|Janus]] 02:55, 31 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Can caged animals see ambushers farther away than the 8 tiles adjacent to them?  I figure they probably don't (in which case they're still plenty useful anyways), but it'd make it a lot easier to cover large areas if I don't have to put a cage every third tile. [[User:LegacyCWAL|LegacyCWAL]] 20:08, 7 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
No. The best way is to set up some high-traffic areas, and make sure all your valuables are indoors and that any potential ambushers have to get past your security. For example;&lt;br /&gt;
:xxx&lt;br /&gt;
:xOx&lt;br /&gt;
:xxx&lt;br /&gt;
&lt;br /&gt;
If you put your roped animal in the middle they will have access to all 8 tiles around them with very little chance of an enemy bypassing it. --[[User:AlexFili|AlexFili]] 04:09, 9 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I was afraid of that. Ambushers getting into the fortress isn't a problem because I've already done what you describe (and racked up a hell of a kill count in the process =P ).  I was just hoping for a better way to help keep ambushers away from stuff like road-builders and caravans that my Corridor of Doom can't protect. --[[User:LegacyCWAL|LegacyCWAL]] 13:45, 9 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Animal Training Labor ==&lt;br /&gt;
&lt;br /&gt;
The article said only a dwarf with Animal Training activated will release animals. I had a dwarf releasing and caging animals with no labors active, except pump operating. Using 38c. --[[User:Strangething|Strangething]] 15:31, 14 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I don't know where it says that, so I'll leave it to you to fix it. You're correct; the article is wrong. --[[User:Savok|Savok]] 15:48, 14 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I already fixed it --[[User:Strangething|Strangething]] 20:31, 15 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Capturing friends ==&lt;br /&gt;
&lt;br /&gt;
Does anyone know of a way to capture friendly entities?  Elves would be awesome but I was thinking more like my own dwarves, without makind them go berserk (I'm also trying to figure out whether or not it counts as lowering population, and if not what happens if you sell them?). --[[User:MagicGuigz|MagicGuigz]] 20:00, 7 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I think that making them go to sleep on a cage trap (such as by locking them in a 1x1 room with said trap in it) will do it.[[User:LegacyCWAL|LegacyCWAL]] 20:58, 7 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Ah yes probably, didn't think of that...thanks!  Maybe we should include it if it's veryfied? There's lots of fun to be had with captured dwarves and humans/elves I think. --[[User:MagicGuigz|MagicGuigz]] 21:31, 7 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: It was pretty hard but I managed to catch one!  The trick is to dig a 3-4 z-levels hole with a hatch over it (or bridge, etc), and have a cage at the bottom.  Draft someone and make him stand there while someone pulls the lever.  2 dead dwarves (and the one in the cage gravely wounded I suspect) but it was worth it.  The 1x1 room thing didn't work, as they tended to starve before they actually fainted...or maybe I didn't wait long enough? More testing to come and then maybe I can include that in the article. --[[User:MagicGuigz|MagicGuigz]] 22:24, 9 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: The dwarf was automatically released and helped by others...  I guess the only way to keep dwarves locked is to make them go berserk...&lt;br /&gt;
&lt;br /&gt;
== Slavery? ==&lt;br /&gt;
&lt;br /&gt;
Is it possible to sell caged entities? I once tried to sell a caged Goblin (Pedogob, I think it was) to Dwarven Merchants, and the Goblin was released from its cage when the cage was set down in the Depot. Did I do something wrong, or is it just not possible? --[[User:Nekojin|Nekojin]]&lt;br /&gt;
&lt;br /&gt;
: Bug #41 (or was it 40?).  Sometimes (not always) a dwarf will take only the cage without its content to the depot.  --[[User:MagicGuigz|MagicGuigz]] 11:02, 19 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;This can be avoided by building the cage the animal is in&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
Caveat — When an animal is captured via a cage trap and then assigned to an existing cage, the dwarf moving the animal will tend to let it go. This can be avoided by building the cage the animal is in.v0.27.176.38c&lt;br /&gt;
&lt;br /&gt;
Can we get some clarification on the last sentence? [[User:SwallowedSpear|SwallowedSpear]] 18:56, 11 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:In DF, building an object can (and often does) refer to placing it as a building. EG: &amp;quot;I have 20 limonite tables for my dining hall, but I didn't build them yet&amp;quot;. Does that clear it up? [[User:VengefulDonut|VengefulDonut]] 19:18, 11 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::Well, does it mean that if, say, a goblin gets caught in a *Lead cage*, you should &amp;quot;build&amp;quot; that same *Lead Cage* where you want it to go? [[User:SwallowedSpear|SwallowedSpear]] 19:49, 12 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Yes. --[[User:N9103|Edward]] 21:07, 12 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Jailbreak ==&lt;br /&gt;
&lt;br /&gt;
I had caught goblins in my traps over the years. I put all the cages in a big room because I didn't know what else to do with them ... then during the second siege of my fortress I caught a GOBLIN MACE LORD!&amp;lt;br /&amp;gt;&lt;br /&gt;
I read the arena section and put him in there with a giant jaguar. Locked the door and pulled the lever.. the mace lord literally tore the giant jaguar apart and began walking in a circle inside of the room.. I don't get it.&amp;lt;br /&amp;gt;&lt;br /&gt;
I thought that he could at least try to free his captured brethren. That way an army of 7 would form and even though they were mostly thieves a simple locked rock door shouldn't be able to hold a MACE LORD and his 6 followers captive now would it? Am I the only one who thinks this would be a welcome change? --[[User:Aspgren|Aspgren]] 05:25, 7 Feb 2009 (CET)&lt;br /&gt;
&lt;br /&gt;
:Toady actually reads the suggestions in the DF forums. If you have an idea and an interest in seeing it happen, here is not the best place to put it. [[User:VengefulDonut|VengefulDonut]] 00:26, 7 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Injury Shaft ==&lt;br /&gt;
&lt;br /&gt;
Is it only me or does the instructions to build confusing? I'm having a hard time deciphering it. --[[User:Myroc|Myroc]] 08:05, 14 February 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Myroc</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Anvil&amp;diff=19390</id>
		<title>40d Talk:Anvil</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Anvil&amp;diff=19390"/>
		<updated>2009-01-31T21:25:14Z</updated>

		<summary type="html">&lt;p&gt;Myroc: /* Bars needed to make */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Cleaning the page == &lt;br /&gt;
I've made some cleanup alterations, both to the article and this discussion page. Hope you all don't mind. [[User:MOOMANiBE|MOOMANiBE]] 23:21, 22 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Bars needed to make ==&lt;br /&gt;
I've noticed this page doesn't list how many bars are required to make an anvil. Anyone who knows offhand? Seems like it'd be useful info. [[User:MOOMANiBE|MOOMANiBE]] 17:37, 22 February 2008 (EST)&lt;br /&gt;
:3. --[[User:Alfador|Alfador]] 18:43, 22 February 2008 (EST)&lt;br /&gt;
::Added this to the page. --[[User:Myroc|Myroc]] 16:25, 31 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Getting an anvil from the caravan ==&lt;br /&gt;
So is it possible to easily procure an anvil within the first 1-2 years? because if it is, then I'm going to ditch it on the embark screen and spend those 1000pts on turtles.&lt;br /&gt;
:Thats a lot of turtles. Get dogs instead. Imagine a swarm of pooches descending on a goblin fortress, taking no prisoners, and leaving no goblin child behind! --[[User:Ikkonoishi|Ikkonoishi]] 15:33, 4 November 2007 (EST)&lt;br /&gt;
:In my experience the first dwarven caravan brings one.  However they will charge you dearly for it (~1000$), moreso if the anvil is steel (~3000$). Prices are from memory. [[User:Anonymousphrase|Anonymousphrase]] 15:51, 4 November 2007 (EST)&lt;br /&gt;
:: The caravan has a high chance of bringing one, it is not certain. --[[User:Soyweiser|Soyweiser]] 09:27, 8 November 2007 (EST)&lt;br /&gt;
:::Dearly yes, but a well made stack of food will cover the cost of a steel one so it's not hard to buy out the caravan. I had one caravan turn up with two steel anvils and a stack of plump helmet (5). Seems that was all they could carry :( --10:21, 8 November 2007 (EST)&lt;br /&gt;
::::True, but that does take some planning. I never got enough cash (what is the correct dwarven word, the value word...) to buy the anvil in the first year, but I'm stupid and focus on creating goblets, and making enough beds etc for my dwarfs. --[[User:Soyweiser|Soyweiser]] 13:57, 8 November 2007 (EST)&lt;br /&gt;
:::::Cash in the first year is easy.  I often find myself trading mechanisms because they're relatively high value/item (fewer hauling jobs to the depot), and if you're buying an anvil you're taking a lot of weight off their wagon.  Its not like you didn't bring a mechanic...  Barring that, it is possible to make enough cheap stone trinkets to buy everything you really want off the caravan, assuming you don't mind carting a couple hundred trinkets to the depot.  You had to eat all that stone somehow, right?  I've also never seen a caravan without an anvil in the first year, assuming the wagons could get to me.  (And heck, it generally takes me to the second year to have enough ready access to fuel to make it worth running a metalsmith anyway, barring nearby known magma) --[[User:Squirrelloid|Squirrelloid]] 05:28, 22 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I'd definitely been left high and dry by the first dwarven caravan before.  Took me three long years before I was finally able to get my hands on an anvil!&amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:DaveLawson|DaveLawson]] ([[User talk:DaveLawson|talk]]•[[Special:Contributions/DaveLawson|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
:I second that statement, I've regularly not seen an anvil show up with the first dwarven caravan.  --[[User:Sentack|Sentack]] 11:00, 28 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Odd anvil materials ==&lt;br /&gt;
I have created a zinc anvil (value 200). Is this a bug?&lt;br /&gt;
::Anvil (100) made of zinc (x2) with no quality modifier (x1). 100 x2 x1 =&amp;gt; 200. Looks right to me. [[User:VengefulDonut|VengefulDonut]] 12:29, 14 February 2008 (EST)&lt;br /&gt;
::Oh! Wait a minute. You aren't supposed to be able to make anvils out of zinc. What version are you using? I remember there was a bug where dwarves would use a different metal than the one assigned in the task, letting even pig iron be used to make stuff. [[User:VengefulDonut|VengefulDonut]] 12:31, 14 February 2008 (EST)&lt;br /&gt;
:::Heh, I'd like to have an archive of that version; I want a bismuth anvil. XD --[[User:Alfador|Alfador]] 11:55, 15 February 2008 (EST)&lt;br /&gt;
:::Pig iron stuff... I once had noble mandating pig iron items... He soon got locked in his room for such a crime against dwarvenkind. --[[User:Someone-else|Someone-else]] 07:56, 22 April 2008 (EDT)&lt;br /&gt;
::::Remember that anvils can be made of anything if created by a moody dwarf! --[[User:Termitehead|Termitehead]] 09:09, 6 May 2008 (CST)&lt;br /&gt;
:::::pig iron bars count, steel bars might, so basically he wants you to make steel....--[[User:Eerr|Eerr]] 16:26, 8 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Anvil Quality and/or Material Affecting Final Product? ==&lt;br /&gt;
&lt;br /&gt;
Just to make a note, http://www.bay12games.com/forum/index.php?topic=23783.0 gives anecdotal evidence that the anvil material may affect the quality of items made. In summary, it seems from that post that items of 'higher' material than the anvil material has reduced quality chances (and by 'higher', I would guess the weapon/armor material modifiers). The adamantine scenario is in that post, but the implication is that for a steel industry, a steel anvil would be a good idea. Obviously, more testing is needed, and this might just be drivel. [[User:Blackcat|Blackcat]] 07:19, 26 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Fire Safe Anvil? ==&lt;br /&gt;
&lt;br /&gt;
i purchased an iron anvil from the caravan, and when i attempt to construct a metalsmith's forge, it says i need a fire-safe anvil. --[[User:Plstcflsh|Plstcflsh]] 00:55, 15 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:If you've only just bought it, chances are that the anvil is tasked (&amp;quot;[TSK]&amp;quot;) with being taken to a suitable stockpile. Items that have been assigned a task, even hauling, are unavailable for any other purpose. If this is the case, just wait for the anvil to be stockpiled, at which point it will become available, and then build your forge. --[[User:Raumkraut|Raumkraut]] 02:02, 15 October 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Myroc</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Anvil&amp;diff=2093</id>
		<title>40d:Anvil</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Anvil&amp;diff=2093"/>
		<updated>2009-01-31T21:24:34Z</updated>

		<summary type="html">&lt;p&gt;Myroc: Added number of  bars needed to make them.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Anvils are required to build a [[metalsmith's forge]]. They are a vital item if your fortress intends to do any metalworking whatsoever.&lt;br /&gt;
&lt;br /&gt;
Since the only way to &amp;lt;i&amp;gt;make&amp;lt;/i&amp;gt; an anvil is with a metalsmith's forge, your first anvil must be sourced from outside of your colony. Apart from that, anvils require three metal bars to be made.&lt;br /&gt;
&lt;br /&gt;
An anvil is included by default in starting equipment. If you choose not to bring an anvil, you are usually able to trade for one with the dwarven (autumn) and [[human]] [[caravan]] that often carry [[iron]] anvils at a cost of 1000☼, and [[steel]] anvils at a cost of 3000☼. If not, you may also request one from the [[dwarven liaison]] or human [[guild representative]], if you are willing to pay an increased price to guarantee that at least one anvil arrives in the second year/third year. Note that it is presently useless to request the more-expensive steel anvil as there is no difference in productivity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Acquiring an Anvil ==&lt;br /&gt;
&lt;br /&gt;
You may bring an anvil with you on embark, at the cost of 1000 points. However, some players choose to forego this and instead spend the points for other purposes. An anvil will usually be available for purchase from the dwarven caravan in the first autumn, but it is not guaranteed. An anvil from a caravan will cost 1000 if made of iron, or 3000 if made of steel.&lt;br /&gt;
&lt;br /&gt;
== Anvil Properties == &lt;br /&gt;
&lt;br /&gt;
Anvils may be made of [[iron]], [[steel]] or [[adamantine]].  (Dwarves in [[strange mood]]s can make anvils out of any metal.)  The material used does not seem to affect the performance of the forge. Neither does the anvil's quality, although anvils have a high base cost, so quality greatly increases their value. Smithing an anvil requires three bars of metal.&lt;br /&gt;
&lt;br /&gt;
Anvils are considered furniture and will be stored in a furniture [[stockpile]] if not utilized in a forge.&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Furniture]]&lt;/div&gt;</summary>
		<author><name>Myroc</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Gather_plants&amp;diff=47144</id>
		<title>40d Talk:Gather plants</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Gather_plants&amp;diff=47144"/>
		<updated>2009-01-28T19:00:02Z</updated>

		<summary type="html">&lt;p&gt;Myroc: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Prickle Berry ==&lt;br /&gt;
&lt;br /&gt;
Don't you think [[Prickle berry]] should be added here? [[User:Myroc|Myroc]] 12:10, 28 January 2009 (EST)&lt;br /&gt;
: Sure! I added it ! you could have done it yourself too ! :) --[[User:Karl|Karl]] 13:29, 28 January 2009 (EST)&lt;br /&gt;
:: I was just thought that there might have been an obvious reason to why it hadn't been added already, since it weren't there already, so i kinda asked to make sure. --[[User:Myroc|Myroc]] 14:00, 28 January 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Myroc</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Myroc&amp;diff=47146</id>
		<title>User:Myroc</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Myroc&amp;diff=47146"/>
		<updated>2009-01-28T17:16:02Z</updated>

		<summary type="html">&lt;p&gt;Myroc: New page: '''Myroc cancels eat: Busy playing Dwarf Fortress'''  I am Myroc (NOT pronounced &amp;quot;my rock&amp;quot;...) and i'm an evil villain. Well, evil atleast. Half-evil. Kinda evil... (You get the picture at...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Myroc cancels eat: Busy playing Dwarf Fortress'''&lt;br /&gt;
&lt;br /&gt;
I am Myroc (NOT pronounced &amp;quot;my rock&amp;quot;...) and i'm an evil villain. Well, evil atleast. Half-evil. Kinda evil... (You get the picture at this point).&lt;br /&gt;
&lt;br /&gt;
You want more on this page? Too bad.&lt;/div&gt;</summary>
		<author><name>Myroc</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Gather_plants&amp;diff=47142</id>
		<title>40d Talk:Gather plants</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Gather_plants&amp;diff=47142"/>
		<updated>2009-01-28T17:10:23Z</updated>

		<summary type="html">&lt;p&gt;Myroc: Prickle Berry&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Prickle Berry ==&lt;br /&gt;
&lt;br /&gt;
Don't you think [[Prickle berry]] should be added here? [[User:Myroc|Myroc]] 12:10, 28 January 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Myroc</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Challenges&amp;diff=22575</id>
		<title>40d Talk:Challenges</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Challenges&amp;diff=22575"/>
		<updated>2009-01-25T10:50:37Z</updated>

		<summary type="html">&lt;p&gt;Myroc: /* The Great Wall of [Kingdom] */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Colorful==&lt;br /&gt;
This is an idea I got by reading trough all the challenges, what if you make it a goal to have the fortress in the colour of the rainbow. (Example, 80x80 tile fortress, first 10 tiles are red, second 10 tiles are brown-orange, the third 10 are yellow and go on) --[[User:G1real|G1real]] 08:43, 27 June 2008 (EDT)&lt;br /&gt;
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==Sparta==&lt;br /&gt;
&amp;quot;You shouldn't create chainmail or plate armour.&amp;quot;&lt;br /&gt;
&amp;lt;br&amp;gt;why? --Savok &lt;br /&gt;
:because spartans don't wear chest armor. you should definately watch 300, it's like Dwarf Fortress on crack! --AlexFili &lt;br /&gt;
::from what I've read, 300 isn't an accurate depiction of Spartan life. However, this challenge build is based on 300 --Savok&lt;br /&gt;
:::Alright, fair point, 300 was based from a graphic novel, but many similarities between Spartans in 300 and in real history are present. --[[User:AlexFili|AlexFili]] 10:39, 9 June 2008 (EDT) &lt;br /&gt;
::::&amp;quot;However, this challenge build is based on 300&amp;quot; No it isn't. At least, it wasn't intended to be. I guess I shouldn't have referred to pop culture when I added it. --juckto&lt;br /&gt;
:::::The hell with it. Split off spartans from 300. [[User:Juckto|Juckto]] 16:55, 14 June 2008 (EDT)&lt;br /&gt;
::::::Not only did Spartans use chest armour (although in the form of bronze muscel cuirasses), but it was illegal and finable to fight without your armour. Theres one story of a Prince praying in Temple when some enemies attacked, he ran out naked and killed them, the Oligarchs awarded and praised him with one hand and then fined him with the other. Further specific Spartan attributes, the largely did not wear sandals except during war (don't want your feet to be soft and flabby, gotta make them rock-proof), Sparta itself didn't rely on walls (although they did use them [notably at the battle of the Hot Gates to keep the Persians from landing south of the gates] and the city did eventually make some). Theres also the complicated issue of their government, not sure how to replicate that, dual monarchy with the Kings having no real governmental powers and an oligarchy ruling at home. Maybe having a Legendary warrior lead each of two squads and having every position (Book Keeper, Mayor, Captain of the Guard even maybe) filled by a useless fat rich guy in a nice shiny house. I should also point out alot of their generals and kings were known for a love of gold and that 50% of the population being in the military is not very accurate, actual Spartan soldiers were vastly outnumbered by the Helots. --[[User:Lowlandlord|Lowlandlord]] 01:37, 31 July 2008 (EDT)&lt;br /&gt;
==No mining==&lt;br /&gt;
Now that you construct walls and fortifications out of wood, I wonder if anyone is going to take on a 'no mining' challenge?  You're going to need a ''lot'' of wood! --[[User:Mechturk|Mechturk]] 17:00, 6 November 2007 (EST)&lt;br /&gt;
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:Some people already are :p --[[User:Turgid Bolk|Turgid Bolk]] 17:44, 6 November 2007 (EST)&lt;br /&gt;
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::I'm running a game with Elves as the playable civilization, a challenge on its own--The Forest Retreat of Inalamina is well into its ninth year, with a population of 220, and this is without mining ''or'' cutting down any trees. It's defended entirely by spearmen, swordsmen, and wrestlers, and the nobles/admins and wounded elves live happily in tree forts and lean-tos! Worth adding, maybe? I'd even consider writing an article for it... --[[User:Navian|Navian]] 10:23, 6 November 2008 (EST)&lt;br /&gt;
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::: I am completely enthralled. I'd love to see it written up. Screenshots, the whole thing. --[[User:RomeoFalling|RomeoFalling]] 10:37, 6 November 2008 (EST)&lt;br /&gt;
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::Oh, you mean for the game I'm running itself? I'd love to, but I can't seem to find what the rules for that are and I don't want to step on any toes by randomly creating a page. --[[User:Navian|Navian]] 10:48, 6 November 2008 (EST)&lt;br /&gt;
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::: Either for the game itself, or a general essay sorta thing on the challenges and solutions for that kind of gameplay. As for the [[rules]], I don't know what you're talking about exactly. A wiki is a kind of anarchistic democracy. If you think it's worth putting up, you are free to put it up. If someone wants to take it down, they're free to do that too. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:RomeoFalling|RomeoFalling]]&amp;lt;/small&amp;gt;&lt;br /&gt;
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:::Put the writeup on your userpage, and if it can be broadened into something else, we'll move it into the mainspace.--[[User:Maximus|Maximus]] 23:09, 6 November 2008 (EST)&lt;br /&gt;
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==Assassination==&lt;br /&gt;
I tried &amp;quot;Assassination&amp;quot; the other day and found that it was incredibly easy with a group of axedwarves. Not only did I kill the hardest-to-get-at goblin, I killed every last other goblin too. In the end, there were only 2 dogs and 2 dwarves dead (the last one fell, sadly, to the last goblin left, who was hiding in the tunnels.--[[User:Smoking Gnu|Smoking Gnu]] 22:51, 15 December 2007 (EST)&lt;br /&gt;
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:Now do it with 7 untrained dwarves with no armor. --[[User:TheUbie|TheUbie]] 19:30, 29 December 2007 (EST)&lt;br /&gt;
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::Mwa ha ha ha!--[[User:Jackrabbit|Jackrabbit]] 18:38, 11 December 2008 (EST)&lt;br /&gt;
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== Humanlike? ==&lt;br /&gt;
It should be noted that the 'human-like fortress' as described is historically inaccurate.  In particular, its either misrepresenting or confusing various details.  One major point is that a _castle_ never incorporated a town.  There are walled towns and there are castles, but these are entirely different things.  A couple of historical periods/styles would lead to the following different suggestions:&lt;br /&gt;
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(A) Larger (stone) medieval castles sometimes had industry in the bailey.  This was often pressed up against the outer wall to save on space and wall building.  It was usually militarily useful industry (ie, metalsmithing of various types).  Cooking and possibly brewing might also happen, and cooking at least would have been handled in the keep itself.  Industries including jewelry, carpentry (on a permanent basis), and other non-military production would have been outside the castle, quite possibly in a town nearby.  &lt;br /&gt;
&lt;br /&gt;
(B) More isolated smaller castles would have done necessary production in the bailey on a temporary basis (ie, erecting a carpentry work area when needed and disassembling it afterwards), with a few permanent industries (notably blacksmithing).&lt;br /&gt;
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(C) 'Dark Ages' castles would be made of wood, and weren't large enough to accomodate much industry.  Instead they would have imported everything.  The early castle was a defensible home for the lord and his family, and would only house them and a few military retainers.&lt;br /&gt;
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It should be noted that the lack of focus on industry in a castle meant diverse tasks might share the same workspace and in fact be handled by the same person.  The purpose of a castle is military, not production, and castle's only produced goods for internal demand that either could not be imported, would be inconvenient to import, or were critical to the military purpose (and couldn't afford access to those goods being lost during a siege).&lt;br /&gt;
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(D) A walled town would have no keep.  Nobles would not live there.  Basically, towns would build a wall around their perimeter for defense.  More important towns often grew to encompass nearby castles, and often outgrew their walls - which might either lead to substantial portions beyond the walls or accruing walls occasionally to encompass new growth.  Despite a castle potentially being encompassed by a town, the castle and town were administratively separate - towns receiving independent charters from the crown - and the town was never subject to the lord of the castle (who may well control the surrounding countryside).&lt;br /&gt;
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Given the nature of Dwarf Fortress, treating it as a town rather than a castle is probably preferable unless you really want to emphasize military skills, which could be interesting.  You could, of course, create a castle and a town, keeping them as virtually separate entities, with military dwarves and nobles living in the castle and other dwarves living in the town.&lt;br /&gt;
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--[[User:Squirrelloid|Squirrelloid]] 18:11, 30 April 2008 (EDT)&lt;br /&gt;
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:When did we start trying to make DF fit real-world history?&lt;br /&gt;
:His idea seems perfectly fine when compared to in-game human towns/cities, as they have a keep and whatnot as part of the city. Only difference is adding a wall around it all. --[[User:N9103|Edward]] 18:25, 30 April 2008 (EDT)&lt;br /&gt;
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== Insane Renegade (just a thought) ==&lt;br /&gt;
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Well I was thinking something along these lines,&lt;br /&gt;
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They all think that your crazy, so you and some others ran. You shouldn't trust them... They want you dead. Except for the (random profession/job) they think like you. KILL THEM KILL ALL THAT OPPOSE YOU!!,&lt;br /&gt;
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Description:&lt;br /&gt;
Xenophobia, Do not trade with others, Kill all immigrants except ones of a certain job/profession. If you want to go as a truly insane person, ban all statues and engravings of Dwarven faces (the statues, THE ROCKS! THEY ALL WANT ME DEAD!!!!) Be prepared for a long life of hatred and sieges.&lt;br /&gt;
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P.S. if anyone edits this and puts it on the main thing please give me partial credit... Thank you and goodnight! &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:LrZeph|LrZeph]]&amp;lt;/small&amp;gt;&lt;br /&gt;
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:How is this different from [[Challenges#Outcast|Outcast]], aside from the RP? --[[User:Savok|Savok]] 16:41, 22 June 2008 (EDT)&lt;br /&gt;
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::Oh dear, i missed that one. never mind &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:LrZeph|LrZeph]]&amp;lt;/small&amp;gt;&lt;br /&gt;
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== Dystopian society ==&lt;br /&gt;
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Anyone thought of making a fortress based off one of those dystopian futures found in scifi novels like 1984, We, Brave New World, and Fahrenheit 451? The way I imagine it, it would be similar to the Equaland challenge, with variations based on the dystopian principle of your choice. For example, if you want to encourage uniformity across your population, enable all labor for every dwarf and persecute anyone who skills up too quickly at a given skill. A strict caste system might also be implementable, a la Brave New World. Another idea would be to kill off or at least &amp;quot;re-educate&amp;quot; any dwarf that falls below ecstatic for an extended period of time. Tons of ideas at {{wiki|Dystopia}}. Thoughts? --[[User:Mikaka|Mikaka]] 04:56, 24 June 2008 (EDT)&lt;br /&gt;
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:That sounds like a good challenge. --[[User:Savok|Savok]] 08:24, 24 June 2008 (EDT)&lt;br /&gt;
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== Underwater Building ==&lt;br /&gt;
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I've decided to take on the underwater building challenge, and have started Migrurmestthos, The Ocean-Citadel. But ah... I can't for the live of me figure out how I'm going to get glass blocks to the bottom of the ocean. Any ideas? --[[User:Anfini|Anfini]] 20:36, 19 July 2008 (EDT)&amp;lt;br&amp;gt;&lt;br /&gt;
''P.S.: I've altered the creature tokens and set my Dwarves to Aquatic.''&lt;br /&gt;
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:I recommend either&lt;br /&gt;
:#Don't build it in the ocean.&lt;br /&gt;
:#Use pumping to pump a large area of the top level of the ocean out. Do the same with a slightly smaller area one level down. Repeat as desired.&lt;br /&gt;
:#Pump the ocean out, build, then let it flow back in. This is like the above, but with the whole visible ocean. --[[User:Savok|Savok]] 22:45, 20 July 2008 (EDT)&lt;br /&gt;
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:::Oookay, okay. I have single-handedly diverted the courses of raging rapids to give my children something to drink, harnessed the power of lava, and built towers of glass. However, I cannot help but approach the idea of pumping out '''the entire ocean''' with a bit of skepticism. Is this ''really'' possible? --[[User:Anfini|Anfini]] 22:53, 21 July 2008 (EDT)&lt;br /&gt;
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::::Aye, it is. Aside from waves, the &amp;quot;entire&amp;quot; ocean is really, due to map limitations, just a large, fast-refilling lake. If you build a ring of pumps properly, you should be able to clear the water from a section, which can be as large as your fortress map. --[[User:Savok|Savok]] 02:34, 23 July 2008 (EDT)&lt;br /&gt;
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::::: I've personally been using 'canals' in my fortress for quite a while, and what I do is simply allocate nobles' rooms along the side of the canal, and before flooding the waterway, I dig into it and build glass windows and blocks so the nobles can watch the fish swim by.  I doubt it actually raises the room value by any more than the glass windows' base value, but I like the effect.  This isn't really an &amp;quot;underwater city&amp;quot; per se, but it's born of the same concept.  --[[User:Eddie|Eddie]] 07:45, 26 July 2008 (EDT)&lt;br /&gt;
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:Check out [[User:Squirrelloid/Under the Sea]], then note that I haven't quite tested any of the possible methods yet.  I'm about ready to turn on the magma tap and see if I can create an obsidian stalagmite with successive bursts of magma followed by channelling - that may provide a way to build stairs down through and assemble a mass pump appartus - yes, this is going to be a lot of work.  Its took 6 years of game time to get to the point where I was ready and able to do a trial run - admittedly, it wasn't the only thing I was focused on.  --[[User:Squirrelloid|Squirrelloid]] 12:28, 19 November 2008 (EST)&lt;br /&gt;
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== Dwarf Factory ==&lt;br /&gt;
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--[[User:Bilkinson|Bilkinson]] 18:12, 28 August 2008 (EDT)&lt;br /&gt;
Looking to develop this callenge concept:&lt;br /&gt;
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Your fortress is a highly specialized industrial complex. Select one item, or very narrow category of items. (ie Flour, Scepters, Shoes, Silk Bags, Crossbow Bolts) This is your factory's product. You must produce as much of it as possible, and it may only be used for export to any any and all caravans which visit your factory. Set up shift schedules, assign massive teams of dwarves (or even all of them!) to your core product, and generally devote your fort to maximizing output. &lt;br /&gt;
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Variants: &amp;lt;br /&amp;gt;&lt;br /&gt;
Assembly line - Each Dwarf is assigned a single stage of the production cycle, this is their only labour. Workshops should be grouped togeather by type, ordered based on the production cycle and grouped with relevant stockpiles.&amp;lt;br /&amp;gt;&lt;br /&gt;
Communal - Every Dwarf has every relevant labour enabled, in addition to whatever else they do for the fort.&amp;lt;br /&amp;gt;&lt;br /&gt;
High Management - For each Task in your production, appoint a department head. As the number of workers in each department grows, start appointing shift managers. As your factory expands in size, appoint reigonal coordinators and quality control bureaus. Cap this off with a board of directors and a CEO. None of these dwarves do anything but fill noble slots and build social skills.&amp;lt;br /&amp;gt;&lt;br /&gt;
Prison/Work Camp - Noble dwarves do not contribute to labour. Max the fortress/royal Guard at all times and draft 20% of the population into the army. The remaining dwarves are prisoners who must produce output. Build walls, rig traps, and make an example of anyone who fails to meet their quota.&amp;lt;br /&amp;gt;&lt;br /&gt;
People's Glorious Five-Year Plan - As above, but arrive with no skilled workers, rig all facilities with self destructs and kill switches, and only arm one in ten of your soldiers.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
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Bonus: Only produce things vital to the survival of your workers, or directly involved in making your product. Anything else must be imported.&amp;lt;br /&amp;gt;&lt;br /&gt;
Further Bonus: Produce only your final product, all raw materials must be imported. spend the surplus on anything else you may need.&lt;br /&gt;
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How's it sound?&lt;br /&gt;
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== Luxurious Tomb ==&lt;br /&gt;
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Build an extravagant mausoleum for your entire dwarf community.  Make it multi-leveled, make it a pyramid, make it out of glass if you want - but it must serve no other purpose than to be a dying place, and must not be accessed for any purpose other than to build it.  Add a few decorations here and there, statues, tables, and a whole lot of coffins to house everyone.&lt;br /&gt;
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Once it's complete, turn your fortress into a ghost town.  Remove the designation of all your stockpiles.  Forbid all the workshops and forbid access to the different areas of the fort as they get deserted to limit dwarf movement.  Lure everyone into the tomb, seal the entrance from the inside and watch everyone die inside their new mausoleum.  The tomb should be designed such that the initial entry point cannot easily be guessed (i.e.: The entrance should be sealed using a wall or some other solid structure - not via a door you just mark forbidden.&lt;br /&gt;
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BONUS: make access to the tomb difficult or impossible, either by causing a cave-in in the tunnel that leads towards it, or by flooding the surrounding area in water or magma.&lt;br /&gt;
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BONUS #2: Build the tomb over a chasm.  Find a way to drop the whole tomb-building into it once everyone's inside.&lt;br /&gt;
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:Suggestion: DON'T build it over a chasm; build it over a very large pit (deep enough to be called a 'chasm' by some) and make a set of ramps that lead down to the bottom. 1x2 setup; that is:&lt;br /&gt;
 ^^&lt;br /&gt;
 ^^&lt;br /&gt;
 ^^&lt;br /&gt;
 ^^&lt;br /&gt;
 ^^&lt;br /&gt;
 ^^&lt;br /&gt;
 ..&lt;br /&gt;
 That is, up ramps, turn on normal flooring, then continue back up in the opposite direction. So a dwarf would travel in this path:&lt;br /&gt;
 VV&lt;br /&gt;
 VV&lt;br /&gt;
 VV&lt;br /&gt;
 VV&lt;br /&gt;
 VV&lt;br /&gt;
 VV&lt;br /&gt;
 &amp;gt;^&lt;br /&gt;
:They'd come down the left ramp, turn left twice, and go down via the right ramp. Then they'd take two more lefts, and go down the left ramp, etc..&lt;br /&gt;
:Just a neat little suggestion that's way too complicated, but'd look nice...also, {{k|V}} is a ramp; {{k|^}} is not.&lt;br /&gt;
:I can't wait to try this out, then watch the temple I build go down, down, down, and '''SMASH'''--then use the ramps alongside it to view (and plunder, of course--it IS a tomb in adventure mode) it.&lt;br /&gt;
:Oh, and just a Z-level view:&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;
:Or:&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;
:Etc.. ~ [[User:Midna|Midna]] 23:45, 25 October 2008 (EDT)&lt;br /&gt;
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== Agoraphobia  ==&lt;br /&gt;
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Your dwarves are absolutely terrified of the great outdoors, ([[carp|and]] [[Elephant|with]] [[Giant eagle|good]] [[undead|reason]] and want nothing more than to be nestled tightly in the &amp;quot;[[Giant Cave Spider|relative]] [[Pit|saftey]]&amp;quot; of the underground. Upon arrival, immediately burrow into the ground and haul all your supplies out of the sun's glare, and then never set foot on the surface again. Also, to help reduce anxiety, have no single chamber larger than 5x5, and let no hall stretch farther than 5 tiles between doors.--[[User:Bilkinson|Bilkinson]] 11:42, 15 September 2008 (EDT)&lt;br /&gt;
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== &amp;lt;insert material&amp;gt; Fort....wait, what? ==&lt;br /&gt;
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Ok, now I can understand a glass fort...and I can understand making it all outside, but how does one build it under water?  Can someone please tell me how to do this so I can try to create my own Dwarven SeaLab? [[User:Alkyon|Alkyon]] 05:58, 17 October 2008 (EDT)&lt;br /&gt;
:I believe its either done via pump rings (enough screw pumps can hollow out sections of the ocean long enough to build something to hold the water back), or in a cold enough seasonal environment, only doing construction during the winter. [[User:HeWhoIsPale|HeWhoIsPale]] 08:44, 17 October 2008 (EDT)&lt;br /&gt;
:: The third option would be building the fort, and then making a lake around it. --[[User:Bilkinson|Bilkinson]] 08:51, 17 October 2008 (EDT)&lt;br /&gt;
::The real trick with building enough screw pumps is in water deeper than 1 z-level you need to find a way to build down - you cannot hang down staircases off sides like you can up staircases.  I'm attempting to pump magma to form an obsidian sheen - tunnel down through it and channel a hole, pump more magma, and so on.  I'll let people know how it works... --[[User:Squirrelloid|Squirrelloid]] 12:41, 19 November 2008 (EST)&lt;br /&gt;
:::So I've heard.  Have you tried just carving a staircase along the underwater cliff on your game?  I hope to see, or at least hear, the results of your work.  As for me, I'm trying this challenge the other way around: Turn a hilly desert map into a massive glass aquarium, with my dwarves living the good life inside. --[[User:Alkyon|Alkyon]] 13:41, 19 November 2008 (EST)&lt;br /&gt;
:::::Well, my goal was to build a free-standing structure in 15 z-levels of water, so yes, if there is a convenient cliff it works, but that limits you to cliffs which start 1 z-level below water.  As all my really deep water areas aren't even close to being accessible in that way, its not even an option.  --[[User:Squirrelloid|Squirrelloid]] 19:34, 19 November 2008 (EST)&lt;br /&gt;
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::::To me, the solution that comes to mind is to place a weapon rack on a narrow causeway and get recruits to wrestle until one punts another into the abyss. The lucky winner gets to build the up staircase. Getting materials below is easy, you can just build something and deconstruct it, among other more elaborate means. --[[User:Navian|Navian]] 17:41, 19 November 2008 (EST)&lt;br /&gt;
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:::::That only works if its only 2 z-levels down, because otherwise the dwarf falls into deeper water and drowns... and as 2 z-levels is boring... --[[User:Squirrelloid|Squirrelloid]] 19:34, 19 November 2008 (EST)&lt;br /&gt;
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==Genesis==&lt;br /&gt;
Kill all but two of your starting dwarves off (one male and one female).  Seal them in your fortress (no trading).  Repopulate the earth.  Measure of success is based on number of children before the fortress dies.  Thoughts?&lt;br /&gt;
--[[User:Squirrelloid|Squirrelloid]] 05:12, 22 November 2008 (EST)&lt;br /&gt;
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:How reliably can you get them to mate?--[[User:Maximus|Maximus]] 16:57, 22 November 2008 (EST)&lt;br /&gt;
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:: Tried this out - 3 years in and not even lovers yet.  Ick.  So, here's the problem: you really want two dwarves who won't start as friends with many other people (although each other is ok), and who can handle stress and aren't quick to anger.  Because of course your first hurdle is going to be surviving the unhappiness generated by killing off everyone else.  (You may just want to build some coffins early just in case).  Unfortunately, the embark screen view mode won't let you see who they're friends with before embarking, so if you want to assign just two of them skills you're making guesses based solely on their personality traits as two which dwarves will be compatible and likely to survive the initial culling.  After that you then need to reduce your job queue to almost nothing and basically lock them in the same room together so they spend their time talking - because you've already chosen otherwise self-reliant and anti-social dwarves.  &lt;br /&gt;
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::Some evidence on the Relationships talk page suggests giving some social skills to your dwarves may increase the rate at which they progress to friends/lovers.&lt;br /&gt;
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::My first attempt was a Carpenter 5/Cook 5 and a Mason 5/Grower 5... I might have to revise that to Mason 5/Grower 3/Something social 2 and Carpenter 4/Cook 4/something social 2 - but carpenter and mason are going to be important for generating happy thoughts.&lt;br /&gt;
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::Apparently setting the .init file to a max of 2 dwarves doesn't stop immigrants from coming - which is annoying because I really don't want to keep killing them off, and they keep stealing my moods.  (Yes, i put a stone stockpile outside so the immigrants can build their own deathtrap over the lava vent).  I do recommend playing on an island so you only have to deal with not going outside for the dwarf caravan each year.  And the liaison will happily join your migrants on the death trap if you make it a meeting area.&lt;br /&gt;
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::--[[User:Squirrelloid|Squirrelloid]] 10:18, 23 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::It's all a matter of compatibility. Dwarves actually don't start out friends, they just make them almost instantly at the start (and can make grudges here, too. I had one who had a very low sense of adventure while everyone else had high, and five of the seven had grudges with her.) To become lovers and get married requires a very, very high compatibility--whatever that means. It seems that some dwarves never upgrade from lovers to married, either, perhaps due to being not compatible enough, but being faced with a lack of programming to handle breakups. (I'll leave that one to the playwrights.) Getting this challenge to work is probably more than half the challenge! --[[User:Navian|Navian]] 11:29, 23 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Do social skills make dwarves more likely to make friends, or does being friendly make dwarves more likely to gain social skills?  Instead of focusing on social skills, you might need to pick dwarves with a lot of friendly traits (or even compatible traits, like Navian suggests).  You can check their personalities before setting out -- if you don't see compatible traits, scrap it and start building another party.&lt;br /&gt;
&lt;br /&gt;
:::For happiness, build several native gold (i.e., masonry) statues and put them in their bedrooms -- that will dwarf (ahem) the bonus you will get from the bed itself being high-quality.  You can potentially skip carpentry altogether.&lt;br /&gt;
&lt;br /&gt;
:::For them to actually form a relationship, you might need to give them idle time, during which they will socialize.  &lt;br /&gt;
&lt;br /&gt;
:::To keep other dwarves away, you could try putting a moat around the entire perimeter of the map (better still, a magma moat).  This worked with the 2D version, but with finite quantities of fluid in the 3D version, it might not work anymore.  But if you do want to try, put a wall as close to the edge of the map as it allows you, and flood everything outside it.  Have the sacrificial five (and all immigrants) work on that.&lt;br /&gt;
&lt;br /&gt;
:::Supposedly you won't get moods at all in a fortress with less than 20 dwarves.  You also won't get moods if you haven't produced enough goods or revealed enough tiles through mining (see [[strange mood]]).--[[User:Maximus|Maximus]] 12:30, 23 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Noblesse requis==&lt;br /&gt;
&lt;br /&gt;
Build your fortress to please the sick, twisted, evil nobles needs. Build a execution chamber for your rowdy dwarves and build a torture chamber for your dungeon master, using your imagination! Use this to punish pathetic dwarves who dare rebel. Build palaces for your nobles and pamper them in every way. Pour most of your resources into a beautiful place for nobles to live whilst letting your dwarves sleep in tiny, pathetic rooms.  The only exception is your mayor, who rises from the rank of the disgusting peons. He must live in squalor as well, preferably next to noble rooms to so the nobles can taunt him. score yourself according to how happy your nobles are, and your worth. Evil. And fun! can I add this to the main page? --[[User:Jackrabbit|Jackrabbit]] 03:04, 11 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Sure &amp;amp;ndash; it's a wiki, after all. You can edit the pages yourself!&lt;br /&gt;
:Also, is that really what [http://en.wikipedia.org/wiki/Noblesse_oblige Noblesse/noblis oblige] means? --[[User:Savok|Savok]] 10:55, 11 December 2008 (EST)&lt;br /&gt;
::Nope, just sounds good. I was hoping nobody would look it up. Maybe I'll change the name. Also, I'm new to wikis in general so I don't really know how everything works, desipte making this profile about a year ago. Thanks!--[[User:Jackrabbit|Jackrabbit]] 18:26, 11 December 2008 (EST)&lt;br /&gt;
:::Okay, changed it to Noble demand. Thanks!--[[User:Jackrabbit|Jackrabbit]] 18:30, 11 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Magma/Lava Waterfall ==&lt;br /&gt;
&lt;br /&gt;
Would creating a sustainable magmafall, or one that can be triggered as part of a defense system, be considered a challenge?  Or is it more of a Stupid Dwarf Trick?  I'm just curious because one has to take into account building the thing, making sure it won't set your dwarves on fire, and where to put the excess magma/lava since you can't really just pump it back into the magma pipe without some sort of massive and elaborate pump system. (Oh wow, I feel stupid.  I created a new subject and forgot to sign it for at least two days.) --[[User:Alkyon|Alkyon]] 20:26, 10 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:I'm inclined to declare it a SDT, due to the overly dangerous side effects. But then... I'd also call half the challenges SDTs too. I think that if the side effects are more dangerous than the intended effect, it's no longer a challenge, but something some random (insane) dwarf felt needed to be done. To put it in perspective, there's few cases where a 20-dwarf squad can't handle an entire siege, with or without fortifications and traps. Give them those, and they can handle all the siegers rushing and arriving at the same time. Even if you never have any mistakes during the construction of the magma-defenses (and that's a rare thing) then you could easily lose more than 20 in the first siege alone from dwarves trying to gather dropped goods. It's also almost useless against any other defenses (thieves &amp;amp; ambushes) since you'll have little, if any forewarning that you need to clear the area and throw the switch.&lt;br /&gt;
:On the other side of the fence, if you're particularly interested in making this, you should do the little things, like making a near-exact count of how much lava you'll need to let flow, to both keep all tiles where it will settle to less than 2/7 (since then it would never evaporate, the best cleaning method) and how to direct the flow so that it covers the path, but doesn't flow to other areas you didn't intend. --[[User:N9103|Edward]] 15:38, 11 January 2009 (EST)&lt;br /&gt;
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::Well, it doesn't have to be part of a defense system, one could just have massive magma waterfalls lining their entrance.  Though I have to say from experience that the hardest part is drainage.  Creating a massive magma cistern is one thing, it just takes some pumps and construction, but getting the stuff to not backup on the way to the disposal chasm and therefore not flood your fortress is a bit more complex than it first seems.--[[User:Alkyon|Alkyon]] 11:13, 12 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Which is why it's great building your fort into the the ledge a few levels over a Magma Pipe ;) --[[User:N9103|Edward]] 21:01, 12 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::::Hmm, that would be one way to do it, too bad I can't search for maps with that specific of a terrain set.  Anyways, there has to be a way to spill off at least some of the magma as the magma pipes fill slowly but constantly from the bottom.  Also, I learned from my failed experiment that Coke roads + magma spillover = road of fire.  Unusable except for turning your fortress into Mordor, which is awesome in it's own way. --[[User:Alkyon|Alkyon]] 21:29, 12 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::LOL, yes, I saw that and was thinking something along the lines of Mordor myself ;)  As for spill over, the magma tends to flow off to the side off the top of the magma pipe where I'm at, resulting in a net loss to evaporation, so I just turn it off for a season once or twice a year. As for finding a magma pipe that's exposed *and* sunken, to provide atleast one level of inaccessible floor around the pipe, I'd look in the mountains, where you've got many many levels of elevation. Or atleast, that's what my map looks like (50+ levels) with the majority of the map being mountain tiles, and one corner (of a 2x4 map) being desert. It had two * listed in the height map, '''''but no chasm''''', so that could help to find one. --[[User:N9103|Edward]] 23:35, 14 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:Or, how about a dual water/magma waterfall, meeting on the road leading in? Encase your enemies in carbonite, err, obsidian. [[User:Random|Random]] 20:31, 15 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Real time&amp;quot; challenge talk ==&lt;br /&gt;
&lt;br /&gt;
1) As mentioned in the challenge, opening any menu pauses the game&lt;br /&gt;
&lt;br /&gt;
2) &amp;quot;You have struck Alunite!&amp;quot;  Anyone else get this message and a pause every 5 minutes?&lt;br /&gt;
&lt;br /&gt;
If you were to keep the game running while you slept -- and trust me, I have -- all it takes is one minor inconvenience of the legion the game contains to pause it.  I set the game to keep running before I went to bed one night, and between doing that and going to brush my teeth, it paused.  I resumed, lay down in bed, and not a minute later, I opened my eyes to see the game had paused ''again.''  Too much stuff causes the game to pause to really execute this without constant babying.&lt;br /&gt;
&lt;br /&gt;
Overall, I don't see this challenge as being feasible.  Not bad in theory, but impossible in practice.  --[[User:Eddie|Eddie]] 06:15, 16 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:Yes, thats true. That challenge would require either a new version where pausing-for-announcements can be disabled or a helper program to automatically acknowledge them and unpause the game. [[User:Random|Random]] 20:54, 16 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Hermit Challenge ==&lt;br /&gt;
&lt;br /&gt;
Does anyone have any tips for not having any damn migrants? The carps can't eat everyone.&lt;br /&gt;
: Well, you can just kill them all. Atom smasher, lava, water, goblin siege, choose your way to kill them. Even random ballista bolt could do the trick! Bonus point for the creative part !? :D [[User:Karl|Karl]] 19:45, 21 January 2009 (EST)&lt;br /&gt;
::Well, if the problem gets too extreme, you can adjust your maximum population to 1 in the ini files, and see if that works...--[[User:Quil|Quil]] 20:43, 21 January 2009 (EST)&lt;br /&gt;
::: It doesn't work. The POPULATION_CAP seems bugged something awful. [[User:AbuDhabi|AbuDhabi]] 02:36, 23 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== The Great Wall of [Kingdom] ==&lt;br /&gt;
&lt;br /&gt;
Here's an interesting challenge:&lt;br /&gt;
&lt;br /&gt;
Your kingdom needs a great impenetrable defense to protect against your goblin enemies. You have been assigned to build a giant wall!&lt;br /&gt;
&lt;br /&gt;
The wall must stretch from one side to the opposite, have a height of 5 z-axis, be four tiles wide complete with gate(s), towers, fortifications, ballistas and catapults. You must also position a crossbowdwarf at every ten tiles.&lt;br /&gt;
&lt;br /&gt;
* BONUS: Build it right next to a goblin lair.&lt;br /&gt;
* BONUS: Build it all using only wood.&lt;br /&gt;
* BONUS++: Build it all using only soap!&lt;br /&gt;
&lt;br /&gt;
[[User:Myroc|Myroc]] 15:16, 22 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:This wouldn't work due to the fact that you can't build walls (among other things) too close to the edge.  At best, it would have to start six tiles in on both sides.  However, you could implement an existing hill/mountain to &amp;quot;assist&amp;quot; with the completion of the wall.&lt;br /&gt;
:[[User:Nocash|Nocash]] 18:30, 24 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::Ah, good point. I kinda forgot about that. [[User:Myroc|Myroc]] 05:50, 25 January 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Myroc</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Challenges&amp;diff=22572</id>
		<title>40d Talk:Challenges</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Challenges&amp;diff=22572"/>
		<updated>2009-01-22T20:16:34Z</updated>

		<summary type="html">&lt;p&gt;Myroc: The Great Wall of [Kingdom]&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Colorful==&lt;br /&gt;
This is an idea I got by reading trough all the challenges, what if you make it a goal to have the fortress in the colour of the rainbow. (Example, 80x80 tile fortress, first 10 tiles are red, second 10 tiles are brown-orange, the third 10 are yellow and go on) --[[User:G1real|G1real]] 08:43, 27 June 2008 (EDT)&lt;br /&gt;
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==Sparta==&lt;br /&gt;
&amp;quot;You shouldn't create chainmail or plate armour.&amp;quot;&lt;br /&gt;
&amp;lt;br&amp;gt;why? --Savok &lt;br /&gt;
:because spartans don't wear chest armor. you should definately watch 300, it's like Dwarf Fortress on crack! --AlexFili &lt;br /&gt;
::from what I've read, 300 isn't an accurate depiction of Spartan life. However, this challenge build is based on 300 --Savok&lt;br /&gt;
:::Alright, fair point, 300 was based from a graphic novel, but many similarities between Spartans in 300 and in real history are present. --[[User:AlexFili|AlexFili]] 10:39, 9 June 2008 (EDT) &lt;br /&gt;
::::&amp;quot;However, this challenge build is based on 300&amp;quot; No it isn't. At least, it wasn't intended to be. I guess I shouldn't have referred to pop culture when I added it. --juckto&lt;br /&gt;
:::::The hell with it. Split off spartans from 300. [[User:Juckto|Juckto]] 16:55, 14 June 2008 (EDT)&lt;br /&gt;
::::::Not only did Spartans use chest armour (although in the form of bronze muscel cuirasses), but it was illegal and finable to fight without your armour. Theres one story of a Prince praying in Temple when some enemies attacked, he ran out naked and killed them, the Oligarchs awarded and praised him with one hand and then fined him with the other. Further specific Spartan attributes, the largely did not wear sandals except during war (don't want your feet to be soft and flabby, gotta make them rock-proof), Sparta itself didn't rely on walls (although they did use them [notably at the battle of the Hot Gates to keep the Persians from landing south of the gates] and the city did eventually make some). Theres also the complicated issue of their government, not sure how to replicate that, dual monarchy with the Kings having no real governmental powers and an oligarchy ruling at home. Maybe having a Legendary warrior lead each of two squads and having every position (Book Keeper, Mayor, Captain of the Guard even maybe) filled by a useless fat rich guy in a nice shiny house. I should also point out alot of their generals and kings were known for a love of gold and that 50% of the population being in the military is not very accurate, actual Spartan soldiers were vastly outnumbered by the Helots. --[[User:Lowlandlord|Lowlandlord]] 01:37, 31 July 2008 (EDT)&lt;br /&gt;
==No mining==&lt;br /&gt;
Now that you construct walls and fortifications out of wood, I wonder if anyone is going to take on a 'no mining' challenge?  You're going to need a ''lot'' of wood! --[[User:Mechturk|Mechturk]] 17:00, 6 November 2007 (EST)&lt;br /&gt;
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:Some people already are :p --[[User:Turgid Bolk|Turgid Bolk]] 17:44, 6 November 2007 (EST)&lt;br /&gt;
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::I'm running a game with Elves as the playable civilization, a challenge on its own--The Forest Retreat of Inalamina is well into its ninth year, with a population of 220, and this is without mining ''or'' cutting down any trees. It's defended entirely by spearmen, swordsmen, and wrestlers, and the nobles/admins and wounded elves live happily in tree forts and lean-tos! Worth adding, maybe? I'd even consider writing an article for it... --[[User:Navian|Navian]] 10:23, 6 November 2008 (EST)&lt;br /&gt;
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::: I am completely enthralled. I'd love to see it written up. Screenshots, the whole thing. --[[User:RomeoFalling|RomeoFalling]] 10:37, 6 November 2008 (EST)&lt;br /&gt;
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&lt;br /&gt;
::Oh, you mean for the game I'm running itself? I'd love to, but I can't seem to find what the rules for that are and I don't want to step on any toes by randomly creating a page. --[[User:Navian|Navian]] 10:48, 6 November 2008 (EST)&lt;br /&gt;
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::: Either for the game itself, or a general essay sorta thing on the challenges and solutions for that kind of gameplay. As for the [[rules]], I don't know what you're talking about exactly. A wiki is a kind of anarchistic democracy. If you think it's worth putting up, you are free to put it up. If someone wants to take it down, they're free to do that too. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:RomeoFalling|RomeoFalling]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:::Put the writeup on your userpage, and if it can be broadened into something else, we'll move it into the mainspace.--[[User:Maximus|Maximus]] 23:09, 6 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Assassination==&lt;br /&gt;
I tried &amp;quot;Assassination&amp;quot; the other day and found that it was incredibly easy with a group of axedwarves. Not only did I kill the hardest-to-get-at goblin, I killed every last other goblin too. In the end, there were only 2 dogs and 2 dwarves dead (the last one fell, sadly, to the last goblin left, who was hiding in the tunnels.--[[User:Smoking Gnu|Smoking Gnu]] 22:51, 15 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Now do it with 7 untrained dwarves with no armor. --[[User:TheUbie|TheUbie]] 19:30, 29 December 2007 (EST)&lt;br /&gt;
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::Mwa ha ha ha!--[[User:Jackrabbit|Jackrabbit]] 18:38, 11 December 2008 (EST)&lt;br /&gt;
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== Humanlike? ==&lt;br /&gt;
It should be noted that the 'human-like fortress' as described is historically inaccurate.  In particular, its either misrepresenting or confusing various details.  One major point is that a _castle_ never incorporated a town.  There are walled towns and there are castles, but these are entirely different things.  A couple of historical periods/styles would lead to the following different suggestions:&lt;br /&gt;
&lt;br /&gt;
(A) Larger (stone) medieval castles sometimes had industry in the bailey.  This was often pressed up against the outer wall to save on space and wall building.  It was usually militarily useful industry (ie, metalsmithing of various types).  Cooking and possibly brewing might also happen, and cooking at least would have been handled in the keep itself.  Industries including jewelry, carpentry (on a permanent basis), and other non-military production would have been outside the castle, quite possibly in a town nearby.  &lt;br /&gt;
&lt;br /&gt;
(B) More isolated smaller castles would have done necessary production in the bailey on a temporary basis (ie, erecting a carpentry work area when needed and disassembling it afterwards), with a few permanent industries (notably blacksmithing).&lt;br /&gt;
&lt;br /&gt;
(C) 'Dark Ages' castles would be made of wood, and weren't large enough to accomodate much industry.  Instead they would have imported everything.  The early castle was a defensible home for the lord and his family, and would only house them and a few military retainers.&lt;br /&gt;
&lt;br /&gt;
It should be noted that the lack of focus on industry in a castle meant diverse tasks might share the same workspace and in fact be handled by the same person.  The purpose of a castle is military, not production, and castle's only produced goods for internal demand that either could not be imported, would be inconvenient to import, or were critical to the military purpose (and couldn't afford access to those goods being lost during a siege).&lt;br /&gt;
&lt;br /&gt;
(D) A walled town would have no keep.  Nobles would not live there.  Basically, towns would build a wall around their perimeter for defense.  More important towns often grew to encompass nearby castles, and often outgrew their walls - which might either lead to substantial portions beyond the walls or accruing walls occasionally to encompass new growth.  Despite a castle potentially being encompassed by a town, the castle and town were administratively separate - towns receiving independent charters from the crown - and the town was never subject to the lord of the castle (who may well control the surrounding countryside).&lt;br /&gt;
&lt;br /&gt;
Given the nature of Dwarf Fortress, treating it as a town rather than a castle is probably preferable unless you really want to emphasize military skills, which could be interesting.  You could, of course, create a castle and a town, keeping them as virtually separate entities, with military dwarves and nobles living in the castle and other dwarves living in the town.&lt;br /&gt;
&lt;br /&gt;
--[[User:Squirrelloid|Squirrelloid]] 18:11, 30 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:When did we start trying to make DF fit real-world history?&lt;br /&gt;
:His idea seems perfectly fine when compared to in-game human towns/cities, as they have a keep and whatnot as part of the city. Only difference is adding a wall around it all. --[[User:N9103|Edward]] 18:25, 30 April 2008 (EDT)&lt;br /&gt;
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== Insane Renegade (just a thought) ==&lt;br /&gt;
&lt;br /&gt;
Well I was thinking something along these lines,&lt;br /&gt;
&lt;br /&gt;
They all think that your crazy, so you and some others ran. You shouldn't trust them... They want you dead. Except for the (random profession/job) they think like you. KILL THEM KILL ALL THAT OPPOSE YOU!!,&lt;br /&gt;
&lt;br /&gt;
Description:&lt;br /&gt;
Xenophobia, Do not trade with others, Kill all immigrants except ones of a certain job/profession. If you want to go as a truly insane person, ban all statues and engravings of Dwarven faces (the statues, THE ROCKS! THEY ALL WANT ME DEAD!!!!) Be prepared for a long life of hatred and sieges.&lt;br /&gt;
&lt;br /&gt;
P.S. if anyone edits this and puts it on the main thing please give me partial credit... Thank you and goodnight! &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:LrZeph|LrZeph]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:How is this different from [[Challenges#Outcast|Outcast]], aside from the RP? --[[User:Savok|Savok]] 16:41, 22 June 2008 (EDT)&lt;br /&gt;
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::Oh dear, i missed that one. never mind &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:LrZeph|LrZeph]]&amp;lt;/small&amp;gt;&lt;br /&gt;
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== Dystopian society ==&lt;br /&gt;
&lt;br /&gt;
Anyone thought of making a fortress based off one of those dystopian futures found in scifi novels like 1984, We, Brave New World, and Fahrenheit 451? The way I imagine it, it would be similar to the Equaland challenge, with variations based on the dystopian principle of your choice. For example, if you want to encourage uniformity across your population, enable all labor for every dwarf and persecute anyone who skills up too quickly at a given skill. A strict caste system might also be implementable, a la Brave New World. Another idea would be to kill off or at least &amp;quot;re-educate&amp;quot; any dwarf that falls below ecstatic for an extended period of time. Tons of ideas at {{wiki|Dystopia}}. Thoughts? --[[User:Mikaka|Mikaka]] 04:56, 24 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:That sounds like a good challenge. --[[User:Savok|Savok]] 08:24, 24 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Underwater Building ==&lt;br /&gt;
&lt;br /&gt;
I've decided to take on the underwater building challenge, and have started Migrurmestthos, The Ocean-Citadel. But ah... I can't for the live of me figure out how I'm going to get glass blocks to the bottom of the ocean. Any ideas? --[[User:Anfini|Anfini]] 20:36, 19 July 2008 (EDT)&amp;lt;br&amp;gt;&lt;br /&gt;
''P.S.: I've altered the creature tokens and set my Dwarves to Aquatic.''&lt;br /&gt;
&lt;br /&gt;
:I recommend either&lt;br /&gt;
:#Don't build it in the ocean.&lt;br /&gt;
:#Use pumping to pump a large area of the top level of the ocean out. Do the same with a slightly smaller area one level down. Repeat as desired.&lt;br /&gt;
:#Pump the ocean out, build, then let it flow back in. This is like the above, but with the whole visible ocean. --[[User:Savok|Savok]] 22:45, 20 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Oookay, okay. I have single-handedly diverted the courses of raging rapids to give my children something to drink, harnessed the power of lava, and built towers of glass. However, I cannot help but approach the idea of pumping out '''the entire ocean''' with a bit of skepticism. Is this ''really'' possible? --[[User:Anfini|Anfini]] 22:53, 21 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Aye, it is. Aside from waves, the &amp;quot;entire&amp;quot; ocean is really, due to map limitations, just a large, fast-refilling lake. If you build a ring of pumps properly, you should be able to clear the water from a section, which can be as large as your fortress map. --[[User:Savok|Savok]] 02:34, 23 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::: I've personally been using 'canals' in my fortress for quite a while, and what I do is simply allocate nobles' rooms along the side of the canal, and before flooding the waterway, I dig into it and build glass windows and blocks so the nobles can watch the fish swim by.  I doubt it actually raises the room value by any more than the glass windows' base value, but I like the effect.  This isn't really an &amp;quot;underwater city&amp;quot; per se, but it's born of the same concept.  --[[User:Eddie|Eddie]] 07:45, 26 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Check out [[User:Squirrelloid/Under the Sea]], then note that I haven't quite tested any of the possible methods yet.  I'm about ready to turn on the magma tap and see if I can create an obsidian stalagmite with successive bursts of magma followed by channelling - that may provide a way to build stairs down through and assemble a mass pump appartus - yes, this is going to be a lot of work.  Its took 6 years of game time to get to the point where I was ready and able to do a trial run - admittedly, it wasn't the only thing I was focused on.  --[[User:Squirrelloid|Squirrelloid]] 12:28, 19 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Dwarf Factory ==&lt;br /&gt;
&lt;br /&gt;
--[[User:Bilkinson|Bilkinson]] 18:12, 28 August 2008 (EDT)&lt;br /&gt;
Looking to develop this callenge concept:&lt;br /&gt;
&lt;br /&gt;
Your fortress is a highly specialized industrial complex. Select one item, or very narrow category of items. (ie Flour, Scepters, Shoes, Silk Bags, Crossbow Bolts) This is your factory's product. You must produce as much of it as possible, and it may only be used for export to any any and all caravans which visit your factory. Set up shift schedules, assign massive teams of dwarves (or even all of them!) to your core product, and generally devote your fort to maximizing output. &lt;br /&gt;
&lt;br /&gt;
Variants: &amp;lt;br /&amp;gt;&lt;br /&gt;
Assembly line - Each Dwarf is assigned a single stage of the production cycle, this is their only labour. Workshops should be grouped togeather by type, ordered based on the production cycle and grouped with relevant stockpiles.&amp;lt;br /&amp;gt;&lt;br /&gt;
Communal - Every Dwarf has every relevant labour enabled, in addition to whatever else they do for the fort.&amp;lt;br /&amp;gt;&lt;br /&gt;
High Management - For each Task in your production, appoint a department head. As the number of workers in each department grows, start appointing shift managers. As your factory expands in size, appoint reigonal coordinators and quality control bureaus. Cap this off with a board of directors and a CEO. None of these dwarves do anything but fill noble slots and build social skills.&amp;lt;br /&amp;gt;&lt;br /&gt;
Prison/Work Camp - Noble dwarves do not contribute to labour. Max the fortress/royal Guard at all times and draft 20% of the population into the army. The remaining dwarves are prisoners who must produce output. Build walls, rig traps, and make an example of anyone who fails to meet their quota.&amp;lt;br /&amp;gt;&lt;br /&gt;
People's Glorious Five-Year Plan - As above, but arrive with no skilled workers, rig all facilities with self destructs and kill switches, and only arm one in ten of your soldiers.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Bonus: Only produce things vital to the survival of your workers, or directly involved in making your product. Anything else must be imported.&amp;lt;br /&amp;gt;&lt;br /&gt;
Further Bonus: Produce only your final product, all raw materials must be imported. spend the surplus on anything else you may need.&lt;br /&gt;
&lt;br /&gt;
How's it sound?&lt;br /&gt;
&lt;br /&gt;
== Luxurious Tomb ==&lt;br /&gt;
&lt;br /&gt;
Build an extravagant mausoleum for your entire dwarf community.  Make it multi-leveled, make it a pyramid, make it out of glass if you want - but it must serve no other purpose than to be a dying place, and must not be accessed for any purpose other than to build it.  Add a few decorations here and there, statues, tables, and a whole lot of coffins to house everyone.&lt;br /&gt;
&lt;br /&gt;
Once it's complete, turn your fortress into a ghost town.  Remove the designation of all your stockpiles.  Forbid all the workshops and forbid access to the different areas of the fort as they get deserted to limit dwarf movement.  Lure everyone into the tomb, seal the entrance from the inside and watch everyone die inside their new mausoleum.  The tomb should be designed such that the initial entry point cannot easily be guessed (i.e.: The entrance should be sealed using a wall or some other solid structure - not via a door you just mark forbidden.&lt;br /&gt;
&lt;br /&gt;
BONUS: make access to the tomb difficult or impossible, either by causing a cave-in in the tunnel that leads towards it, or by flooding the surrounding area in water or magma.&lt;br /&gt;
&lt;br /&gt;
BONUS #2: Build the tomb over a chasm.  Find a way to drop the whole tomb-building into it once everyone's inside.&lt;br /&gt;
&lt;br /&gt;
:Suggestion: DON'T build it over a chasm; build it over a very large pit (deep enough to be called a 'chasm' by some) and make a set of ramps that lead down to the bottom. 1x2 setup; that is:&lt;br /&gt;
 ^^&lt;br /&gt;
 ^^&lt;br /&gt;
 ^^&lt;br /&gt;
 ^^&lt;br /&gt;
 ^^&lt;br /&gt;
 ^^&lt;br /&gt;
 ..&lt;br /&gt;
 That is, up ramps, turn on normal flooring, then continue back up in the opposite direction. So a dwarf would travel in this path:&lt;br /&gt;
 VV&lt;br /&gt;
 VV&lt;br /&gt;
 VV&lt;br /&gt;
 VV&lt;br /&gt;
 VV&lt;br /&gt;
 VV&lt;br /&gt;
 &amp;gt;^&lt;br /&gt;
:They'd come down the left ramp, turn left twice, and go down via the right ramp. Then they'd take two more lefts, and go down the left ramp, etc..&lt;br /&gt;
:Just a neat little suggestion that's way too complicated, but'd look nice...also, {{k|V}} is a ramp; {{k|^}} is not.&lt;br /&gt;
:I can't wait to try this out, then watch the temple I build go down, down, down, and '''SMASH'''--then use the ramps alongside it to view (and plunder, of course--it IS a tomb in adventure mode) it.&lt;br /&gt;
:Oh, and just a Z-level view:&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;
:Or:&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;
:Etc.. ~ [[User:Midna|Midna]] 23:45, 25 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Agoraphobia  ==&lt;br /&gt;
&lt;br /&gt;
Your dwarves are absolutely terrified of the great outdoors, ([[carp|and]] [[Elephant|with]] [[Giant eagle|good]] [[undead|reason]] and want nothing more than to be nestled tightly in the &amp;quot;[[Giant Cave Spider|relative]] [[Pit|saftey]]&amp;quot; of the underground. Upon arrival, immediately burrow into the ground and haul all your supplies out of the sun's glare, and then never set foot on the surface again. Also, to help reduce anxiety, have no single chamber larger than 5x5, and let no hall stretch farther than 5 tiles between doors.--[[User:Bilkinson|Bilkinson]] 11:42, 15 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;insert material&amp;gt; Fort....wait, what? ==&lt;br /&gt;
&lt;br /&gt;
Ok, now I can understand a glass fort...and I can understand making it all outside, but how does one build it under water?  Can someone please tell me how to do this so I can try to create my own Dwarven SeaLab? [[User:Alkyon|Alkyon]] 05:58, 17 October 2008 (EDT)&lt;br /&gt;
:I believe its either done via pump rings (enough screw pumps can hollow out sections of the ocean long enough to build something to hold the water back), or in a cold enough seasonal environment, only doing construction during the winter. [[User:HeWhoIsPale|HeWhoIsPale]] 08:44, 17 October 2008 (EDT)&lt;br /&gt;
:: The third option would be building the fort, and then making a lake around it. --[[User:Bilkinson|Bilkinson]] 08:51, 17 October 2008 (EDT)&lt;br /&gt;
::The real trick with building enough screw pumps is in water deeper than 1 z-level you need to find a way to build down - you cannot hang down staircases off sides like you can up staircases.  I'm attempting to pump magma to form an obsidian sheen - tunnel down through it and channel a hole, pump more magma, and so on.  I'll let people know how it works... --[[User:Squirrelloid|Squirrelloid]] 12:41, 19 November 2008 (EST)&lt;br /&gt;
:::So I've heard.  Have you tried just carving a staircase along the underwater cliff on your game?  I hope to see, or at least hear, the results of your work.  As for me, I'm trying this challenge the other way around: Turn a hilly desert map into a massive glass aquarium, with my dwarves living the good life inside. --[[User:Alkyon|Alkyon]] 13:41, 19 November 2008 (EST)&lt;br /&gt;
:::::Well, my goal was to build a free-standing structure in 15 z-levels of water, so yes, if there is a convenient cliff it works, but that limits you to cliffs which start 1 z-level below water.  As all my really deep water areas aren't even close to being accessible in that way, its not even an option.  --[[User:Squirrelloid|Squirrelloid]] 19:34, 19 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::To me, the solution that comes to mind is to place a weapon rack on a narrow causeway and get recruits to wrestle until one punts another into the abyss. The lucky winner gets to build the up staircase. Getting materials below is easy, you can just build something and deconstruct it, among other more elaborate means. --[[User:Navian|Navian]] 17:41, 19 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::That only works if its only 2 z-levels down, because otherwise the dwarf falls into deeper water and drowns... and as 2 z-levels is boring... --[[User:Squirrelloid|Squirrelloid]] 19:34, 19 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Genesis==&lt;br /&gt;
Kill all but two of your starting dwarves off (one male and one female).  Seal them in your fortress (no trading).  Repopulate the earth.  Measure of success is based on number of children before the fortress dies.  Thoughts?&lt;br /&gt;
--[[User:Squirrelloid|Squirrelloid]] 05:12, 22 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:How reliably can you get them to mate?--[[User:Maximus|Maximus]] 16:57, 22 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:: Tried this out - 3 years in and not even lovers yet.  Ick.  So, here's the problem: you really want two dwarves who won't start as friends with many other people (although each other is ok), and who can handle stress and aren't quick to anger.  Because of course your first hurdle is going to be surviving the unhappiness generated by killing off everyone else.  (You may just want to build some coffins early just in case).  Unfortunately, the embark screen view mode won't let you see who they're friends with before embarking, so if you want to assign just two of them skills you're making guesses based solely on their personality traits as two which dwarves will be compatible and likely to survive the initial culling.  After that you then need to reduce your job queue to almost nothing and basically lock them in the same room together so they spend their time talking - because you've already chosen otherwise self-reliant and anti-social dwarves.  &lt;br /&gt;
&lt;br /&gt;
::Some evidence on the Relationships talk page suggests giving some social skills to your dwarves may increase the rate at which they progress to friends/lovers.&lt;br /&gt;
&lt;br /&gt;
::My first attempt was a Carpenter 5/Cook 5 and a Mason 5/Grower 5... I might have to revise that to Mason 5/Grower 3/Something social 2 and Carpenter 4/Cook 4/something social 2 - but carpenter and mason are going to be important for generating happy thoughts.&lt;br /&gt;
&lt;br /&gt;
::Apparently setting the .init file to a max of 2 dwarves doesn't stop immigrants from coming - which is annoying because I really don't want to keep killing them off, and they keep stealing my moods.  (Yes, i put a stone stockpile outside so the immigrants can build their own deathtrap over the lava vent).  I do recommend playing on an island so you only have to deal with not going outside for the dwarf caravan each year.  And the liaison will happily join your migrants on the death trap if you make it a meeting area.&lt;br /&gt;
&lt;br /&gt;
::--[[User:Squirrelloid|Squirrelloid]] 10:18, 23 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::It's all a matter of compatibility. Dwarves actually don't start out friends, they just make them almost instantly at the start (and can make grudges here, too. I had one who had a very low sense of adventure while everyone else had high, and five of the seven had grudges with her.) To become lovers and get married requires a very, very high compatibility--whatever that means. It seems that some dwarves never upgrade from lovers to married, either, perhaps due to being not compatible enough, but being faced with a lack of programming to handle breakups. (I'll leave that one to the playwrights.) Getting this challenge to work is probably more than half the challenge! --[[User:Navian|Navian]] 11:29, 23 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Do social skills make dwarves more likely to make friends, or does being friendly make dwarves more likely to gain social skills?  Instead of focusing on social skills, you might need to pick dwarves with a lot of friendly traits (or even compatible traits, like Navian suggests).  You can check their personalities before setting out -- if you don't see compatible traits, scrap it and start building another party.&lt;br /&gt;
&lt;br /&gt;
:::For happiness, build several native gold (i.e., masonry) statues and put them in their bedrooms -- that will dwarf (ahem) the bonus you will get from the bed itself being high-quality.  You can potentially skip carpentry altogether.&lt;br /&gt;
&lt;br /&gt;
:::For them to actually form a relationship, you might need to give them idle time, during which they will socialize.  &lt;br /&gt;
&lt;br /&gt;
:::To keep other dwarves away, you could try putting a moat around the entire perimeter of the map (better still, a magma moat).  This worked with the 2D version, but with finite quantities of fluid in the 3D version, it might not work anymore.  But if you do want to try, put a wall as close to the edge of the map as it allows you, and flood everything outside it.  Have the sacrificial five (and all immigrants) work on that.&lt;br /&gt;
&lt;br /&gt;
:::Supposedly you won't get moods at all in a fortress with less than 20 dwarves.  You also won't get moods if you haven't produced enough goods or revealed enough tiles through mining (see [[strange mood]]).--[[User:Maximus|Maximus]] 12:30, 23 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Noblesse requis==&lt;br /&gt;
&lt;br /&gt;
Build your fortress to please the sick, twisted, evil nobles needs. Build a execution chamber for your rowdy dwarves and build a torture chamber for your dungeon master, using your imagination! Use this to punish pathetic dwarves who dare rebel. Build palaces for your nobles and pamper them in every way. Pour most of your resources into a beautiful place for nobles to live whilst letting your dwarves sleep in tiny, pathetic rooms.  The only exception is your mayor, who rises from the rank of the disgusting peons. He must live in squalor as well, preferably next to noble rooms to so the nobles can taunt him. score yourself according to how happy your nobles are, and your worth. Evil. And fun! can I add this to the main page? --[[User:Jackrabbit|Jackrabbit]] 03:04, 11 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Sure &amp;amp;ndash; it's a wiki, after all. You can edit the pages yourself!&lt;br /&gt;
:Also, is that really what [http://en.wikipedia.org/wiki/Noblesse_oblige Noblesse/noblis oblige] means? --[[User:Savok|Savok]] 10:55, 11 December 2008 (EST)&lt;br /&gt;
::Nope, just sounds good. I was hoping nobody would look it up. Maybe I'll change the name. Also, I'm new to wikis in general so I don't really know how everything works, desipte making this profile about a year ago. Thanks!--[[User:Jackrabbit|Jackrabbit]] 18:26, 11 December 2008 (EST)&lt;br /&gt;
:::Okay, changed it to Noble demand. Thanks!--[[User:Jackrabbit|Jackrabbit]] 18:30, 11 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Magma/Lava Waterfall ==&lt;br /&gt;
&lt;br /&gt;
Would creating a sustainable magmafall, or one that can be triggered as part of a defense system, be considered a challenge?  Or is it more of a Stupid Dwarf Trick?  I'm just curious because one has to take into account building the thing, making sure it won't set your dwarves on fire, and where to put the excess magma/lava since you can't really just pump it back into the magma pipe without some sort of massive and elaborate pump system. (Oh wow, I feel stupid.  I created a new subject and forgot to sign it for at least two days.) --[[User:Alkyon|Alkyon]] 20:26, 10 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:I'm inclined to declare it a SDT, due to the overly dangerous side effects. But then... I'd also call half the challenges SDTs too. I think that if the side effects are more dangerous than the intended effect, it's no longer a challenge, but something some random (insane) dwarf felt needed to be done. To put it in perspective, there's few cases where a 20-dwarf squad can't handle an entire siege, with or without fortifications and traps. Give them those, and they can handle all the siegers rushing and arriving at the same time. Even if you never have any mistakes during the construction of the magma-defenses (and that's a rare thing) then you could easily lose more than 20 in the first siege alone from dwarves trying to gather dropped goods. It's also almost useless against any other defenses (thieves &amp;amp; ambushes) since you'll have little, if any forewarning that you need to clear the area and throw the switch.&lt;br /&gt;
:On the other side of the fence, if you're particularly interested in making this, you should do the little things, like making a near-exact count of how much lava you'll need to let flow, to both keep all tiles where it will settle to less than 2/7 (since then it would never evaporate, the best cleaning method) and how to direct the flow so that it covers the path, but doesn't flow to other areas you didn't intend. --[[User:N9103|Edward]] 15:38, 11 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::Well, it doesn't have to be part of a defense system, one could just have massive magma waterfalls lining their entrance.  Though I have to say from experience that the hardest part is drainage.  Creating a massive magma cistern is one thing, it just takes some pumps and construction, but getting the stuff to not backup on the way to the disposal chasm and therefore not flood your fortress is a bit more complex than it first seems.--[[User:Alkyon|Alkyon]] 11:13, 12 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Which is why it's great building your fort into the the ledge a few levels over a Magma Pipe ;) --[[User:N9103|Edward]] 21:01, 12 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::::Hmm, that would be one way to do it, too bad I can't search for maps with that specific of a terrain set.  Anyways, there has to be a way to spill off at least some of the magma as the magma pipes fill slowly but constantly from the bottom.  Also, I learned from my failed experiment that Coke roads + magma spillover = road of fire.  Unusable except for turning your fortress into Mordor, which is awesome in it's own way. --[[User:Alkyon|Alkyon]] 21:29, 12 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::LOL, yes, I saw that and was thinking something along the lines of Mordor myself ;)  As for spill over, the magma tends to flow off to the side off the top of the magma pipe where I'm at, resulting in a net loss to evaporation, so I just turn it off for a season once or twice a year. As for finding a magma pipe that's exposed *and* sunken, to provide atleast one level of inaccessible floor around the pipe, I'd look in the mountains, where you've got many many levels of elevation. Or atleast, that's what my map looks like (50+ levels) with the majority of the map being mountain tiles, and one corner (of a 2x4 map) being desert. It had two * listed in the height map, '''''but no chasm''''', so that could help to find one. --[[User:N9103|Edward]] 23:35, 14 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:Or, how about a dual water/magma waterfall, meeting on the road leading in? Encase your enemies in carbonite, err, obsidian. [[User:Random|Random]] 20:31, 15 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Real time&amp;quot; challenge talk ==&lt;br /&gt;
&lt;br /&gt;
1) As mentioned in the challenge, opening any menu pauses the game&lt;br /&gt;
&lt;br /&gt;
2) &amp;quot;You have struck Alunite!&amp;quot;  Anyone else get this message and a pause every 5 minutes?&lt;br /&gt;
&lt;br /&gt;
If you were to keep the game running while you slept -- and trust me, I have -- all it takes is one minor inconvenience of the legion the game contains to pause it.  I set the game to keep running before I went to bed one night, and between doing that and going to brush my teeth, it paused.  I resumed, lay down in bed, and not a minute later, I opened my eyes to see the game had paused ''again.''  Too much stuff causes the game to pause to really execute this without constant babying.&lt;br /&gt;
&lt;br /&gt;
Overall, I don't see this challenge as being feasible.  Not bad in theory, but impossible in practice.  --[[User:Eddie|Eddie]] 06:15, 16 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:Yes, thats true. That challenge would require either a new version where pausing-for-announcements can be disabled or a helper program to automatically acknowledge them and unpause the game. [[User:Random|Random]] 20:54, 16 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Hermit Challenge ==&lt;br /&gt;
&lt;br /&gt;
Does anyone have any tips for not having any damn migrants? The carps can't eat everyone.&lt;br /&gt;
: Well, you can just kill them all. Atom smasher, lava, water, goblin siege, choose your way to kill them. Even random ballista bolt could do the trick! Bonus point for the creative part !? :D [[User:Karl|Karl]] 19:45, 21 January 2009 (EST)&lt;br /&gt;
::Well, if the problem gets too extreme, you can adjust your maximum population to 1 in the ini files, and see if that works...--[[User:Quil|Quil]] 20:43, 21 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== The Great Wall of [Kingdom] ==&lt;br /&gt;
&lt;br /&gt;
Here's an interesting challenge:&lt;br /&gt;
&lt;br /&gt;
Your kingdom needs a great impenetrable defense to protect against your goblin enemies. You have been assigned to build a giant wall!&lt;br /&gt;
&lt;br /&gt;
The wall must stretch from one side to the opposite, have a height of 5 z-axis, be four tiles wide complete with gate(s), towers, fortifications, ballistas and catapults. You must also position a crossbowdwarf at every ten tiles.&lt;br /&gt;
&lt;br /&gt;
* BONUS: Build it right next to a goblin lair.&lt;br /&gt;
* BONUS: Build it all using only wood.&lt;br /&gt;
* BONUS++: Build it all using only soap!&lt;br /&gt;
&lt;br /&gt;
[[User:Myroc|Myroc]] 15:16, 22 January 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Myroc</name></author>
	</entry>
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